
[[],[],[],[],[],[],[],[{"id":10000,"name":"Ninja","type":"base","alignment":"Any","hit_die":"6","full_text":"<div topic='titel'><p><h3>Ninja<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='STARTING_GOLD' level='8'><p><b>Starting gold:<\/b> 4d4x10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>All of the following are class features of the ninja.<\/p>\n\n\t<p><strong>Weapon and Armor Proficiency:<\/strong> Ninjas are proficient with all simple weapons, plus the hand  crossbow, kama, kukri, nunchaku, sai, shortbow, short sword, shuriken, and siangham. Ninjas are not  proficient with any type of armor or shield.<\/p>\n\n\t<p><strong>AC Bonus (Ex):<\/strong> A ninja is highly trained at dodging blows, and she has a sixth sense that lets her  avoid even unanticipated attacks. When unarmored and unencumbered, a ninja adds her Wisdom  bonus (if any) to her Armor Class. This ability does not stack with the monk\u2019s AC bonus ability (a ninja with levels of monk does not add the bonus twice). In addition, a ninja gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five ninja levels thereafter (+2 at 10th, +3 at 15th, and +4  at 20th level). <\/p>\n\n\t<p>These bonuses to AC apply even against touch attacks or when a ninja is flat-footed.  The character loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.<\/p>\n\n\t<p><strong>Ki Power (Su):<\/strong> A ninja can channel her ki to manifest special powers of stealth and mobility. She can  use her <em>ki<\/em> powers a number of times per day equal to one-half her class level (minimum 1) plus her  Wisdom bonus (if any). <em>Ki<\/em> powers can be used only if a ninja is wearing no armor and is  unencumbered.<\/p>\n\n\t<p>As long as a ninja\u2019s <em>ki<\/em> pool isn\u2019t empty (that is, as long as she has at least one daily use remaining), she gains a +2 bonus on her Will saves. <\/p>\n\n\t<p>A ninja\u2019s <em>ki<\/em> powers are ghost step, <em>ki<\/em> dodge, ghost strike, greater <em>ki<\/em> dodge, and ghost walk. Each  power is described under a separate entry below. <\/p>\n\n\t<p><strong>Sudden Strike (Ex):<\/strong> If a ninja can catch an opponent when he is unable to defend himself  effectively from her attack, she can strike a vital spot for extra damage. Whenever a ninja\u2019s target is  denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), the ninja deals an extra 1d6 points of damage with her attack. This extra damage increases by 1d6  points for every two ninja levels thereafter. A ninja can\u2019t use sudden strike when flanking an opponent unless that opponent is denied its Dexterity bonus to AC.<\/p>\n\n\t<p>This damage also applies to ranged attacks against targets up to 30 feet away. Creatures with  concealment, creatures without discernible anatomies, and creatures immune to extra damage from  critical hits are all immune to sudden strikes. A ninja can\u2019t make a sudden strike while striking the  limbs of a creature whose vitals are out of reach.<\/p>\n\n\t<p>A ninja can\u2019t use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don\u2019t deal extra damage when used as part of a sudden strike.<\/p>\n\n\t<p>The extra damage from the sudden strike ability stacks with the extra damage from sneak attack  whenever both would apply to the same target. <\/p>\n\n\t<p><strong>Trapfinding (Ex):<\/strong> A ninja can use the Search skill to locate traps with a DC higher than 20, and she  can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50  of the <em>Player\u2019s Handbook<\/em>.<\/p>\n\n\t<p><strong>Ghost Step (Su):<\/strong> Starting at 2nd level, a ninja can spend one daily use of her ki power to become  invisible for 1 round. Using this ability is a swift action (see Swift Actions and Immediate Actions, page 137) that does not provoke attacks of opportunity. At 10th level, a ninja can become ethereal when  using ghost step instead of becoming invisible.<\/p>\n\n\t<p><strong>Poison Use (Ex):<\/strong> At 3rd level and higher, a ninja never risks accidentally poisoning herself when  applying poison to a weapon.<\/p>\n\n\t<p><strong>Great Leap (Su):<\/strong> At 4th level and higher, a ninja always makes Jump checks as if she were running  and had the Run feat, enabling her to make long jumps without a running start and granting a  +4 bonus on the jump (see the skill description, page 77 of the <em>Player\u2019s Handbook<\/em>). This ability  can be used only if she is wearing no armor and is carrying no more than a light load.<\/p>\n\n\t<p><strong>Acrobatics (Ex):<\/strong> Starting at 6th level, a ninja gains a +2 bonus on Climb, Jump, and Tumble checks.  This bonus increases to +4 at 12th level and +6 at 18th level. <\/p>\n\n\t<p><strong>Ki Dodge (Su):<\/strong> At 6th level and higher, a ninja can spend one daily use of her <em>ki<\/em> power to cause an  attack against her to miss when it might otherwise hit. When a ninja activates this ability, her outline  shifts and wavers, granting her concealment (20% miss chance) against all attacks for 1 round. Using  this ability is a swift action that does not provoke attacks of opportunity. <\/p>\n\n\t<p><em>See invisibility<\/em> has no effect on concealment granted by the <em>ki<\/em> dodge ability, but true seeing   negates the miss chance. This concealment does not stack with that caused by other effects that grant  concealment or by spells such as <em>blink<\/em> or <em>displacement.<\/em><\/p>\n\n\t<p><strong>Speed Climb (Ex):<\/strong> A ninja of 7th level or higher can scramble up or down walls and slopes with  great speed. She can climb at her speed as a move action with no penalty; however, she must begin  and end the round on a horizontal surface (such as the ground or a rooftop). If she does not end her  movement on a horizontal surface, she falls, taking falling damage as appropriate for her distance above the ground. <\/p>\n\n\t<p>A ninja needs only one free hand to use this ability. This ability can be used only if a ninja is wearing no armor and is carrying no more than a light load.<\/p>\n\n\t<p><strong>Ghost Strike (Su):<\/strong> At 8th level and higher, a ninja can spend one daily use of her ki power to strike  incorporeal and ethereal creatures as if they were corporeal. She also can use this ability to strike  foes on the Material Plane normally while ethereal (for example, while using her ghost step ability).<\/p>\n\n\t<p>Activating the ghost strike ability is a move action that does not provoke attacks of opportunity. It  affects the next attack made by the ninja, as long as that attack is made before the end of her next  turn.<\/p>\n\n\t<p><strong>Improved Poison Use (Ex):<\/strong> Starting at 9th level, a ninja can apply poison to a weapon as a move  action. (Normally, applying a poison is a standard action, like applying an oil.)<\/p>\n\n\t<p><strong>Evasion (Ex):<\/strong> Beginning at 12th level, a ninja can avoid damage from certain attacks with a  successful Reflex save. (See the monk class feature, page 41 of the <em>Player\u2019s Handbook.<\/em>) A ninja\u2019s use of evasion differs slightly from a monk\u2019s use in that a ninja can use evasion only if she is wearing  no armor and is carrying no more than a light load. <\/p>\n\n\t<p><strong>Ghost Mind (Su):<\/strong> At 14th level, a ninja gains a special resistance to spells of the scrying subschool.  To detect or see a ninja with such a spell, the caster must make a caster level check (DC 20 + the  ninja\u2019s class level). In the case of scrying spells (such as <em>arcane eye<\/em>) that scan the ninja\u2019s area, a  failed check indicates that the spell works but the ninja simply isn\u2019t detected. Scrying attempts targeted specifically at the ninja do not work at all if the check fails. <\/p>\n\n\t<p><strong>Ghost Sight (Su):<\/strong> At 16th level and higher, a ninja can see invisible and ethereal creatures as easily  as she sees material creatures and objects.<\/p>\n\n\t<p><strong>Greater Ki Dodge (Su):<\/strong> Starting at 18th level, a ninja\u2019s <em>ki<\/em> dodge ability grants total concealment  (50% miss chance).<\/p>\n\n\t<p><strong>Ghost Walk (Su):<\/strong> A 20th-level ninja can spend two daily uses of her ki power to enter the Ethereal  Plane for an extended period of time. This ability functions as the ethereal jaunt spell with a caster  level equal to the ninja\u2019s class level.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>AC Bonus <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Ki power, sudden strike +1d6, trapfinding <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Ghost step (invisible) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Sudden strike +2d6, poison use <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Great leap <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sudden strike +3d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Acrobatics +2, ki dodge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sudden strike +4d6, speed climb <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Ghost strike <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sudden strike +5d6, improved poison use <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Ghost step (ethereal) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sudden strike +6d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Acrobatics +4, evasion <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sudden strike +7d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Ghost mind <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sudden strike +8d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Ghost sight <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sudden strike +9d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Acrobatics +6, greater ki dodge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sudden strike +10d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Ghost walk <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Adventurer 5<\/h5>","reference":"Usergen"},{"id":10001,"name":"Scout","type":"base","alignment":"Any","hit_die":"8","full_text":"<div topic='titel'><p><h3>Scout<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='STARTING_GOLD' level='8'><p><b>Starting gold:<\/b> 5d4x10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 8.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Scouts are proficient with all simple weapons, plus the handaxe, throwing axe, short sword, and shortbow. Scouts are proficient with light armor, but not with shields.<\/p>\n\n\t<p><strong>Skirmish (Ex):<\/strong> A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout&#39;s turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).<\/p>\n\n\t<p>The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet. <\/p>\n\n\t<p>At 3rd level, a scout gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level). <\/p>\n\n\t<p>A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.<\/p>\n\n\t<p><strong>Trapfinding (Ex):<\/strong> A scout can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the <em>Player&#39;s Handbook<\/em>.<\/p>\n\n\t<p><strong>Battle Fortitude (Ex):<\/strong> At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.<\/p>\n\n\t<p><strong>Uncanny Dodge (Ex):<\/strong> Starting at 2nd level, a scout cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so. See the barbarian class feature, page 26 of the <em>Player&#39;s Handbook<\/em>.<\/p>\n\n\t<p><strong>Fast Movement (Ex):<\/strong> Starting at 3rd level, a scout&#39;s gains a +10 foot enhancement bonus to her base land speed. At 11th level, this bonus increases to +20 feet. See the monk class feature, page 41 of the <em>Player&#39;s Handbook.<\/em> <\/p>\n\n\t<p>A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.<\/p>\n\n\t<p><strong>Trackless Step (Ex):<\/strong> Beginning at 3rd level, a scout cannot be tracked in natural surroundings. See the druid class feature, page 36 of the <em>Player&#39;s Handbook<\/em>.<\/p>\n\n\t<p><strong>Bonus Feats:<\/strong> At 4th level and every four levels thereafter (8th, 12th, 16th, and 20th level), a scout gains a bonus feat, which must be selected from the following list: Acrobatic, Agile, Alertness, Athletic, Blind-Fight, Brachiation\u2020, Combat Expertise, Danger Sense\u2020, Dodge, Endurance, Far Shot, Great Fortitude, Hear the Unseen\u2020, Improved Initiative, Improved Swimming\u2020, Iron Will, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Quick Reconnoiter\u2020, Rapid Reload, Shot on the Run, Skill Focus, Spring Attack, Track. She must meet all the prerequisites for the feat.<br \/>\u2020New feat described in Chapter 3.<\/p>\n\n\t<p><strong>Evasion (Ex):<\/strong> Beginning at 5th level, a scout can avoid damage from certain attacks with a successful Reflex save. See the monk class feature, page 41 of the <em>Player&#39;s Handbook<\/em>.<\/p>\n\n\t<p><strong>Flawless Stride (Ex):<\/strong> Starting at 6th level, a scout can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. <\/p>\n\n\t<p>This ability does not let her move more quickly through terrain that requires a Climb or Swim check to navigate, nor can she move more quickly through terrain or undergrowth that has been magically manipulated to impede motion. <\/p>\n\n\t<p>A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.<\/p>\n\n\t<p><strong>Camouflage (Ex):<\/strong> Beginning at 8th level, a scout can use the Hide skill in any sort of natural terrain. See the ranger class feature, page 48 of the <em>Player&#39;s Handbook<\/em>. She loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load. <\/p>\n\n\t<p><strong>Blindsense (Ex):<\/strong> At 10th level, a scout gains the blindsense ability out to 30 feet. This ability functions as described on page 306 of the <em>Monster Manual<\/em>.<\/p>\n\n\t<p><strong>Hide in Plain Sight (Ex):<\/strong> Beginning at 14th level, a scout can use the Hide skill in natural terrain even while being observed. See the ranger class feature, page 48 of the <em>Player&#39;s Handbook<\/em>. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.<\/p>\n\n\t<p><strong>Free Movement (Ex):<\/strong> At 18th level and higher, a scout can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.<\/p>\n\n\t<p><strong>Blindsight (Ex):<\/strong> A 20th-level scout gains the blindsight ability out to 30 feet. Her senses become so acute that she can maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are irrelevant, though the scout must have line of effect to a creature or object to discern it.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Skirmish (+1d6), trapfinding <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Battle Fortitude +1, uncanny dodge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Fast movement +10ft, skirmish (+1d6, +1AC), trackless step <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Bonus Feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Evasion, skirmish (+2d6, +1AC) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Flawless Stride <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Skirmish (+2d6, +2 AC) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Camoflague, bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Skirmish (+3d6, +2 AC) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Blindsense 30ft <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Battle Fortitude +2, fast movement +20ft, skirmish (+3d6, +3 AC) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus Feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Skirmish (+4d6, +3 AC) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Hide in Plain Sight <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Skirmish (+4d6, +4 AC) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Bonus Feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Skirmish (+5d6, +4 AC) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Free Movement <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Skirmish (+5d6, +5 AC) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Battle Fortitude +3, blind sight 30ft, bonus feat <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Adventurer 10<\/h5>","reference":"Usergen"},{"id":10002,"name":"Spellthief","type":"base","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Spellthief<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='STARTING_GOLD' level='8'><p><b>Starting gold:<\/b> 4d4x10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>All of the following are class features of the spellthief.<\/p>\n\n\t<p><strong>Weapon and Armor Proficiency:<\/strong> Spellthieves are proficient with all simple weapons and with light armor but not with shields. Because the somatic components required for spellthief spells are simple, a spellthief can cast spellthief spells while wearing light armor without incurring the normal arcane spell failure chance. However, a spellthief wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (see page 123 of the <em>Player&#39;s Handbook<\/em>) if the spell in question has a somatic component (most do). A multiclass spellthief still incurs the normal arcane spell failure chance for arcane spells received from other classes, including those stolen from arcane casters (see the steal spell ability, below).<\/p>\n\n\t<p><strong>Sneak Attack (Ex):<\/strong> A spellthief deals an extra 1d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 5th level, 3d6 points at 9th level, 4d6 points at 13th level, and 5d6 points at 17th level. See the rogue class feature, page 50 of the <em>Player&#39;s Handbook<\/em>. If a spellthief gets a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack.<\/p>\n\n\t<p><strong>Steal Spell (Su):<\/strong> A spellthief can siphon spell energy away from his target and use it himself. A spellthief who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead steal a spell, or the potential to cast a specific known spell, from his target. If the target is willing, a spellthief can steal a spell with a touch as a standard action.<\/p>\n\n\t<p>The target of a steal spell attack loses one 0-level or 1st-level spell from memory if she prepares spells ahead of time, or one 0-level or 1st-level spell slot if she is a spontaneous caster. A spontaneous caster also loses the ability to cast the stolen spell for 1 minute. If the target has no spells prepared (or has no remaining spell slots, if she is a spontaneous caster), this ability has no effect. A spellthief can choose which spell to steal; otherwise, the DM determines the stolen spell randomly. If a spellthief tries to steal a spell that isn&#39;t available, the stolen spell (or spell slot) is determined randomly from among those the target has available. <\/p>\n\n\t<p>For example, a 1st-level spellthief who uses this ability against a 1st-level sorcerer could choose to steal <em>magic missile<\/em>. Assuming the sorcerer knew that spell, a successful steal spell attack would eliminate one 1st-level spell slot and temporarily prevent her from casting <em>magic missile<\/em>. If the same spellthief stole <em>magic missile<\/em> from a wizard who had it prepared, the wizard would lose one prepared <em>magic missile<\/em> spell (but wouldn&#39;t lose any other <em>magic missile<\/em> spells she might also have prepared).<\/p>\n\n\t<p>After stealing a spell, a spellthief can cast the spell imself on a subsequent turn. Treat the spell as if it were cast by the original owner of the spell for the purpose of determining caster level, save DC, and so forth. A spellthief can cast this spell even if he doesn&#39;t have the minimum ability score normally required to cast a spell of that level. The spellthief must supply the same components (including verbal, somatic, material, XP, and any focus) required for the stolen spell. Alternatively, a spellthief of 4th level or higher can use the stolen spell power to cast any spellthief spell that he knows of the same level or lower (effectively, this gives the spellthief one free casting of a known spell). A spellthief must cast a stolen spell (or use its energy to cast one of his own spells) within 1 hour of stealing it; otherwise, the extra spell energy fades harmlessly away.<\/p>\n\n\t<p>As a spellthief gains levels, he can choose to steal higher-level spells. At 4th level, he can steal spells of up to 2nd level, and for every two levels gained after 4th, the maximum spell level stolen increases by one (up to a maximum of 9th-level spells at 18th level). <\/p>\n\n\t<p>At any one time, a spellthief can possess a maximum number of stolen spell levels equal to his class level (treat 0-level spells as 1\/2 level for this purpose). For instance, a 4th-level spellthief can have two stolen 2nd-level spells, or one 2nd-level spell and two 1st-level spells, or any other combination of 0-level, 1st-level, and 2nd-level spells totaling four levels. If he steals a spell that would cause him to exceed this limit, he must choose to lose stolen spells sufficient to reduce his total number of stolen spell levels to no more than his maximum.<\/p>\n\n\t<p>A spellthief can&#39;t apply metamagic feats or other effects to the stolen spell unless the specific spell stolen was prepared with such an effect. For example, a spellthief of 6th level or higher could steal a wizard&#39;s empowered <em>magic missile<\/em>, but only if he specifically chose to steal empowered <em>magic missile<\/em>. If he chose to steal an unmodified <em>magic missile<\/em>, he couldn&#39;t steal an empowered <em>magic missile<\/em>, a silent <em>magic missile<\/em>, or any other metamagic form of the spell. A spellthief couldn&#39;t steal an empowered <em>magic missile<\/em> from a sorcerer, since the sorcerer applies metamagic effects upon casting and thus has no prepared empowered <em>magic missile<\/em> spell.<\/p>\n\n\t<p>This ability works only against spells. It has no effect on psionic powers or spell-like abilities (but see the steal spell-like ability class feature, below). <\/p>\n\n\t<p><strong>Trapfinding (Ex):<\/strong> A spellthief can use the Search skill to locate traps with a DC higher than 20, and he can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the <em>Player&#39;s Handbook<\/em>.<\/p>\n\n\t<p><strong>Detect Magic (Sp):<\/strong> A spellthief of 2nd level or higher can use <em>detect magic<\/em> a number of times per day equal to his Charisma bonus, if any (minimum 1). His caster level is equal to his spellthief class level.<\/p>\n\n\t<p><strong>Spellgrace (Su):<\/strong> A spellthief of 2nd level or higher gains a +1 competence bonus on his saves against spells. This bonus improves to +2 at 11th level and to +3 at 20th level.<\/p>\n\n\t<p><strong>Steal Spell Effect (Su):<\/strong> Beginning at 2nd level, a spellthief can siphon an active spell effect from another creature. A spellthief who hits an opponent with a sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead gain the effect of a single spell affecting the target. If the target is willing, a spellthief can steal a spell effect with a touch as a standard action.<\/p>\n\n\t<p>The spellthief can choose which spell effect to steal; otherwise, the DM determines the stolen spell effect randomly. If a spellthief tries to steal a spell effect that isn&#39;t present, the stolen spell effect is determined randomly from among those currently in effect on the target. A spellthief can&#39;t steal a spell effect if its caster level exceeds his class level + his Charisma modifier.<\/p>\n\n\t<p>Upon stealing a spell effect, a spellthief gains the stolen effect (and the original creature loses that effect) for 1 minute per class level (or until the spell&#39;s duration expires, whichever comes first). If the spell effect&#39;s duration hasn&#39;t expired by this time, the spell effect returns to the creature that originally benefited from it.<\/p>\n\n\t<p>A spellthief can steal the effect of a spell only if the spell could be cast on him by the original caster. For example, a spellthief couldn&#39;t gain the effect of an <em>animal growth<\/em> spell (unless the spellthief is of the animal type) or the effect of a <em>shield<\/em> spell (since that spell&#39;s range is personal). If a spellthief tries to steal the effect of a spell not allowed to him, the effect is still suppressed on the original target of the spell for 1 minute per spellthief class level. <\/p>\n\n\t<p>This ability does not work on spell effects that are immune to <em>dispel magic<\/em> (such as <em>bestow curse<\/em>).<\/p>\n\n\t<p><strong>Steal Energy Resistance (Su):<\/strong> Beginning at 3rd level, a spellthief can siphon off some or all of a target&#39;s resistance to an energy type (acid, cold, electricity, fire, or sonic). A spellthief who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead temporarily gain resistance 10 to an energy type to which his target is resistant or immune). If the target is willing, a spellthief can steal energy resistance with a touch as a standard action.<\/p>\n\n\t<p>Simultaneously, the target creature&#39;s resistance to that energy type is reduced by 10 (to a minimum of 0). A creature with immunity to an energy type retains that immunity.<\/p>\n\n\t<p>If his target has more than one type of resistance to energy, a spellthief can choose which kind to steal; otherwise, the DM determines the stolen resistance randomly from among those possessed by the target. If a spellthief chooses to steal a type of resistance that the target doesn&#39;t possess, the stolen type of resistance is determined randomly from those possessed by the target.<\/p>\n\n\t<p>The resistance a spellthief gains from using this ability lasts for 1 minute. If the resistance is derived from a temporary effect (such as a spell), the stolen resistance disappears when the effect expires.<\/p>\n\n\t<p>A spellthief can use this ability multiple times, but its effects do not stack unless they apply to different types of energy. For example, throughout a long combat, a spellthief might use this ability to gain resistance to fire and resistance to cold, but he could not use it twice on a creature that is resistant to fire to gain twice as much resistance to fire (nor to reduce the creature&#39;s resistance to fire by twice as much).<\/p>\n\n\t<p>At 11th level, a spellthief can steal resistance 20 to an energy type by using this ability, and at 19th level he can steal resistance 30 to an energy type.<\/p>\n\n\t<p><strong>Spells:<\/strong> Beginning at 4th level, a spellthief gains the ability to cast a small number of arcane spells, which are drawn from a subset of the sorcerer\/wizard spell list (see below). He can cast any spell he knows without preparing it ahead of time, just as a sorcerer can (see page 54 of the <em>Player&#39;s Handbook<\/em>).<\/p>\n\n\t<p>To learn or cast a spell, a spellthief must have a Charisma score equal to at least 10 + the spell level (Cha 11 for 1st-level spells, Cha 12 for 2nd-level spells, and so on). The DC for a saving throw against a spellthief&#39;s spell is 10 + spell level + spellthief&#39;s Cha modifier.<\/p>\n\n\t<p>Like other spellcasters, a spellthief can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1&#8212;3: The Spellthief. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1&#8212;1, page 8 of the <em>Player&#39;s Handbook<\/em>). When Table 1&#8212;3 indicates that a spellthief gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 4th-level spellthief), he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level. <\/p>\n\n\t<p>A spellthief&#39;s selection of spells is extremely limited. A spellthief begins play knowing no spells but gains one or more new spells at certain levels, as indicated on Table 1&#8212;4: Spellthief Spells Known. Unlike spells per day, his Charisma does not affect the number of spells he knows; the numbers on Table 1&#8212;4 are fixed.) A spellthief can learn any sorcerer\/wizard spell from the following schools: abjuration, divination, enchantment, illusion, and transmutation. No other sorcerer\/wizard spells are on the spellthief&#39;s class spell list.<\/p>\n\n\t<p>Upon reaching 12th level, and at every third spellthief level after that (15th and 18th), a spellthief can choose to learn a new spell in place of one he already knows. In effect, the spellthief &quot;loses&quot; the old spell in exchange for the new one. The new spell&#39;s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spellthief spell that the spellthief can cast. For instance, upon reaching 12th level, a spellthief could trade in a single 1st-level spell for a different 1st-level spell. A spellthief can swap only a single spell at any given level, and he must choose whether or not to swap the spell at the same time that he gains new spells known for the level.<\/p>\n\n\t<p>At 4th level and higher, a spellthief&#39;s level for spells is one-half his spellthief level. <\/p>\n\n\t<p><strong>Steal Spell-Like Ability (Su):<\/strong> At 5th level and higher, a spellthief can use a sneak attack to temporarily steal a creature&#39;s spell-like ability. A spellthief who hits an opponent with a sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead gain one use of one of the target&#39;s spell-like abilities. If the target is willing, a spellthief can steal a spell-like ability with a touch as a standard action.<\/p>\n\n\t<p>This spell-like ability can originate from the target&#39;s class, race, template, or any other source, and can be of any level up to a maximum of one-third the spellthief&#39;s class level. A spellthief can select a specific spell-like ability to steal; otherwise, the DM chooses the ability at random. If the ability has a limited number of uses per day, the target must have at least one such use left, or the spellthief can&#39;t steal the ability. If the target can&#39;t use its ability at the present time (such as a summoned demon&#39;s summon ability), the spellthief can&#39;t steal it. <\/p>\n\n\t<p>A spellthief can use a stolen spell-like ability once. For all purposes (caster level, save DC, and so on), treat the spell-like ability as if it were being used by the original possessor of the ability. A spellthief must use the stolen spell-like ability within 1 minute of acquiring it, or it is lost harmlessly. Until the spellthief uses the ability (or until the minute elapses), the target cannot use the stolen ability.<\/p>\n\n\t<p><strong>Absorb Spell (Su):<\/strong> Beginning at 7th level, if a spellthief makes a successful save against a spell that targets him, he can attempt to absorb the spell energy for later use. This ability affects only spells that have the spellthief asa target, not effect or area spells. A spellthief can&#39;t absorb a spell of a higher spell level than he could steal with his steal spell ability (see above).<\/p>\n\n\t<p>To absorb a spell that targets him, a spellthief must succeed on a level check (1d20 + spellthief class level) against a DC of 10 + the spell&#39;s caster level. Failure indicates that the spell has its normal effect. Success means that the spellthief suffers no effect from the spell and can cast the spell later (or use its energy to cast one of his own spells known) as if he had stolen the spell with his steal spell ability. His normal limit of total spell levels stolen still applies.<\/p>\n\n\t<p>At 20th level or higher, a spellthief can choose to use the stolen spell energy as an immediate action (see page 137), either to recast the original spell or to cast one of his own spells known using the stolen spell energy.<\/p>\n\n\t<p><strong>Arcane Sight (Sp):<\/strong> Beginning at 9th level, a spellthief can use <em>arcane sight<\/em> as a swift action (see page 137) a number of times per day equal to his Charisma modifier (minimum 1). His caster level is equal to his spellthief class level.<\/p>\n\n\t<p><strong>Discover Spells (Ex):<\/strong> A spellthief of 13th level or higher who steals a spell from a spellcaster with his steal spell ability automatically learns the names of all other spells prepared or known by the spellcaster that are of the same spell level as the stolen spell. This knowledge allows the spellthief to better choose which spells to steal on subsequent attacks.<\/p>\n\n\t<p>For example, a 13th-level spellthief who steals <em>disintegrate<\/em> from an enemy sorcerer would also discover the names of all other 6th-level spells known by that sorcerer. <\/p>\n\n\t<p><strong>Steal Spell Resistance (Su):<\/strong> Beginning at 15th level, a spellthief can use a sneak attack to temporarily steal some or all of a creature&#39;s spell resistance. A spellthief who hits an opponent with a sneak attack can choose to forgo 3d6 points of sneak attack damage and instead reduce the target&#39;s spell resistance by 5. The spellthief also gains spell resistance equal to 5 + his class level (up to a maximum value equal to the original spell resistance of the target). If the target is willing, a spellthief can steal spell resistance with a touch as a standard action. <\/p>\n\n\t<p>The stolen spell resistance benefits the spellthief for a number of rounds equal to the spellthief&#39;s Charisma modifier (minimum 1 round) and then returns to the target creature. If the spell resistance is derived from a temporary effect (such as a spell), the stolen spell resistance disappears when the effect elapses. A spellthief can&#39;t use this ability on the same creature again until the creature&#39;s stolen spell resistance returns.<\/p>\n\n\t<p><strong>Spellthief Spells Known:<\/strong><\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th><\/th>\n\t\t\t<th style=text-align:center; colspan=4>&#8212;&#8212;&#8212;&#8212;&#8212; Spells Known &#8212;&#8212;&#8212;&#8212;&#8212; <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212;<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> 2 <sup>1<\/sup> <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <sup>1<\/sup> <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <sup>1<\/sup> <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <sup>1<\/sup> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td colspan=5><sup>1<\/sup> Provided that the spellthief has sufficient Charisma to have a bonus spell of this level. <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<h4><span class=caps>SPELLTHIEVES<\/span> <span class=caps>AND<\/span> <span class=caps>PSIONICS<\/span><\/h4>\n\n\t<p>A campaign that includes psionic characters, as described in the Expanded Psionics Handbook, would logically have room for psionic-themed spellthieves.<\/p>\n\n\t<p>If psionics are common in your game, you have two options. The first is to allow spellthieves to affect both spells and psionic powers. The second is to create a new class, the psithief, that functions identically to the spellthief except that its special abilities affect psionic powers only.<\/p>\n\n\t<p>In either case, a spellthief who can affect psionic powers treats psionic powers as if they were spells of the same level, allowing him to steal, absorb, or discover known psionic powers as normal for spells. A spellthief can&#39;t augment a stolen power, even if he has power points available of his own. Treat psi-like abilities as spell-like abilities for the purpose of a spellthief&#39;s stealing these abilities.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=4>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th>Base Attack Bonus <\/th>\n\t\t\t<th>Fort Save <\/th>\n\t\t\t<th>Ref Save <\/th>\n\t\t\t<th>Will Save <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sneak attack +1d6, steal spell (0 or 1st), trapfinding <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Detect magic<\/em>, spellgrace +1, steal spell effect <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Steal energy resistance 10 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Steal spell (2nd) <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Sneak attack +2d6, steal spell-like ability <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Steal spell (3rd) <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Absorb spell <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Steal spell (4th) <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <em>Arcane sight<\/em>, sneak attack +3d6 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Steal spell (5th) <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Spellgrace +2, steal energy resistance 20 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Steal spell (6th) <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Discover spells, sneak attack +4d6 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Steal spell (7th) <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Steal spell resistance <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> Steal spell (8th) <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> Sneak attack +5d6 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> Steal spell (9th) <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> Steal energy resistance 30 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> Absorb spell (immediate casting), spellgrace +3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Adventurer 13<\/h5>","reference":"Usergen"},{"id":10003,"name":"Warlock","type":"base","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Warlock<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Warlocks are proficient with all simple weapons. They are proficient with light armor but not with shields.<\/p>\n\n\t<p>Because the somatic components required for warlock invocations are relatively simple, a warlock can use any of his invocations while wearing light armor without incurring the normal arcane spell failure chance. However, like arcane spellcasters, a warlock wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (all invocations, including eldritch blast, have a somatic component). A multiclass warlock still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.<\/p>\n\n\t<p><strong>Invocations:<\/strong> A warlock does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A warlock can use any invocation he knows at will, with the following qualifications:<\/p>\n\n\t<p>A warlock&#39;s invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A warlock is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A warlock can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A warlock&#39;s invocations are subject to spell resistance unless an invocation&#39;s description specifically states otherwise. A warlock&#39;s caster level with his invocations is equal to his warlock level.<\/p>\n\n\t<p>The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the warlock&#39;s Charisma modifier. Since spell-like abilities are not actually spells, a warlock cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the <em>Monster Manual<\/em>), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the <em>Monster Manual<\/em>).<\/p>\n\n\t<p>The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A warlock begins with knowledge of one invocation, which must be of the lowest grade (least). As a warlock gains levels, he learns new invocations, as summarized on Table 1&#8212;1 and described below. A list of available invocations can be found following this class description, and a complete description of each invocation can be found in Chapter 4 of this book.<\/p>\n\n\t<p>At any level when a warlock learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a warlock can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a warlock can replace a least or lesser invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a warlock can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or dark). <\/p>\n\n\t<p>Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above. Warlocks can qualify for some prestige classes usually intended for spellcasters; see Warlocks and Prestige Classes, page 18, for details. <\/p>\n\n\t<p><strong>Eldritch Blast (Sp):<\/strong> The first ability a warlock learns is <em>eldritch blast<\/em>. A warlock attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects.<\/p>\n\n\t<p>An <em>eldritch blast<\/em> is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An <em>eldritch blast<\/em> deals 1d6 points of damage at 1st level and increases in power as the warlock rises in level. An <em>eldritch blast<\/em> is the equivalent of a 1st-level spell. If you apply a blast shape or eldritch essence invocation to your <em>eldritch blast<\/em> (see page 130), your <em>eldritch blast<\/em> uses the level equivalent of the shape or essence.<\/p>\n\n\t<p>An <em>eldritch blast<\/em> is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to eldritch blast. An <em>eldritch blast<\/em> deals half damage to objects. Metamagic feats cannot improve a warlock&#39;s <em>eldritch blast<\/em> (because it is a spell-like ability, not a spell). However, the feat Ability Focus (eldritch blast) increases the DC for all saving throws (if any) associated with a warlock&#39;s <em>eldritch blast<\/em> by 2. See page 303 of the <em>Monster Manual<\/em>.<\/p>\n\n\t<p><strong>Detect Magic (Sp):<\/strong> Beginning at 2nd level, a warlock can use <em>detect magic<\/em> as the spell at will. His caster level equals his class level.<\/p>\n\n\t<p><strong>Damage Reduction (Su):<\/strong> Fortified by the supernatural power flowing in his body, a warlock becomes resistant to physical attacks at 3rd level and above, gaining damage reduction 1\/cold iron. At 7th level and every four levels thereafter, a warlock&#39;s damage reduction improves as shown on Table 1&#8212;1.<\/p>\n\n\t<p><strong>Deceive Item (Ex):<\/strong> At 4th level and higher, a warlock has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a warlock can take 10 even if distracted or threatened.<\/p>\n\n\t<p><strong>Fiendish Resilience (Su):<\/strong> Beginning at 8th level, a warlock knows the trick of fiendish resilience. Once per day, as a free action, he can enter a state that lasts for 2 minutes. While in this state, the warlock gains fast healing 1.<\/p>\n\n\t<p>At 13th level, a warlock&#39;s fiendish resilience improves. When in his fiendish resilience state, he gains fast healing 2 instead. At 18th level, a warlock&#39;s fiendish resilience improves to fast healing 5.<\/p>\n\n\t<p><strong>Energy Resistance (Su):<\/strong> At 10th level and higher, a warlock has resistance 5 against any two of the following energy types: acid, cold, electricity, fire, and sonic. Once the types are chosen, this energy resistance cannot be changed. At 20th level, a warlock gains resistance 10 against the two selected types of energy.<\/p>\n\n\t<p><strong>Imbue Item (Su):<\/strong> A warlock of 12th level or higher can use his supernatural power to create magic items, even if he does not know the spells required to make an item (although he must know the appropriate item creation feat). He can substitute a Use Magic Device check (DC 15 + spell level for arcane spells or 25 + spell level for divine spells) in place of a required spell he doesn&#39;t know or can&#39;t cast.<\/p>\n\n\t<p>If the check succeeds, the warlock can create the item as if he had cast the required spell. If it fails, he cannot complete the item. He does not expend the XP or gp costs for making the item; his progress is simply arrested. He cannot retry this Use Magic Device check for that spell until he gains a new level.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t\t<th>Invocations Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Eldritch blast<\/em> 1d6, invocation (least) <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Detect magic<\/em> <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Damage reduction 1\/cold iron, <em>eldritch blast<\/em> 2d6 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Deceive item <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Eldritch blast<\/em> 3d6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> New invocation (least or lesser) <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Damage reduction 2\/cold iron, <em>eldritch blast<\/em> 4d6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Fiendish relisience <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <em>Eldritch blast<\/em> 5d6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Energy resistance 5 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Damage reduction 3\/cold iron, <em>eldritch blast<\/em> 6d6, new invocation (least, lesser or greater) <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Imbue item <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Fiendish resilience 2 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> <em>Eldritch blast<\/em> 7d6 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Damage reduction 4\/cold iron <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> New invocation (least, lesser, greater, or dark) <\/td>\n\t\t\t<td> 10 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> <em>Eldritch blast<\/em> 8d6 <\/td>\n\t\t\t<td> 10 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> Fiendish resilience 5 <\/td>\n\t\t\t<td> 11 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> Damage reduction 5\/cold iron <\/td>\n\t\t\t<td> 11 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> <em>Eldritch blast<\/em> 9d6, energy resistance 10 <\/td>\n\t\t\t<td> 12 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Arcane 5<\/h5>","reference":"Usergen"},{"id":10004,"name":"Warmage","type":"base","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Warmage<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Warmages are proficient with all simple weapons, light armor, and light shields. At 8th level, a warmage gains proficiency with medium armor (see Armored Mage, below).<\/p>\n\n\t<p><strong>Spells:<\/strong> A warmage casts arcane spells (the same type of spells available to sorcerers and wizards), which are drawn from the warmage spell list given below. He can cast any spell he knows without preparing it ahead of time the way a cleric or wizard must. When a warmage gains access to a new level of spells, he automatically knows all the spells for that level listed on the warmage&#39;s spell list. Essentially, his spell list is the same as his spells known list. Warmages also have the option of adding to their existing spell list through their advanced learning ability as they increase in level (see below). See page 90 for the warmage&#39;s spell list.<\/p>\n\n\t<p>To cast a spell, a warmage must have a Charisma score of 10 + the spell&#39;s level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a warmage&#39;s spell is 10 + the spell&#39;s level + the warmage&#39;s Charisma modifier. Like other spellcasters, a warmage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1&#8212;1: The Warmage. In addition, he receives bonus spells for a high Charisma score (see Table 1&#8212;1, page 8 of the <em>Player&#39;s Handbook<\/em>).<\/p>\n\n\t<p>Unlike a cleric or a wizard, a warmage need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.<\/p>\n\n\t<p><strong>Armored Mage (Ex):<\/strong> Normally, armor of any type interferes with an arcane spellcaster&#39;s gestures, which can cause his spells to fail (if those spells have somatic components). A warmage&#39;s limited focus and specialized training, however, allows him to avoid arcane spell failure as long as he sticks to light armor and light shields. This training does not extend to medium or heavier armors, nor to heavy shields. Nor does this ability apply to spells gained from a different spellcasting class.<\/p>\n\n\t<p>At 8th level, a warmage learns to use medium armor with no chance of arcane spell failure. <\/p>\n\n\t<p>Warmage Edge (Ex): A warmage is specialized in dealing damage with his spells. Whenever a warmage casts a spell that deals hit point damage, he adds his Intelligence bonus (if any) to the amount of damage dealt. For instance, if a 1st-level warmage with 17 Intelligence casts magic missile, he deals<br \/>1d4+1 points of damage normally, plus an extra 3 points of damage due to his Intelligence bonus. The bonus from the warmage edge special ability applies only to spells that he casts as a warmage, not to those he might have by virtue of levels in another class.<\/p>\n\n\t<p>A single spell can never gain this extra damage more than once per casting. For instance, a <em>fireball<\/em> deals the extra damage to all creatures in the area it affects. However, if a 3rd-level warmage casts <em>magic missile<\/em> and produces two missiles, only one of them (of the warmage&#39;s choice) gains the extra damage, even if both missiles are directed at the same target. If a spell deals damage for more than 1 round, it deals this extra damage in each round.<\/p>\n\n\t<p>Scrolls scribed by a warmage do not gain any benefit from warmage edge. Scrolls activated by a warmage also gain no benefit from warmage edge. The same is true for most other magic items, such as wands and potions. However, staffs activated by a warmage use not only the warmage&#39;s caster level but also gain the benefits of the warmage edge, if applicable.<\/p>\n\n\t<p><strong>Advanced Learning (Ex):<\/strong> At 3rd, 6th, 11th, and 16th level, a warmage can add a new spell to his list, representing the result of personal study and experimentation. The spell must be a wizard spell of the evocation school, and of a level no higher than that of the highest-level spell the warmage already knows. Once a new spell is selected, it is forever added to that warmage&#39;s spell list and can be cast just like any other spell on the warmage&#39;s list. <\/p>\n\n\t<p><strong>Sudden Empower:<\/strong> At 7th level, a warmage gains <a href=\/feats\/complete-arcane--55\/sudden-empower--2813\/>Sudden Empower<\/a> (described in Chapter 3) as a bonus feat. If he already has the feat, he can choose a different metamagic feat.<\/p>\n\n\t<p><strong>Sudden Enlarge:<\/strong> At 10th level, a warmage gains <a href=\/feats\/miniatures-handbook--75\/sudden-enlarge--2816\/>Sudden Enlarge<\/a> (described in Chapter 3) as a bonus feat. If he already has the feat, he can choose a different metamagic feat.<\/p>\n\n\t<p><strong>Sudden Widen:<\/strong> At 15th level, a warmage gains <a href=\/feats\/complete-arcane--55\/sudden-widen--2828\/>Sudden Widen<\/a> (described in Chapter 3) as a bonus feat. If he already has the feat, he can choose a different metamagic feat. <\/p>\n\n\t<p><strong>Sudden Maximize:<\/strong> At 20th level, a warmage gains <a href=\/feats\/complete-arcane--55\/sudden-maximize--2819\/>Sudden Maximize<\/a> (described in Chapter 3) as a bonus feat. If he already has the feat, he can choose a different metamagic feat.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th colspan=10>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t\t<th>0th <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t\t<th>6th <\/th>\n\t\t\t<th>7th <\/th>\n\t\t\t<th>8th <\/th>\n\t\t\t<th>9th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Armored mage (light), warmage edge <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Advanced learning <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Advanced learning <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Sudden Empower <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Armored mage (medium) <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Sudden Enlarge <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Advanced learning <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Sudden Widen <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> Advanced learning <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> Sudden Maximize <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Arcane 10<\/h5>","reference":"Usergen"},{"id":10005,"name":"Wu Jen","type":"base","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Wu Jen<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Wu jen are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a wu jen&#39;s arcane gestures, which can cause her spells with somatic components to fail.<\/p>\n\n\t<p><strong>Spells:<\/strong> A wu jen casts arcane spells, which are drawn from the wu jen spell list (page 91). She is limited to a certain number of spells of each spell level per day, according to her class level. A wu jen must choose and prepare spells ahead of time like a wizard (see Preparing Wizard Spells, page 177 of the <em>Player&#39;s Handbook<\/em>).<\/p>\n\n\t<p>To learn, prepare, or cast a spell, a wu jen must have an Intelligence score of at least 10 + the spell&#39;s level. A wu jen&#39;s bonus spells are based on Intelligence. The Difficulty Class for saving throws against wu jen spells is 10 + the spell&#39;s level + the wu jen&#39;s Intelligence modifier.<\/p>\n\n\t<p>A wu jen&#39;s base daily spell allotment is given on Table 1&#8212;3. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1&#8212;1: Ability Modifiers and Bonus Spells, page 8 of the <em>Player&#39;s Handbook<\/em>). <\/p>\n\n\t<p><strong>Bonus Languages:<\/strong> A wu jen can substitute Draconic or Giant for one of the bonus languages available to the character because of her race, since many ancient tomes of magic are written in these languages and apprentice wu jen often learn them as part of their studies.<\/p>\n\n\t<p><strong>Watchful Spirit:<\/strong> Once per day, a wu jen can reroll an initiative roll she has just made before she knows her place in the initiative order. She takes the better of the two rolls. <\/p>\n\n\t<p><strong>Bonus Feat:<\/strong> A wu jen begins play with a bonus metamagic feat.<\/p>\n\n\t<p><strong>Spell Secret:<\/strong> At 3rd level, and every three levels thereafter, a wu jen can choose one spell known to her that then becomes permanently modified as though affected by one of the following metamagic feats: Enlarge Spell, Extend Spell, Still Spell, or Silent Spell. The spell&#39;s level does not change, and once the choice of spell and modification are chosen, they cannot be changed. As the wu jen goes up in level, she can choose the same spell to be modified in different ways with multiple spell secrets. She does not need to know the feat she applies to the spell.<\/p>\n\n\t<p><strong>Elemental Mastery:<\/strong> Many of the wu jen&#39;s spells are divided into five elemental groups: earth, fire, metal, water, and wood. At 6th level, instead of receiving a spell secret, a wu jen becomes a master of one of these five elements (her choice).<\/p>\n\n\t<p>Thereafter, whenever a wu jen casts a spell of that element, her effective caster level (for purposes of deter- mining level-dependent spell variables and for caster level checks) is increased by two. In addition, the wu jen herself gets a +2 competence bonus on saving throws against spells of that element. Certain spells on the wu jen spell list are designated &quot;All&quot;; this means they belong to all elemental groups, and a wu jen who is a master of any element gains the mastery bonuses with respect to those spells.<\/p>\n\n\t<p><strong>Spellbooks:<\/strong> A wu jen must study her spellbooks each day to prepare her spells, much like a wizard. She cannot prepare any spell not recorded in her spellbook (except for read magic, which all wu jen can prepare from memory). <\/p>\n\n\t<p>A wu jen begins play with a spellbook containing all 0- level wu jen spells plus three 1st-level spells of your choice. For each point of Intelligence bonus the wu jen has (see Table 1&#8212;1: Ability Modifiers and Bonus Spells, page 8 of the Player&#39;s Handbook), the spellbook holds one additional 1st-level spell of your choice. At each new wu jen level, she gains two new spells of any spell level or levels that she can cast (based on her new wu jen level). For example, when Hide-yori achieves 5th level, she can cast  3rd-level spells.<\/p>\n\n\t<p>At this point, she can add two 3rd-level spells to her spellbook, or one 2nd-level spell and one 3rd-level spell, or any combination of two spells between 1st and 3rd level. At any time, a wu jen can also add spells found in other wu jen&#39;s spellbooks to her own, much like a wizard (see Adding Spells to a Wizard&#39;s Spellbook, page 178 of the <em>Player&#39;s Handbook<\/em>).<\/p>\n\n\t<p><strong>Taboos:<\/strong> To maintain their supernatural power, wu jen must abide by certain taboos that might seem inconsequential to other characters but are vitally important to the wu jen. If a wu jen violates one of her taboos, she cannot cast any more spells that day. A wu jen must choose one taboo at 1st level, and one additional taboo every time she learns a spell secret. Possible taboos include:<\/p>\n\n\t<ul>\n\t\t<li>Cannot eat meat.<\/li>\n\t\t<li>Cannot own more than she can carry.<\/li>\n\t\t<li>Must make a daily offering (such as food, flowers, or incense) to one or many spirit powers.<\/li>\n\t\t<li>Cannot bathe.<\/li>\n\t\t<li>Cannot cut her hair.<\/li>\n\t\t<li>Cannot touch a dead body.<\/li>\n\t\t<li>Cannot drink alcohol.<\/li>\n\t\t<li>Cannot wear a certain color.<\/li>\n\t\t<li>Cannot light a fire.<\/li>\n\t\t<li>Cannot sit facing in a certain direction.<\/li>\n\t<\/ul><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th colspan=10>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t\t<th>0th <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t\t<th>6th <\/th>\n\t\t\t<th>7th <\/th>\n\t\t\t<th>8th <\/th>\n\t\t\t<th>9th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Watchful spirit, bonus feat <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Spell secret <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Elemental mastery <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Spell secret <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Spell secret <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Spell secret <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> Spell secret <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Arcane 14<\/h5>","reference":"Usergen"},{"id":10006,"name":"Favored Soul","type":"base","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Favored Soul<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Favored souls are proficient with all simple weapons, with light and medium armor, and with shields (except tower shields). A favored soul is also proficient with her deity&#39;s favored weapon. Although a favored soul is not proficient with heavy armor, wearing it does not interfere with her spellcasting.<\/p>\n\n\t<p><strong>Spells:<\/strong> A favored soul casts divine spells (the same type of spells available to clerics), which are drawn from the cleric spell list. She can cast any spell she knows without preparing it ahead of time the way a cleric must.<\/p>\n\n\t<p>To cast a spell, a favored soul must have a Charisma score of 10 + the spell&#39;s level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a favored soul&#39;s spell is 10 + the spell&#39;s level + the favored soul&#39;s Wisdom modifier. Like other spellcasters, a favored soul can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1&#8212;1: The Favored Soul. In addition, she receives bonus spells for a high Charisma.<\/p>\n\n\t<p>Unlike a cleric, a favored soul&#39;s selection of spells is limited. A favored soul begins play knowing four 0-level spells and three 1st-level spells of your choice. At each new favored soul level, she gains one or more new spells, as indicated on Table 1&#8212;2: Favored Soul Spells Known. (Unlike spells per day, her Charisma score does not affect the number of spells a favored soul knows; the numbers on Table 1&#8212;2 are fixed.)<\/p>\n\n\t<p>Upon reaching 4th level, and at every even-numbered favored soul level after that (6th, 8th, and so on), a favored soul can choose to learn a new spell in place of one she already knows. In effect, the favored soul &quot;loses&quot; the old spell in exchange for the new one. The new spell&#39;s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level favored soul spell the favored soul can cast. A favored soul may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.<\/p>\n\n\t<p>Unlike a cleric, a favored soul need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.<\/p>\n\n\t<p><strong>Spells Known<\/strong><\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th>0th <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t\t<th>6th <\/th>\n\t\t\t<th>7th <\/th>\n\t\t\t<th>8th <\/th>\n\t\t\t<th>9th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Deity&#39;s Weapon Focus:<\/strong> At 3rd level, a favored soul gains the Weapon Focus feat with her deity&#39;s favored weapon. If the character already has that feat, she can choose a different one.<\/p>\n\n\t<p><strong>Energy Resistance (Ex):<\/strong> At 5th level, a favored soul chooses an energy type and gains resistance 10 against that type. At 10th level and 15th level, the character gains resistance 10 against another energy type of her choosing.<\/p>\n\n\t<p><strong>Deity&#39;s Weapon Specialization:<\/strong> At 12th level, a favored soul gains the Weapon Specialization feat with her deity&#39;s favored weapon. If she already has that feat, she can choose a different one.<\/p>\n\n\t<p><strong>Wings (Ex):<\/strong> At 17th level, a favored soul gains wings and can fly at a speed of 60 feet (good maneuverability). A good-aligned favored soul grows feathered wings, and an evil-aligned favored soul gains batlike wings. A favored soul who is neither good nor evil may choose either type of wings.<\/p>\n\n\t<p><strong>Damage Reduction (Su):<\/strong> A 20th-level favored soul gains damage reduction. If the character is lawful-aligned, the damage reduction is 10\/silver. If the character is chaotic-aligned, the damage reduction is 10\/cold iron. A favored soul who is neither lawful nor chaotic may choose either type of damage reduction.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th colspan=10>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t\t<th>0th <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t\t<th>6th <\/th>\n\t\t\t<th>7th <\/th>\n\t\t\t<th>8th <\/th>\n\t\t\t<th>9th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Deity&#39;s weapon focus <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Energy resistance (1st type) <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Energy resistance (2nd type) <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Deity&#39;s weapon specialization <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Energy resistance (3rd type) <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> Wings <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> Damage reduction <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Divine 6<\/h5>","reference":"Usergen"},{"id":10007,"name":"Shugenja","type":"base","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Shugenja<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Shugenjas are proficient with all simple weapons and with the short sword (they often carry a masterwork short sword called a wakizashi). They are not proficient with any type of armor, nor with shields. In their home culture, it is considered inappropriate for a shugenja to wear armor, although shugenjas serving with the military or traveling in foreign lands sometimes take the time to learn how to wear armor properly. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble. Armor does not interfere with his spellcasting.<\/p>\n\n\t<p><strong>Spells:<\/strong> A shugenja casts divine spells (the same type of spells available to clerics and druids), which are drawn from the shugenja spell list (page 144). He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).<\/p>\n\n\t<p>To learn or cast a spell, a shugenja must have a Charisma score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a shugenja&#39;s spell is 10 + the spell level + the shugenja&#39;s Charisma modifier.<\/p>\n\n\t<p>Like other spellcasters, a shugenja can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1&#8212;3: The Shugenja. In addition, he receives bonus spells per day if he has a high Charisma score (see page 8 in the <em>Player&#39;s Handbook<\/em>). A shugenja&#39;s selection of spells is extremely limited. A shugenja begins play knowing four 0-level spells and two 1st-level spells of his choice, plus one 0-level spell and one 1st-level spell determined by his shugenja order. At each new shugenja level, he gains one or more new spells as indicated on Table 1&#8212;4: Shugenja Spells Known. (Unlike spells per day, the number of spells a shugenja knows is not affected by his Charisma score; the numbers on Table 1&#8212;4 are fixed.) One spell of every level is determined by the shugenja&#39;s order; sometimes these spells are normal spells on the shugenja spell list, but often they are additions to the spell list. These spells are listed with the shugenja spell list below. Half of the spells a shugenja knows must be of his chosen element, as indicated on Table 1&#8212;4.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th style=text-align:center; colspan=11>Spells Known <sup>1<\/sup> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th>0th <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t\t<th>6th <\/th>\n\t\t\t<th>7th <\/th>\n\t\t\t<th>8th <\/th>\n\t\t\t<th>9th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> o+2+2 <\/td>\n\t\t\t<td> o+1+1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+1+1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+2+1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> o+3+3 <\/td>\n\t\t\t<td> o+2+1 <\/td>\n\t\t\t<td> o+1+0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> o+4+3 <\/td>\n\t\t\t<td> o+2+2 <\/td>\n\t\t\t<td> o+1+1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> o+4+3 <\/td>\n\t\t\t<td> o+2+2 <\/td>\n\t\t\t<td> o+1+1 <\/td>\n\t\t\t<td> o+1+0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> o+4+4 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+2+1 <\/td>\n\t\t\t<td> o+1+1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> o+4+4 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+2+1 <\/td>\n\t\t\t<td> o+1+1 <\/td>\n\t\t\t<td> o+1+0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> o+5+4 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+2+2 <\/td>\n\t\t\t<td> o+2+1 <\/td>\n\t\t\t<td> o+1+1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> o+5+4 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+2+2 <\/td>\n\t\t\t<td> o+2+1 <\/td>\n\t\t\t<td> o+1+1 <\/td>\n\t\t\t<td> o+1+0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11 <\/td>\n\t\t\t<td> o+5+4 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+2+2 <\/td>\n\t\t\t<td> o+2+1 <\/td>\n\t\t\t<td> o+1+1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12 <\/td>\n\t\t\t<td> o+5+4 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+2+2 <\/td>\n\t\t\t<td> o+2+1 <\/td>\n\t\t\t<td> o+1+1 <\/td>\n\t\t\t<td> o+1+0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13 <\/td>\n\t\t\t<td> o+5+4 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+2+2 <\/td>\n\t\t\t<td> o+2+1 <\/td>\n\t\t\t<td> o+1+1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14 <\/td>\n\t\t\t<td> o+5+4 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+2+2 <\/td>\n\t\t\t<td> o+2+1 <\/td>\n\t\t\t<td> o+1+1 <\/td>\n\t\t\t<td> o+1+0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15 <\/td>\n\t\t\t<td> o+5+4 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+2+2 <\/td>\n\t\t\t<td> o+2+1 <\/td>\n\t\t\t<td> o+1+1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16 <\/td>\n\t\t\t<td> o+5+4 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+2+2 <\/td>\n\t\t\t<td> o+2+1 <\/td>\n\t\t\t<td> o+1+1 <\/td>\n\t\t\t<td> o+1+0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17 <\/td>\n\t\t\t<td> o+5+4 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+2+2 <\/td>\n\t\t\t<td> o+2+1 <\/td>\n\t\t\t<td> o+1+1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18 <\/td>\n\t\t\t<td> o+5+4 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+2+2 <\/td>\n\t\t\t<td> o+2+1 <\/td>\n\t\t\t<td> o+1+1 <\/td>\n\t\t\t<td> o+1+0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19 <\/td>\n\t\t\t<td> o+5+4 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+2+2 <\/td>\n\t\t\t<td> o+2+1 <\/td>\n\t\t\t<td> o+1+1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20 <\/td>\n\t\t\t<td> o+5+4 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+3+2 <\/td>\n\t\t\t<td> o+2+2 <\/td>\n\t\t\t<td> o+2+1 <\/td>\n\t\t\t<td> o+2+1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td colspan=11><sup>1<\/sup> At each level, a shugenja gets an order spell for each spell level, starting at 1st. The &quot;o&quot; on this list represents that. The number in the middle is the number of spells of the shugenja&#39;s favored element, and the final number is the additional number of spells known of any element. <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>A shugenja may use a higher-level slot to cast a lower-level spell if he so chooses. For example, if an 8th-level shugenja has used up all his 3rd-level spell slots for the day but wants to cast another one, he could use a 4th-level slot to do so. The spell is still treated as its actual level, not the level of the slot used to cast it.<\/p>\n\n\t<p>Upon reaching 4th level, and at every even-numbered shugenja level after that (6th, 8th, and so on), a shugenja can choose to learn a new spell in place of one he already knows. In effect, the shugenja &quot;loses&quot; the old spell in exchange for the new one. The new spell&#39;s level must be at least two levels lower than the highest-level shugenja spell the shugenja can cast. For instance, upon reaching 4th level, a shugenja could trade in a single 0-level spell (two spell levels below the highest-level shugenja spell he can cast, which is 2nd) for a different 0-level spell. At 6th level, he could trade in a single 0-level or 1st-level spell (since he now can cast 3rd-level shugenja spells) for a different spell of the same level. A shugenja may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. A shugenja still must honor his elemental focus.<\/p>\n\n\t<p>Shugenjas do not have spellbooks, though they write their spells on <em>ofudas<\/em>. These <em>ofudas<\/em> serve as divine focus items and must be read as part of the spellcasting process. Shugenjas can use the Scribe Scroll feat to create magic scrolls that work the same as a wizard or cleric&#39;s scrolls.<\/p>\n\n\t<p>When casting metamagic spells, remember that the shugenja has not prepared the spell in advance, and is doing so on the spot. The shugenja, therefore, must take more time to cast a metamagic spell than a regular spell. If its normal casting time is 1 standard action, casting a metamagic spell is a full-round action for a shugenja. For spells with a longer casting time, it takes an extra full-round action to cast the spell. Shugenjas cannot use the Quicken Spell metamagic feat.<\/p>\n\n\t<p><strong>Element Focus:<\/strong> All shugenjas have a favored element: air, earth, fire, or water. A shugenja&#39;s choice of specialized element is sometimes determined by the shugenja order in which he studies. At least half the spells a shugenja knows at each spell level must belong to his favored element, and the spell dictated by his order often belongs to that element as well. This is reflected on Table 1&#8212;4, which indicates how many spells of each level must be spells of the shugenja&#39;s favored element. At 1st level, for example, the shugenja Kitsu Mari must know at least three 0-level water spells&#8212;one water spell determined by his order and two additional water spells, plus two other 0-level spells of any element. He also knows one 1st-level water spell from his order, one additional 1st-level water spell, and one 1st-level spell of any element. Shugenjas automatically gain the benefits of the Spell Focus feat (+1 to spell DCs) for spells from their favored element, regardless of its school. <\/p>\n\n\t<p>As the cost of specializing in one element, a shugenja is prohibited from learning spells associated with a different element. The prohibited element is dictated by the favored element, as described below.<\/p>\n\n\t<p><em>Air:<\/em> Air spells are subtle, involving travel, intuition, influence, divination, and illusion. Earth is the prohibited element for air shugenjas. The Order of the All-Seeing Eye and the Order of the Spring Zephyr specialize in air magic.<\/p>\n\n\t<p><em>Earth:<\/em> Earth spells involve resilience and resolve, health and growth, and the strength of its body. Air is the prohibited element for earth shugenjas. The Order of the Impenetrable Crucible and the Order of the Perfect Sculpture specialize in earth magic.<\/p>\n\n\t<p><em>Fire:<\/em> Fire spells are destructive and blatant, though they also deal with intelligence, inspiration, and creativity. Water is the prohibited element for fire shugenjas. The Order of the Consuming Flame specializes in fire magic.<\/p>\n\n\t<p><em>Water:<\/em> Water spells involve transformation, cleansing, healing, and friendship. Fire is the prohibited element for water shugenjas. The Order of the Forbidding Wasteland and the Order of the Gentle Rain specialize in water magic.<\/p>\n\n\t<p>The shugenjas of the Order of the Ineffable Mystery can specialize in any of the four elements. The Ineffable Mystery also trains shugenjas who specialize the fifth element, void. (See the void disciple prestige class in Chapter 2.) <\/p>\n\n\t<p><em>Sense Elements<\/em> <strong class=Sp>:<\/strong> One of the first &quot;spells&quot; a shugenja learns&#8212;a magical effect so basic that it becomes a spell-like ability&#8212;is the ability to sense elements. As a full-round action, a shugenja can become aware of all sources of one chosen element (air, earth, fire, or water) within 10 feet of him. The shugenja learns the size of the objects but not their precise location or actual nature.<\/p>\n\n\t<p>By concentrating longer, a shugenja can either extend her magical senses or gather more information about the elements he has detected. Each additional round spent in concentration allows the shugenja to add 5 feet to the radius of his sense ability, to a maximum of 5 additional feet per shugenja level. Thus, at 4th level, Kitsu Mari can sense elements to a maximum range of 30 feet by concentrating for five full rounds. Alternatively, the shugenja can focus on one source of the sensed element per round, attempting a Spellcraft check to determine more about that single item. The amount of information he learns depends on his Spellcraft check result:<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Check Result <\/th>\n\t\t\t<th>Information Learned <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20 or higher <\/td>\n\t\t\t<td> Item&#39;s general location (square containing it, or its nearest boundary if it is larger than a 5-foot square) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 25 or higher <\/td>\n\t\t\t<td> Whether the item is natural or a spell effect. (A normal Spellcraft check against DC 20 + spell level can then determine the nature of the spell effect.) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 30 or higher <\/td>\n\t\t\t<td> Whether the item is a creature or an object. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 35 or higher <\/td>\n\t\t\t<td> The exact nature of the item (for example whether a creature is an efreeti or a fire elemental, whether an object is gold or stone, whether air is breathable or not.) <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>In subsequent rounds, a shugenja can retry his Spellcraft check on the same item, shift his attention to a different item, or extend the range of his senses.<\/p>\n\n\t<p>A 1st-level shugenja can use this ability three times per day. Every five levels he advances as a shugenja allows him to use the ability an additional time per day (four times at 5th level, five times at 10th level, and so one). Like many divination spells, a shugenja&#39;s sense elements ability is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.<\/p>\n\n\t<p>For example, Kitsu Mari enters a room and concentrates to sense water. (Athough he is a water shugenja, he could just as easily sense any other element, including fire.) He becomes aware of all sources of water within 10 feet. A basin of water rests on the nightstand, a person lurks behind the door (living creatures are usually made of all four elements) holding a vial of poison&#8212;Kitsu Mari discovers three sources of water within 10 feet of him: one Medium, one Small, and one Fine. Focusing on the Medium source and concentrating for a round, he makes a Spellcraft check and gets a result of 31. He learns that the Medium source of water is a creature, that it is natural, and where it is. If the assassin behind the door has not already jumped out to attack him, he has learned that a creature is hiding behind the door &#8230; but more likely, he has learned this too late.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t\t<th>0th <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t\t<th>6th <\/th>\n\t\t\t<th>7th <\/th>\n\t\t\t<th>8th <\/th>\n\t\t\t<th>9th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Elemental focus, <em>sense elements<\/em> <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Divine 10<\/h5>","reference":"Usergen"},{"id":10008,"name":"Spirit Shaman","type":"base","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Spirit Shaman<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> A spirit shaman is proficient with the club, dagger, dart, hand axe, javelin, longspear, quarterstaff, shortspear, spear, sling, shortbow, throwing axe, and with light armor and shields. These are the weapons commonly used by the tribal societies in which spirit shamans are found.<\/p>\n\n\t<p><strong>Spells:<\/strong> A spirit shaman casts divine spells from the druid spell list. She can cast any spell she has retrieved, much like a bard or sorcerer can cast any spell she knows without preparing it ahead of time.<\/p>\n\n\t<p>To retrieve or cast a spell, a spirit shaman must have a Wisdom score of at least 10 + the spell level (Wisdom 10 for 0-level spells, Wisdom 11 for 1st-level spells, and so on). The Difficulty Class for a saving throw against a spirit shaman&#39;s spell is 10 + the spell level + the spirit shaman&#39;s Charisma modifier.<\/p>\n\n\t<p>Like other spellcasters, a spirit shaman can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1&#8212;5: The Spirit Shaman. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1&#8212;1: Ability Modifiers and Bonus Spells, page 8 of the <em>Player&#39;s Handbook<\/em>). <\/p>\n\n\t<p>Like a sorcerer, a spirit shaman knows only a small number of spells. However, each day a spirit shaman may change the spells she knows. When a spirit shaman meditates to regain her daily allotment of spells (see below), she sends forth her spirit guide to bargain with the spirits and retrieve knowledge of the specific druid spells she will be able to use that day. She can cast any spell she has retrieved at any time, assuming she has not yet used up her spells per day for that spell level. For example, a 3rd-level spirit shaman can retrieve three 0-level, two 1st-level, and one 2nd-level druid spells. She can cast 0-level spells five times, 1st-level spells four times, and her 2nd-level spell two times in the course of the day. She might end up using the same 0-level spell five times, or one 0-level spell two times and another 0-level spell three times, or any combination that adds up to five uses of any of her 0-level spells.<\/p>\n\n\t<p>If a spirit shaman knows any metamagic feats, she applies them to her spells when she retrieves her spells for the day. For example, a spirit shaman might choose to retrieve an <em>empowered flame strike<\/em> by using a 6th-level spell retrieved slot. Any time she uses <em>flame strike<\/em> during the ensuing day, she must use a 6th-level spell slot to cast it, and it is always empowered. A spirit shaman could use a 4th-level spell slot and a 6th-level spell slot to retrieve <em>flame strike<\/em> and <em>empowered flame strike<\/em> if she wanted to have both spells available to her in a day. A spirit shaman cannot choose to alter her spells with metamagic feats on the fly, as other spontaneous casters do. Spirit shamans using metamagic feats do not have an increased casting time as sorcerers do.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th style=text-align:center; colspan=11>Spirit Shaman Spells  Retrieved Per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th>0th <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t\t<th>6th <\/th>\n\t\t\t<th>7th <\/th>\n\t\t\t<th>8th <\/th>\n\t\t\t<th>9th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212;<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>Each spirit shaman must choose a time at which she must spend 1 hour in quiet meditation to regain her daily allotment of spells and bargain with the spirits for the specific spells she knows on that day.<\/p>\n\n\t<p><strong>Spirit Guide:<\/strong> All spirit shamans have a spirit guide, a personification of the spirit world. In some sense a spirit shaman and her guide are one being, both knowing and seeing and experiencing the same things. Unlike a familiar, a spirit guide is not a separate entity from a spirit shaman. She is the only one who can perceive or interact with her guide. It exists only inside her own mind and soul.<\/p>\n\n\t<p>The spirit shaman&#39;s spirit guide confers greater awareness of her surroundings, and grants her the Alertness feat. The spirit guide grants additional abilities at 5th and 10th level (see Follow the Guide and Guide Magic, below).<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Spirit Guide  <\/th>\n\t\t\t<th>Characteristics <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Badger <\/td>\n\t\t\t<td> Orderliness, tenacity <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Bear <\/td>\n\t\t\t<td> Strength, endurance <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Buffalo <\/td>\n\t\t\t<td> Abundance, good fortune <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Cougar <\/td>\n\t\t\t<td> Balance, leadership <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Coyote <\/td>\n\t\t\t<td> Humor, trickiness <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Crane <\/td>\n\t\t\t<td> Balance, majesty <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Crow <\/td>\n\t\t\t<td> Intelligence, resourcefulness <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Eagle <\/td>\n\t\t\t<td> Perception, illumination <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Elk <\/td>\n\t\t\t<td> Pride, power, majesty <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fox <\/td>\n\t\t\t<td> Cleverness, discretion <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Hawk <\/td>\n\t\t\t<td> Awareness, truth <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Lizard <\/td>\n\t\t\t<td> Elusiveness <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Otter <\/td>\n\t\t\t<td> Joy, laughter <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Owl <\/td>\n\t\t\t<td> Wisdom, night <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Rabbit <\/td>\n\t\t\t<td> Conquering fear, safety <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Raccoon <\/td>\n\t\t\t<td> Curiosity <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Scorpion <\/td>\n\t\t\t<td> Defense, self-protection <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Snake <\/td>\n\t\t\t<td> Power, life force, potency <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Spider <\/td>\n\t\t\t<td> Interconnectedness, industry <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Turtle <\/td>\n\t\t\t<td> Love, protection <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Vulture <\/td>\n\t\t\t<td> Vigilance, death <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Wolf <\/td>\n\t\t\t<td> Loyalty, interdependence <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>The exact form of the spirit guide is chosen by the spirit shaman at 1st level, usually for the qualities it represents, as shown above. The exact form of a spirit guide is purely personal preference, and confers no special advantages or disadvantages.<\/p>\n\n\t<p><strong>Wild Empathy (Ex):<\/strong> Guided by her insight into animal spirits, a spirit shaman can use body language, vocalizations, and demeanor to improve the attitude of an animal (a monster of the animal type). This ability functions just like a Diplomacy check made to improve the attitude of a person (see Chapter 4: Skills in the <em>Player&#39;s Handbook<\/em>). The spirit shaman rolls 1d20 and adds her spirit shaman level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.<\/p>\n\n\t<p>To use wild empathy, the spirit shaman and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute (as with influencing people, use of this ability might take more or less time). <\/p>\n\n\t<p>A spirit shaman cannot use this ability to influence a magical beast.<\/p>\n\n\t<p><strong>Chastise Spirits (Su):<\/strong> Beginning at 2nd level, a spirit shaman can use divine energy granted by her patrons in the spirit world to damage hostile spirits (see the What is a Spirit? sidebar). <\/p>\n\n\t<p>Chastising spirits is a standard action that deals 1d6 damage\/shaman level to all spirits within 30 feet of the shaman. The affected spirits get a Will save (DC 10+ shaman level + Cha modifier) for half damage. <\/p>\n\n\t<p>When using this ability against incorporeal creatures, a spirit shaman does not have to roll the normal 50% miss chance&#8212;the effect hits the spirits automatically. A spirit shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. <\/p>\n\n\t<p><strong>Detect Spirits (Sp):<\/strong> The spirit shaman&#39;s spirit guide perceives nearby spirits. At will, the spirit shaman can use detect spirits as a spell-like ability. It functions just like detect undead, except it detects creatures that are considered spirits.<\/p>\n\n\t<p><strong>Blessing of the Spirits (Sp):<\/strong> Starting at 4th level, a spirit shaman can perform a special rite to gain a special blessing. The shaman goes into a meditative state in which she travels to the spirit world. Performing the rite requires 10 minutes; the spirit shaman can only ward herself with this ability and cannot perform the rite for anyone else. The blessing functions just like <em>protection from evil<\/em>, except it protects against spirits and lasts until it is dismissed or dispelled. If this ability is dispelled, the spirit shaman can recreate it simply by taking 10 minutes to do so.<\/p>\n\n\t<p><strong>Follow the Guide (Su):<\/strong> At 5th level and higher, a spirit shaman&#39;s spirit guide helps her maintain control of her mind. If a spirit shaman is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She only gets this one extra chance to succeed on her saving throw. <\/p>\n\n\t<p><strong>Ghost Warrior (Su):<\/strong> Beginning at 6th level, a spirit shaman confers the ghost touch special ability (see Magic Weapon Special Ability Descriptions, page 223 of the <em>Dungeon Master&#39;s Guide<\/em>) to any weapon she holds for as long as she holds it. She also becomes resistant to the touch attacks of incorporeal creatures, and may use her normal Armor Class (not her touch AC) against any touch attack delivered by an incorporeal creature.<\/p>\n\n\t<p><strong>Warding of the Spirits (Sp):<\/strong> Starting at 7th level, a spirit shaman can perform a special rite once per day to ward herself and her companions against hostile spirits. Performing the rite requires 1 minute. The warding lasts for 10 minutes per level and otherwise functions like <em>magic circle against evil<\/em>, except it protects against spirits.<\/p>\n\n\t<p><strong>Spirit Form (Su):<\/strong> At 9th level and higher, a spirit shaman learns how to temporarily transform herself into a spirit. Once per day, as a standard action, she can make herself incorporeal for up to 1 minute.<\/p>\n\n\t<p>While incorporeal, a spirit shaman gains all the advantages of the incorporeal subtype (see the Glossary of the <em>Monster Manual<\/em>), including immunity to all nonmagical attack forms, a 50% chance to ignore damage from any corporeal source, and the ability to enter or pass through solid objects. The spirit shaman loses any armor or natural armor bonus to AC, but gains a deflection bonus equal to her Charisma modifier (minimum +1).<\/p>\n\n\t<p>She has no Strength score against corporeal creatures or objects and cannot make physical attacks against them, but she gains the ability to make a melee touch attack (add the spirit shaman&#39;s Dexterity modifier to her attack roll) that deals 1d6 points of damage to a corporeal target. This effect is treated as a magic weapon for the purpose of overcoming damage reduction.<\/p>\n\n\t<p>At 15th level and higher, a spirit shaman can use her spirit form twice per day. At 20th level, she can use this ability three times per day.<\/p>\n\n\t<p><strong>Guide Magic (Su):<\/strong> Starting at 10th level, as a free action, a spirit shaman can assign her spirit guide the task of concentrating on a spell or spell-like ability that is maintained through concentration. The spirit shaman can act normally while her spirit guide concentrates on the spell. A spirit guide can concentrate on only one spell at a time. If necessary to maintain the spell, the spirit guide makes Concentration checks for the spirit shaman, using the spirit shaman&#39;s normal Concentration modifier. A spirit guide does not have to make Concentration checks for circumstances such as the spirit shaman taking damage. The spirit itself is not present for anyone to interrupt or otherwise interact with.<\/p>\n\n\t<p><strong>Recall Spirit (Sp):<\/strong> At 11th level, a spirit shaman gains the ability to call back the spirit of a dead creature before the spirit of the deceased has completely left the body. Once per week, she can reconnect a spirit to its body, restoring life to a recently deceased creature. The ability must be used within 1 round of the victim&#39;s death. This ability functions like raise dead, except that the raised creature receives no level loss, no thus may survive a blow that otherwise would have killed her. The rite&#39;s protection is discharged once it is triggered,<\/p>\n\n\t<p><strong>Exorcism (Su):<\/strong> Starting at 13th level, as a full-round action, a spirit shaman can force a possessing creature or spirit out of the body it inhabits (for example, a ghost with the malevolence ability). To exorcise a possessing creature, she makes a class level check (also adding her Charisma modifier, if any), against a DC of 10 + the possessing creature&#39;s HD + its Charisma modifier (if any). If her result equals or exceeds the DC, she succeeds in forcing the possessor from the body, with the normal results based on its  method of possession. A spirit so exorcised cannot attempt to possess the same victim for 24 hours.<\/p>\n\n\t<p><strong>Weaken Spirits (Su):<\/strong> At 16th level and higher, a spirit shaman can choose to strip spirits of their defenses instead of damaging them with her chastise spirits ability. When a spirit is weakened, it loses its spell resistance and any damage reduction overcome by magic weapons, silver or cold iron weapons, and aligned weapons (but not damage reduction overcome by adamantine weapons or not overcome by anything). In addition, an incorporeal spirit loses its immunity to nonmagical attack, its 50% chance to ignore damage from corporeal sources, and its ability to move into or through objects.<\/p>\n\n\t<p>To weaken spirits, a spirit shaman uses her chastise spirits ability but chooses to do less damage in exchange for weakening the spirits for a short time. For each 3d6 of chastise spirit damage the spirit shaman foregoes, the affected spirits are weakened for 1 round. For example, a 16th-level spirit shaman chastising two dread wraiths deals 16d6 points of damage to each dread wraith, but she could choose to deal 7d6 points of damage to each wraith and weaken them for 3 rounds. Spirits that make their Will save against the chastise spirits damage are unaffected by the weakening effect (but still take half the damage).<\/p>\n\n\t<p><strong>Spirit Journey (Sp):<\/strong> A spirit shaman knows how to vanish bodily into the spirit world beginning at 17th level. This ability functions like the spell shadow walk, except that a spirit shaman can only transport herself. She need not use the ability in a shadowy area, and she travels through the Plane of Spirits, not the Plane of Shadows. A  spirit shaman can use this ability once per day.<\/p>\n\n\t<p><strong>Favored of the Spirits (Sp):<\/strong> At 19th level, a spirit shaman learns how to perform a special rite that guards her from death. Performing the rite requires 8 hours, and the spirit shaman must bargain away part of her life force, expending 1,000 experience points. The rite&#39;s effect lasts until it is dismissed or discharged.<\/p>\n\n\t<p>While under the protection of this rite, a spirit shaman instantly receives the benefit of a heal spell (caster level equal to her spirit shaman level) if she is reduced to 0 hit points or lower or has any ability score reduced to 0. The spirit shaman receives the spell&#39;s effect immediately, even if reduced to &#8212;10 hit points or lower by an enemy attack, and thus may survive a blow that otherwise would have killed her. The rite&#39;s protection is discharged once it is triggered, and the spirit shaman must perform a new rite to use this ability again.<\/p>\n\n\t<p><strong>Spirit Who Walks (Ex):<\/strong> At 20th level, a spirit shaman becomes one with the spirit world. She is forevermore treated as a fey instead of a humanoid for purposes of spells and magical effects. Additionally, she gains damage reduction 5\/cold iron.<\/p>\n\n\t<h4><span class=caps>WHAT<\/span> IS A SPIRIT?<\/h4>\n\n\t<p>Several of the spirit shaman&#39;s abilities affect spirits. For purposes of the spirit shaman&#39;s ability, a &quot;spirit&quot; includes any of the following creatures:\n\t<ul>\n\t\t<li>All incorporeal undead<\/li>\n\t\t<li>All fey<\/li>\n\t\t<li>All elementals<\/li>\n\t\t<li>Creatures in astral form or with astral bodies (but not a creature physically present on the Astral Plane)<\/li>\n\t\t<li>All creatures of the spirit subtype (see Oriental Adventures)<\/li>\n\t\t<li>Spirit folk and telthors (see Unapproachable East)<\/li>\n\t\t<li>Spirit creatures created by spells such as dream sight or wood wose (see Chapter 7).<\/li>\n\t<\/ul><br \/>In the spirit shaman&#39;s worldview, elementals and fey are simply spirits of nature, and incorporeal undead are the spirits of the dead.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t\t<th>0th <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t\t<th>6th <\/th>\n\t\t\t<th>7th <\/th>\n\t\t\t<th>8th <\/th>\n\t\t\t<th>9th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Spirit guide, wild empathy <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Chastise spirits <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Detect spirits <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Blessing of the spirits <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Follow the guide <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Ghost warrior <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Warding of the spirits <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Spirit form 1\/day <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Guide magic <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Recall spirit <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Exorcism <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Spirit form 2\/day <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> Weaken spirits <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> Spirit journey <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> Favored of the spirits <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> Spirit form 3\/day, spirit who walks <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Divine 14<\/h5>","reference":"Usergen"},{"id":10009,"name":"Ardent","type":"base","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Ardent<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='STARTING_GOLD' level='8'><p><b>Starting gold:<\/b> 5d4 x 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Ardents are proficient with all simple weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).<\/p>\n\n\t<p><strong>Power Points\/Day:<\/strong> An ardents ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on Table 1&#8212;2: The Ardent. In addition, she receives bonus power points per day if she has a high Wisdom score (see Table 2&#8212;1: Ability Modifiers and Bonus Power Points, <span class=caps>EPH<\/span> 18). Her race might also provide bonus power points per day, as might certain feats and items.<\/p>\n\n\t<p><strong>Powers Known:<\/strong> An ardent be-gins play knowing two of the first powers available to her based on her choice of mantles. Each mantle features at least one power or ability with a cost of 1 power point. An ardent selects two of these powers from her two known mantles at 1st level. <\/p>\n\n\t<p>At each additional level, an ardent learns one new power from her available mantles. She must be able to manifest the new power at the level at which she learns it, however. For example, an ardent who attains 5th level can learn any power from one of her mantles that costs 5 power points or less to manifest; she cannot learn a power from a mantle that costs more than 5 power points to manifest until she attains a level capable of manifesting a power with that cost.<\/p>\n\n\t<p>To learn or manifest a power, an ardent must have a Wisdom score of at least 10 + the power&#39;s level. For example, an ardent with a Wisdom score of 13 can manifest powers of 3rd level or lower.<\/p>\n\n\t<p>The total number of powers an ardent can manifest in a day is limited only by her daily power points. In other words, an 9th-level ardent (with a total of 72 power points, not including bonus power points for a high Wisdom score) could manifest a power costing 1 power point seventy-two times in one day, a power costing 9 power points eight times in one day, or any combination of power point costs that does not exceed 72 power points in total.<\/p>\n\n\t<p>An ardent simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night&#39;s sleep each day to regain all her spent power points.<\/p>\n\n\t<p>The Difficulty Class for saving throws against ardent powers is 10 + the power&#39;s level + the ardent&#39;s Wis modifier. For example, the saving throw against a 6th-level power has a DC of 16 + Wis modifier.<\/p>\n\n\t<p><strong>Mantles:<\/strong> The first two mantles an ardent selects are her primary mantles. All others gained are secondary mantles. Primary mantles represent the two philosophies the ardent feels most strongly about and champions above all others. An ardent must maintain at least as many powers in her primary mantles as she takes in her secondary mantles, reflecting that personal allegiance. An ardent cannot choose a power from a secondary mantle if doing so would give her more powers known from that secondary mantle than she knows from either of her primary mantles.<\/p>\n\n\t<p>For example, an ardent has the Fate and Good mantles as primary mantles and the Law and Light and Darkness mantles as secondary mantles. When she gains a new level, she could only choose a power from one of her secondary mantles if she had fewer powers in those mantles than in either of her primary ones. The exception to this rule is that if the only choice an ardent can make at a given level would give her more powers in a secondary mantle than in a primary mantle. Under those conditions, that choice is allowed.<\/p>\n\n\t<p>An ardent can choose to swap the priority of two mantles&#8212;making one primary and one secondary&#8212;at 8th level, and again at 15th level. As an ardent gains experience, her worldview changes. Many find themselves more devoted to different concepts later in their careers. If an ardent knows fewer powers from a newly designated primary mantle, she must take powers known exclusively from that mantle at each of the next few levels until she has learned more powers from that mantle than the rest of the mantles she has.<\/p>\n\n\t<p><strong>Assume Psionic Mantle:<\/strong> An ardent chooses a pair of psionic mantles at 1st level and assumes one additional mantle at 2nd, 5th, 10th, and 15th level. Each mantle provides a list of powers (usually six or more) that an ardent can learn as she increases in level. Each mantle also provides an ardent with a special granted power. See Chapter 4 for a complete list of psionic mantles.<\/p>\n\n\t<p>Mantles represent a psionic distillation of a universal concept or philosophical idea that the ardents believe transcends the multiverse. These concepts exist beyond deities or any creation of a creature, whether mortal or immortal.<\/p>\n\n\t<p>An ardent can select any mantle she wants over the course of her advancement, even choosing two that seem diametrically opposed to one another, such as Good and Evil. Such ardents might seem to embody a series of contradictions, constantly seeking ways to balance (or not) the conflicting philosophies they endorse. Other ardents who pursue this approach are merely scholars seeking to understand these powerful universal truths.<\/p>\n\n\t<p>An ardent with both the Good and Evil (or Law and Chaos) mantles might share one or none of those alignment factors. For example, some good ardents seek to better understand the evil they combat by taking up the mantle of Evil, and the reverse is also true. Manifesting a power from an aligned mantle is considered an act of that alignment, however, so most ardents who take two opposed mantles are neutral. <\/p>\n\n\t<p>Most of the powers provided by a mantle are psionic in nature. Some mantles feature new abilities unlike any psionic power in existence. These abilities are still treated as psionic powers in every respect, and always have a power point cost to manifest.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t\t<th>Power Points\/Day <\/th>\n\t\t\t<th>Powers Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Assume psionic mantles (2) <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Assume psionic mantle <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 11 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 17 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Assume psionic mantle <\/td>\n\t\t\t<td> 25 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 35 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 46 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 58 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 72 <\/td>\n\t\t\t<td> 10 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Assume psionic mantle <\/td>\n\t\t\t<td> 88 <\/td>\n\t\t\t<td> 11 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 106 <\/td>\n\t\t\t<td> 12 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 126 <\/td>\n\t\t\t<td> 13 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 147 <\/td>\n\t\t\t<td> 14 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 170 <\/td>\n\t\t\t<td> 15 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Assume psionic mantle <\/td>\n\t\t\t<td> 195 <\/td>\n\t\t\t<td> 16 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 221 <\/td>\n\t\t\t<td> 17 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 250 <\/td>\n\t\t\t<td> 18 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 280 <\/td>\n\t\t\t<td> 19 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 311 <\/td>\n\t\t\t<td> 20 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 343 <\/td>\n\t\t\t<td> 21 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Psionic 5<\/h5>","reference":"Usergen"},{"id":10010,"name":"Divine Mind","type":"base","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Divine Mind<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='STARTING_GOLD' level='8'><p><b>Starting gold:<\/b> 6d4 x 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Divine minds are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).<\/p>\n\n\t<p><strong>Wild Talent:<\/strong> A divine mind gains Wild Talent as a bonus feat. This class feature provides the character with the psionic power he needs to call down a mantle&#39;s special power, even if he otherwise has no power points.<\/p>\n\n\t<p><strong>Power Points\/Day:<\/strong> A divine mind&#39;s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table 1&#8212;3: The Divine Mind. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table 2&#8212;1: Ability Modifiers and Bonus Power Points, <span class=caps>EPH<\/span> 18), plus the power points provided by his Wild Talent feat. His race might also provide bonus power points per day, as might certain feats and items. A 1st- through 4th-level divine mind gains no power points for his class levels; his bonus power points (if he is entitled to any) become available when he begins to accrue the power points provided by his class at 5th level.<\/p>\n\n\t<p><strong>Powers Known:<\/strong> A divine mind begins play without knowing any powers. Beginning at 5th level, he learns one divine mind power of the player&#39;s choice. As he goes up in level, he continues to unlock knowledge of new powers as shown on the divine mind class table. Choose the power known from the list of powers belonging to the character&#39;s chosen mantle. At each additional level, a divine mind gains one additional power (if available) from his chosen mantles.<\/p>\n\n\t<p>A divine mind&#39;s manifester level is equal to his class level minus 4. For example, a 10th-level divine mind is a 6th-level manifester. A divine mind can manifest any power he knows that has a power point cost equal to or lower than his manifester level.<\/p>\n\n\t<p>A divine mind simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night&#39;s sleep each day to regain all his spent power points.<\/p>\n\n\t<p>The Difficulty Class for saving throws against divine mind powers is 10 + the power&#39;s level + the divine mind&#39;s Wis modifier. For example, the saving throw against a 2nd-level power has a DC of 12 + Wis modifier.<\/p>\n\n\t<p><strong>Maximum Power Level Known:<\/strong> A divine mind begins play without the ability to learn powers. At 5th level, he gains the ability to learn 1st-level powers, As he attains higher levels, he gains the ability to master more complex powers&#8212;for example, an 8th-level divine mind can learn powers of 2nd level or lower, an 11th-level divine mind can learn powers of 3rd level or lower, and so on.<\/p>\n\n\t<p>To learn or manifest a power, a divine mind must have a Wisdom score of at least 10 + the power&#39;s level. For example, a divine mind with a Wisdom score of 13 can manifest powers of 3rd level or lower (if he is at least 11th level). <\/p>\n\n\t<p><strong>Psychic Aura (Su):<\/strong> All divine minds know three basic auras: attack, defense, and perception (see below). In addition, your chosen mantle adds a specialized aura to your options. You chose one aura to manifest, and its benefits take effect in a radius around you as given on Table 1&#8212;3. Most auras affect either you and your allies or just your enemies. As you become more powerful, your aura spreads to encompass a wider area. If you know multiple mantles, you chose which aura to manifest when you meditate. You can spend an hour in meditation to change your aura.<\/p>\n\n\t<p>At 10th level, you can have two auras active at the same time; at 20th level, you can have three active auras. <\/p>\n\n\t<p><em>Attack:<\/em> You and all allies within your aura gain a +1 morale bonus on attack rolls and damage rolls. This bonus increases by 1 for every five class levels you have.<\/p>\n\n\t<p><em>Defense:<\/em> You and all allies within your aura gain a +1 morale bonus to Armor Class. This bonus increases by 1 for every five class levels you have.<\/p>\n\n\t<p><em>Perception:<\/em> You and all allies within your aura gain a +2 morale bonus on Initiative, Listen, and Spot checks. This bonus increases by 1 for every five class levels you have.<\/p>\n\n\t<p><strong>Mantle (Ex):<\/strong> At 1st level, a divine mind chooses a deity to follow. He then chooses from among that deity&#39;s assigned mantles (see Table 1&#8212;4, page 11), picking one that he adopts and learns to manifest powers from.<\/p>\n\n\t<p>You begin play with access to a mantle and its mantle power. Each mantle has a specific granted ability that you can use. While you do not immediately know any powers, the powers in the mantle are considered on your list for the purpose of using dorjes and other items. When you gain a power known, select it from the mantle&#39;s list of powers. At 6th level, you gain a second mantle; at 12th, you gain your third and final mantle. The mantles and their aura powers are given below.<\/p>\n\n\t<p><em>Chaos:<\/em> You and all allies within your aura gain a +2 resistance bonus on saves against attacks made or effects created by nonchaotic creatures. This bonus increases by 1 for every six class levels you have.<\/p>\n\n\t<p><em>Communication:<\/em> You and willing allies within your aura are linked together with the mindlink power (<span class=caps>EPH<\/span> 120). If they leave the area of your aura, they leave the link. They can automatically rejoin, however, once they reenter the area.<\/p>\n\n\t<p><em>Conflict:<\/em> You and allies affected by your aura gain a +2 bonus on rolls to confirm critical hits. This bonus increases to +5 if you are a 10th-level divine mind.<\/p>\n\n\t<p><em>Consumption:<\/em> You can leech power points expended near you. While the aura is active, you can expend your psionic focus as an immediate action when a power is manifested within your aura. Doing so steals 1 power point from the power&#39;s manifester. This extra power point is added to your power point reserve; you cannot gain more power points than your normal maximum. This ability has no effect if used while you have a full power point reserve.<\/p>\n\n\t<p>If stealing 1 power point would prevent the manifester from being able to manifest the power, you do not gain a power point but the manifester is unable to manifest the power; no power points are expended. You can steal more power points at higher levels: 2 power points at 7th level, 3 at 14th level, and 4 at 20th level. The same restrictions as described above apply.<\/p>\n\n\t<p><em>Corruption and Madness:<\/em> Your aura disquiets and disturbs the minds of those who oppose you. All enemies within your aura must make Concentration checks (DC 10 + your Wis modifier + 1\/2 your divine mind level) to manifest powers, cast spells, or use psi-like or spell-like abilities.<\/p>\n\n\t<p><em>Creation:<\/em> All constructs within your aura heal at a rate of 1 hit point every hour. This rate increases to 1 hit point every 10 minutes at 5th level, 1 hit point every minute at 10th level, and 1 hit point every round at 17th level.<\/p>\n\n\t<p><em>Death:<\/em> You and your allies know the condition of crea- tures near death within your aura, as the <em>deathwatch<\/em> spell (PH 217).<\/p>\n\n\t<p><em>Deception:<\/em> You and your allies gain a +2 bonus on Bluff checks made to feint in combat (PH 155). You can expend your psionic focus to feint as a move action, as if you had the Improved Feint feat.<\/p>\n\n\t<p><em>Destruction:<\/em> You grant your allies the ability to sunder objects more easily. Any time creatures affected by your aura make sunder attempts, the hardness of objects they attempt to sunder is treated as half its normal value (the hardness of a wooden object, for example, would be 2 instead of 5).<\/p>\n\n\t<p><em>Elements:<\/em> When this aura goes into effect, you must choose to align it to one of the four elemental subtypes (air, earth, fire, water). While you are psionically focused, your attacks and the attacks of allies within your aura overcome the damage reduction (if any) of any creatures of the subtype to which you are aligned.<\/p>\n\n\t<p><em>Energy:<\/em> Your wielded weapons and those wielded by allies within your aura deal 1 extra point of cold, electricity, or fire energy damage plus 1 point for every five class levels you have. You select the energy type when you activate this aura.<\/p>\n\n\t<p><em>Evil:<\/em> While this aura is active, the weapons of affected allies are treated as evil-aligned for the purpose of overcoming damage reduction.<\/p>\n\n\t<p><em>Fate:<\/em> You give your allies insight into the battle being waged around you, allowing them to bend fate to their will. While the aura of fate is active, you and your allies gain a +2 insight bonus on any one d20 roll. Once a particular ally chooses to use her bonus, the aura ends for that ally, but not for any other ally who has not yet used the insight bonus. <\/p>\n\n\t<p>This bonus increases by 1 for every five class levels you have, to a maximum bonus of +5 at 15th level. A specific creature can gain this bonus once per day.<\/p>\n\n\t<p><em>Force:<\/em> As a move action, you can expend your psionic focus to grant yourself and all allies within your aura the ability to strike an incorporeal creature without suffering the normal 50% miss chance. This affects each ally&#39;s next attack, as long as that attack occurs before your next turn.<\/p>\n\n\t<p><em>Freedom:<\/em> You and allies within your aura gain a +2 bonus on Escape Artist checks and grapple checks made to resist or escape a grapple. This bonus increases by 1 for every four class levels you have, to a maximum of +7 at 20th level. <\/p>\n\n\t<p><em>Good:<\/em> While this aura is active, the weapons of affected allies are treated as good-aligned for the purpose of overcoming damage reduction.<\/p>\n\n\t<p><em>Guardian:<\/em> You can grant allies in range damage reduction 1\/&#8212; while you are psionically focused. This damage reduction increases by 1 for every five class levels you have (DR 2\/&#8212; at 5th level, 3\/&#8212; at 10th level, and so on).<\/p>\n\n\t<p><em>Justice:<\/em> You and allies within your aura gain a +1 bonus on attack rolls against a foe that has attacked you or another ally. This bonus increases by 1 for every six class levels you have.<\/p>\n\n\t<p><em>Knowledge:<\/em> You and allies within your aura gain a +1 bonus on all Knowledge checks. This bonus increases by 1 for every six class levels you have.<\/p>\n\n\t<p><em>Law:<\/em> You and allies within your aura gain a +2 resistance bonus on saves against attacks made or effects created by nonlawful creatures. This bonus increases by 1 for every six class levels you have.<\/p>\n\n\t<p><em>Life:<\/em> Creatures in your presence feel rejuvenated and are more resistant to death effects. While it is active, allies affected by this aura gain a +2 bonus on saves against death spells and powers or psionic death effects. This bonus increases by 1 for every five class levels you have, to a maximum of +5 at 15th level.<\/p>\n\n\t<p><em>Light and Darkness:<\/em> You and allies within your aura treat spells with the light or darkness descriptors as one level higher for countering the opposing effect.<\/p>\n\n\t<p><em>Magic:<\/em> You and allies within your aura are treated as wielding magic weapons for the purpose of overcoming damage reduction.<\/p>\n\n\t<p><em>Mental Tower:<\/em> You and allies within your aura gain a +2 bonus on saving throws against mind-affecting spells and abilities. This bonus increases by 1 for every six class levels you have.<\/p>\n\n\t<p><em>Natural World:<\/em> All animals, plants, and fey within your aura heal at a rate of 1 hit point every hour. This rate increases to 1 hit point every 10 minutes at 5th level, 1 hit point every minute at 10th level, and 1 hit point every round at 17th level. <\/p>\n\n\t<p><em>Pain and Suffering:<\/em> You and allies within your aura gain a +1 bonus on weapon damage rolls against wounded foes.<\/p>\n\n\t<p><em>Physical Power:<\/em> You and allies within your aura gain a +1 bonus on opposed Strength checks, such as bull rush, trip, or disarm checks, as well as on grapple checks. This bonus increases by 1 for every five class levels you have.<\/p>\n\n\t<p><em>The Planes:<\/em> You can pinpoint the location of any outsider or extraplanar creature within your aura. You and allies within your aura gain a +2 bonus on caster level checks or manifester level checks made to overcome the spell resistance or power resistance of outsiders.<\/p>\n\n\t<p><em>Repose:<\/em> While you are psionically focused, you and allies within your aura ignore the effects of fatigue. If an ally within your aura becomes exhausted for any reason, he is treated as fatigued instead. Your aura does not dispel fatigue, it merely suppresses the negative effects.<\/p>\n\n\t<p><em>Time:<\/em> You give allies within your aura the ability to see just a moment into the future, increasing their reaction time. Anyone affected by your aura gains a +2 bonus on initiative checks and a +1 bonus on Reflex saves. This bonus on initiative checks stacks with the bonus provided by the Time mantle&#39;s granted ability.<\/p>\n\n\t<p><strong>Divine Grace (Su):<\/strong> Beginning at 4th level, you gain a bonus equal to your Charisma bonus (if any) on all saving throws.<\/p>\n\n\t<p><strong>Change Aura (Ex):<\/strong> At 8th level, you gain the ability to change between your mantle auras much more quickly. It takes only a standard action to change between auras. You can switch auras as a move action at 14th level, and at 18th level you can change your aura as a swift action.<\/p>\n\n\t<p><strong>Table 1-4: Mantles by Deity<\/strong>\n\t<table>\n\t\t<tr>\n\t\t\t<th>Player&#39;s Handbook <\/th>\n\t\t\t<th><\/th>\n\t\t\t<td> <\/td>\n\t\t\t<th>Forgotten Realms Campaign Setting <\/th>\n\t\t\t<th><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Boccob <\/td>\n\t\t\t<td>  Deception, Fate, Knowledge, Magic <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> Mystra <\/td>\n\t\t\t<td>  Deception, Good, Knowledge, Magic <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Corellon Larethian <\/td>\n\t\t\t<td> Chaos, Good, Guardian, Magic <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> Oghma <\/td>\n\t\t\t<td>  Communication, Fate, Freedom, Knowledge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Ehlonna <\/td>\n\t\t\t<td> Good, Guardian, Light and Darkness, Natural World <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> Selune <\/td>\n\t\t\t<td>  Chaos, Freedom, Good, Light and Darkness <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Erythnul <\/td>\n\t\t\t<td> Chaos, Destruction, Evil, Pain and Suffering <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> Shar <\/td>\n\t\t\t<td>  Deception, Evil, Knowledge, Light and Darkness <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fharlanghn <\/td>\n\t\t\t<td> Communication, Fate, Freedom, Time <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> Shaundakul <\/td>\n\t\t\t<td>  Chaos, Elements, Freedom, The Planes <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Garl Glittergold <\/td>\n\t\t\t<td> Good, Guardian, Deception, Knowledge <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> Silvanus <\/td>\n\t\t\t<td>  Guardian, Life, Natural World, Repose <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Gruumsh <\/td>\n\t\t\t<td> Chaos, Destruction, Evil, Physical Power <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> Sune <\/td>\n\t\t\t<td>  Chaos, Communication, Good, Guardian <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Heironeous <\/td>\n\t\t\t<td> Conflict, Good, Justice, Law <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> Talos <\/td>\n\t\t\t<td>  Chaos, Destruction, Evil, Natural World <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Hextor <\/td>\n\t\t\t<td> Conflict, Destruction, Evil, Law <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> Tempus <\/td>\n\t\t\t<td>  Chaos, Conflict, Force, Physical Power <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Kord <\/td>\n\t\t\t<td> Chaos, Conflict, Good, Physical Power <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> Torm <\/td>\n\t\t\t<td>  Good, Guardian, Law, Physical Power <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Moradin <\/td>\n\t\t\t<td> Creation, Good, Guardian, Law <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> Tymora <\/td>\n\t\t\t<td>  Chaos, Fate, Freedom, Good <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Nerull <\/td>\n\t\t\t<td> Consumption, Death, Destruction, Evil <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> Tyr <\/td>\n\t\t\t<td>  Good, Justice, Knowledge, Law <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Obad-Hai <\/td>\n\t\t\t<td> Communication, Elements, Life, Natural World <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> Umberlee <\/td>\n\t\t\t<td> Chaos, Destruction, Evil, Natural World <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Olidarnmara <\/td>\n\t\t\t<td> Chaos, Communication, Deception, Freedom <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> Uthgar <\/td>\n\t\t\t<td> Conflict, Justice, Natural World, Physical Power <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Pelor <\/td>\n\t\t\t<td> Good, Force, Life, Light and Darkness <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> Waukeen <\/td>\n\t\t\t<td>  Consumption, Freedom, Guardian, Knowledge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> St. Cuthbert <\/td>\n\t\t\t<td> Energy, Law, Justice, Physical Power <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<th>Eberron Campaign Setting <\/th>\n\t\t\t<th><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Vecna <\/td>\n\t\t\t<td> Corruption and Madness, Evil, Knowledge, The Planes <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> Silver Flame <\/td>\n\t\t\t<td>  Good, Guardian, Law, The Planes <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Wee Jas <\/td>\n\t\t\t<td> Death, Law, Magic, Mental Power <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> The Sovereign Host <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Yondalla <\/td>\n\t\t\t<td> Communication, Freedom, Good, Repose <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> &#8212;Arawai <\/td>\n\t\t\t<td>  Good, Guardian, Life, Natural World <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Expanded Psionics Handbook <\/th>\n\t\t\t<th> <\/th>\n\t\t\t<td> <\/td>\n\t\t\t<td> &#8212;Aureon <\/td>\n\t\t\t<td>  Knowledge, Law, Magic, Mental Power <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Ilsesine <\/td>\n\t\t\t<td>  Evil, Law, Magic, Mental Power <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> &#8212;Balinor <\/td>\n\t\t\t<td>  Elements, Guardian, Natural World, Repose <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Zuoken <\/td>\n\t\t\t<td>  Conflict, Knowledge, Mental Power, Physical Power <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> &#8212;Boldrei <\/td>\n\t\t\t<td>  Communication, Good, Justice, Law <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Forgotten Realms Campaign Setting <\/th>\n\t\t\t<th> <\/th>\n\t\t\t<td> <\/td>\n\t\t\t<td> &#8212;Dol Arrah <\/td>\n\t\t\t<td>  Conflict, Good, Law, Light and Darkness <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Azuth <\/td>\n\t\t\t<td>  Knowledge, Law, Magic, Mental Power <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> &#8212;Dol Dorn <\/td>\n\t\t\t<td>  Chaos, Conflict, Good, Physical Power <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Bane <\/td>\n\t\t\t<td>  Conflict, Destruction. Evil. Law <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> &#8212;Kol Korran <\/td>\n\t\t\t<td>  Communication, Consumption, Guardian, Freedom <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Chauntea <\/td>\n\t\t\t<td>  Good, Guardian, Life, Natural World <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> &#8212;Olladra <\/td>\n\t\t\t<td>  Fate, Good, Guardian, Life <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Cyric <\/td>\n\t\t\t<td>  Chaos, Corruption and Madness, Deception, Evil <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> &#8212;Onatar <\/td>\n\t\t\t<td>  Creation, Energy, Force, Good <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Eilistraee <\/td>\n\t\t\t<td>  Chaos, Good, Freedom, Light and Darkness <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> The Dark Six <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Gond <\/td>\n\t\t\t<td>  Creation, Elements, Knowledge, Repose <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> &#8212;The Devourer <\/td>\n\t\t\t<td>  Destruction, Evil, Natural World, Pain and Suffering <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Helm <\/td>\n\t\t\t<td>  Guardian, Law, Physical Power, Repose <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> &#8212;The Fury <\/td>\n\t\t\t<td>  Consumption, Corruption and Madness, Deception, Evil <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Ilmater <\/td>\n\t\t\t<td>  Good, Law, Life, Pain and Suffering <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> &#8212;The Keeper <\/td>\n\t\t\t<td>  Consumption, Death, Evil, Time <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Kelemvor <\/td>\n\t\t\t<td>  Death, Fate, Guardian, Law <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> &#8212;The Mockery <\/td>\n\t\t\t<td>  Conflict, Destruction, Deception, Evil <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Kossuth <\/td>\n\t\t\t<td>  Destruction, Elements, Energy, The Planes <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> &#8212;The Shadow <\/td>\n\t\t\t<td>  Chaos, Evil, Light and Darkness, Magic <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Lathander <\/td>\n\t\t\t<td>  Good, Life, Light and Darkness, Time <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> &#8212;The Traveler <\/td>\n\t\t\t<td>  Chaos, Creation, Deception, Freedom <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Lolth <\/td>\n\t\t\t<td>  Chaos, Destruction, Evil, Light and Darkness <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> The Blood of Vol <\/td>\n\t\t\t<td>  Death, Evil, Knowledge, Law <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Malar <\/td>\n\t\t\t<td>  Chaos, Evil, Natural World, Physical Power <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> The Dragon Below <\/td>\n\t\t\t<td>  Corruption and Madness, Elements, Evil, The Planes <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Mask <\/td>\n\t\t\t<td>  Deception, Evil, Fate, Light and Darkness <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> The Path of Light <\/td>\n\t\t\t<td>  Guardian, Law, Light and Darkness, Repose <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Mielikki <\/td>\n\t\t\t<td>  Freedom, Good, Life, Natural World <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> The Undying Court <\/td>\n\t\t\t<td>  Death, Fate, Good. Life <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> The Path of Light <\/td>\n\t\t\t<td>  Guardian, Law, Light and Darkness, Repose <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> The Undying Court <\/td>\n\t\t\t<td>  Death, Fate, Good, Life <\/td>\n\t\t<\/tr>\n\t<\/table><\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t\t<th>Power Points\/Day <\/th>\n\t\t\t<th>Powers Known <\/th>\n\t\t\t<th>Maximum Power Level Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Mantle (1st), psychic aura 5 ft., Wild Talent <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Psychic aura 10 ft. <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Divine grace <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Psychic aura 15 ft. <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Mantle (2nd) <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Psychic aura 20 ft. <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Change aura (standard action) <\/td>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2nd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Psychic aura 25 ft. <\/td>\n\t\t\t<td> 12 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2nd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Psychic aura (second aura) <\/td>\n\t\t\t<td> 14 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2nd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Psychic aura 30 ft. <\/td>\n\t\t\t<td> 18 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Mantle (3rd) <\/td>\n\t\t\t<td> 22 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Psychic aura 35 ft. <\/td>\n\t\t\t<td> 26 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Change aura (move action) <\/td>\n\t\t\t<td> 30 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Psychic aura 40 ft. <\/td>\n\t\t\t<td> 35 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 40 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 4th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> Psychic aura 45 ft. <\/td>\n\t\t\t<td> 45 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 5th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> Change aura (swift action) <\/td>\n\t\t\t<td> 50 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 5th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> Psychic aura 50 ft. <\/td>\n\t\t\t<td> 55 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 5th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> Psychic aura (third aura) <\/td>\n\t\t\t<td> 62 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 6th <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Psionic 9<\/h5>","reference":"Usergen"},{"id":10011,"name":"Lurk","type":"base","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Lurk<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='STARTING_GOLD' level='8'><p><b>Starting gold:<\/b> 5d4 x 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Lurks are proficient with all simple and martial weapons, with light armor, and with shields (except tower shields).<\/p>\n\n\t<p><strong>Power Points\/Day:<\/strong> A lurk&#39;s ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on Table 1&#8212;5. In addition, she receives  bonus power points per day if she has a high Intelligence score (see Table 2&#8212;1: Ability Modifiers and Bonus Power Points, <span class=caps>EPH<\/span> 18). Her race might also provide bonus power points per day, as might certain feats and items.<\/p>\n\n\t<p><strong>Powers Known:<\/strong> A lurk begins play knowing one lurk power of the player&#39;s choice. Each time she achieves a new level, she unlocks the knowledge of a new power. <\/p>\n\n\t<p>Powers are chosen from the lurk power list. (Exception: The Expanded Knowledge and Epic Expanded Knowledge feats from <em>Expanded Psionics Handbook<\/em> allow a lurk to learn powers from the lists of other classes.) A lurk can manifest any power that has a power point cost equal to or lower than her manifester level. <\/p>\n\n\t<p>The total number of powers a lurk can manifest in a day is limited only by her daily power points.<\/p>\n\n\t<p>A lurk simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night&#39;s sleep each day to regain all her spent power points.  <\/p>\n\n\t<p>The Difficulty Class for saving throws against lurk powers is 10 + the power&#39;s level + the lurk&#39;s Int modifier.<\/p>\n\n\t<p><strong>Maximum Power Level Known:<\/strong> A lurk begins play with the ability to learn 1st-level powers. As she attains higher levels, she can gain the ability to master more complex powers&#8212;for example, a 4th-level lurk can learn powers of 2nd level or lower, a 7th-level lurk can learn powers of 3rd level or lower, and so on. To learn or manifest a power, a lurk must have an Intelligence score of at least 10 + the power&#39;s level.<\/p>\n\n\t<p><strong>Lurk Augment (Ex):<\/strong> Beginning at 1st level, a lurk can augment her melee attack by selecting an ability from her available lurk augments. Her level determines the abilities available for her to use (see Table 1&#8212;6). In some cases, she can also use power points to increase the power of her lurk augment. The power of the lurk augment lasts for 1 round or until the lurk&#39;s next attack. If that attack misses, that use is wasted.<\/p>\n\n\t<p>Using a lurk augment is a swift action. When powering an augment with power points, a lurk cannot spend more total power points than her lurk level on any single lurk augment. A lurk can use her lurk augments a total number of times per day equal to her lurk level + her Int modifier.<\/p>\n\n\t<p>At 10th level, a lurk can choose two augments from the list in the same swift action. Both augments count against her daily total. The total power points spent on the augments is still limited to her manifester level. For example, an 11th-level lurk could choose to include a mental assault and a solid strike in her attack, and spend a total of 11 power points between the two abilities.<\/p>\n\n\t<p>At 18th level, a lurk can choose three augments from the list in the same swift action, which counts as three against her daily limit. The total power points spent is still limited to her manifester level.<\/p>\n\n\t<p><em>Additional Sneak Attack:<\/em> The lurk&#39;s next attack deals an extra 1d6 points of damage from a sneak attack. For every 2 power points spent, this damage increases by 1d6 points. The attack must be one to which sneak attack damage applies. Minimum level 1st.<\/p>\n\n\t<p><em>Unfocusing Strike:<\/em> A creature hit by the lurk&#39;s attack must make a Will saving throw (DC 10 + Int modifier) or lose its psionic focus in addition to taking the damage from the attack. For every 2 power points spent, the DC increases by 1. Minimum level 1st.<\/p>\n\n\t<p><em>Solid Strike:<\/em> The lurk&#39;s attack deals an extra 2 points of damage. For every power point spent, the damage increases by 1. Minimum level 3rd.<\/p>\n\n\t<p><em>Stunning Attack:<\/em> A creature hit by the lurk&#39;s attack must make a Fortitude saving throw (DC 10 + lurk&#39;s Int modifier) or be stunned for 1 round in addition to taking the damage from the attack. For every 2 power points spent, the DC increases by 1. Minimum level 3rd.<\/p>\n\n\t<p><em>Ignore Concealment:<\/em> The lurk&#39;s next attack ignores the miss chance provided by concealment or total concealment. The lurk must still attack the correct square when attacking an invisible creature. Minimum level 5th.<\/p>\n\n\t<p><em>Mental Assault:<\/em> The lurk&#39;s next attack deals 2 points of either Intelligence or Wisdom damage in addition to its normal damage. The lurk chooses which type of ability damage to deal when activating the power. For every 2 power points spent, the ability damage increases by 1. Minimum level 5th.<\/p>\n\n\t<p><em>Deceptive Strike:<\/em> The target of the lurk&#39;s next attack is denied his Dexterity bonus to AC for that attack. This ability works against a target with uncanny dodge, but only if the lurk&#39;s class level is at least four levels higher than the target&#39;s effective rogue level. Minimum level 8th.<\/p>\n\n\t<p><em>Sneak Attack Undead:<\/em> The lurk&#39;s sneak attack can damage undead creatures, if sneak attack damage would otherwise apply on the lurk&#39;s attack (for instance, if the undead is flanked or flat-footed). Minimum level 8th.<\/p>\n\n\t<p><em>Ghost Touch:<\/em> The lurk&#39;s next attack can strike incorporeal creatures, as if her weapon had the ghost touch special ability. Minimum level 11th. Power Drain: The lurk&#39;s next attack drains a number of power points from the target equal to half the damage dealt. <br \/>Drained power points are available for the lurk to use in the following round, but expire at the end of her next turn. Minimum level 11th.<\/p>\n\n\t<p><em>Aligned Attack:<\/em> The lurk&#39;s next attack is treated as either good-aligned or evil-aligned (depending on the lurk&#39;s alignment) for the purpose of overcoming damage reduction. A neutral lurk can choose either good or evil when she activates this ability. Minimum level 11th.<\/p>\n\n\t<p><em>Sneak Attack Constructs:<\/em> The lurk&#39;s sneak attack can damage constructs, if sneak attack damage would otherwise apply on the lurk&#39;s attack (for instance, if the construct is flanked or flat-footed). Minimum level 14th. <\/p>\n\n\t<p><em>Stygian Weapon:<\/em> A creature struck by the lurk&#39;s next attack gains 1d4 negative levels for 1 round, as the <em>stygian weapon<\/em> psionic power presented on page 102. For every 4 power points spent, the duration of the negative levels is increased by 1 round. Minimum level 14th.<\/p>\n\n\t<p><em>Planar Attack:<\/em> The lurk&#39;s next attack deals an extra 2d6 points of damage to either good or evil creatures (lurk&#39;s choice). For every power point spent, the damage increases by 1d6 points. Minimum level 17th.<\/p>\n\n\t<p><em>Synaptic Disconnect:<\/em> A creature struck by the lurk&#39;s next attack cannot cast spells, manifest powers, or use spell-like or psi-like abilities for 1 round unless it succeeds on a Will save (DC 10 + lurk&#39;s Int modifier). For every 2 power points spent, the DC increases by 1. Minimum level 17th.<\/p>\n\n\t<p><em>Greater Power Drain:<\/em> The lurk&#39;s next attack drains a number of power points from the target equal to the damage dealt by the attack. Drained power points are available for the lurk to use in the following round, but expire at the end of her next turn. Minimum level 20th.<\/p>\n\n\t<p><strong>Psionic Sneak Attack (Ex):<\/strong> While psionically focused, a lurk can strike a vital spot for extra damage if she attacks an opponent while he is unable TO defend himself effectively. This is identical to the sneak attack ability of the rogue (PH  50), except the damage only applies when the lurk maintains a psionic focus.<\/p>\n\n\t<p>Sneak attack damage and psionic sneak attack damage stack, whenever both would apply to the same target.<\/p>\n\n\t<p><strong>Initiative Boost (Ex):<\/strong> At 6th level and higher, a lurk can add her Intelligence bonus on her initiative checks.<\/p>\n\n\t<p><strong>Evasion (Ex):<\/strong> At 9th level and higher, a lurk can avoid even magical and unusual attacks with great agility as per the rogue ability. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.<\/p>\n\n\t<p><strong>Slippery Mind (Ex):<\/strong> At 15th level and higher, if a lurk affected by an enchantment spell or effect fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only one extra chance to succeed on her saving throw.<\/p>\n\n\t<p><strong>Table 1-6: Lurk Alignments by Level<\/strong>\n\t<table>\n\t\t<tr>\n\t\t\t<th>Minimum Level <\/th>\n\t\t\t<th>Ability <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> Additional sneak attack <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> Unfocusing strike <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> Solid strike <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> Stunning attack <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> Ignore concealment <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> Mental assault <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> Deceptive strike <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> Reach attack <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> Sneak attack undead <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> Ghost touch <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> Power drain <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> Aligned attack <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> Sneak attack constructs <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> Stygian weapon <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> Planar attack <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> Synaptic disconnect <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> Greater power drain <\/td>\n\t\t<\/tr>\n\t<\/table><\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Power Points\/Day <\/th>\n\t\t\t<th>Powers Known <\/th>\n\t\t\t<th>Maximum Power Level Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Lurk augment <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Psionic sneak attack +1d6 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2nd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 2nd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Initiative boost <\/td>\n\t\t\t<td> 11 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 2nd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Psionic sneak attack +2d6 <\/td>\n\t\t\t<td> 15 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 19 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Evasion <\/td>\n\t\t\t<td> 23 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Lurk augment (two at once) <\/td>\n\t\t\t<td> 27 <\/td>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> 4th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 35 <\/td>\n\t\t\t<td> 11 <\/td>\n\t\t\t<td> 4th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Psionic sneak attack +3d6 <\/td>\n\t\t\t<td> 43 <\/td>\n\t\t\t<td> 12 <\/td>\n\t\t\t<td> 4th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +9+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 51 <\/td>\n\t\t\t<td> 13 <\/td>\n\t\t\t<td> 5th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 59 <\/td>\n\t\t\t<td> 14 <\/td>\n\t\t\t<td> 5th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Slippery mind <\/td>\n\t\t\t<td> 67 <\/td>\n\t\t\t<td> 15 <\/td>\n\t\t\t<td> 5th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 79 <\/td>\n\t\t\t<td> 16 <\/td>\n\t\t\t<td> 6th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> Psionic sneak attack +4d6 <\/td>\n\t\t\t<td> 91 <\/td>\n\t\t\t<td> 17 <\/td>\n\t\t\t<td> 6th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> Lurk augment (three at once) <\/td>\n\t\t\t<td> 103 <\/td>\n\t\t\t<td> 18 <\/td>\n\t\t\t<td> 6th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 115 <\/td>\n\t\t\t<td> 19 <\/td>\n\t\t\t<td> 6th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 127 <\/td>\n\t\t\t<td> 20 <\/td>\n\t\t\t<td> 6th <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Psionic 13<\/h5>","reference":"Usergen"},{"id":10012,"name":"Duergar Racial Class","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Duergar Racial Class<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Class Level<\/strong>: The Class Level column of the duergar racial class table indicates whether a duergar gains a standard class level at any given racial level. Some racial levels provide a standard class level, some racial levels provide a duergar specific ability, and some grant both. Class levels grant all the benefits normally associated with a level increase. This includes granting another Hit Die, gaining other class abilities, and advancement in base attack bonus, base saves, and ability scores.<\/p>\n\n\t<p><strong>Duergar Base Traits<\/strong>: Duergar have the following base racial traits.<\/p>\n\n\t<p>+2 Constitution, &#8212;4 Charisma.<\/p>\n\n\t<p>Medium size: Duergar have no special bonuses or penalties due to their size.<\/p>\n\n\t<p>Duergar base land speed is 20 feet. Gray dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).<\/p>\n\n\t<p>Stonecunning: This ability grants a duergar a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework, traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and so forth. Something that isn&#39;t stone but that is disguised as stone also counts as unusual stonework. A gray dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a duergar can use the Search skill to find stonework traps as a rogue can. A duergar can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Duergar have a sixth sense about stonework, an innate ability that they have plenty of opportunity to practice and hone in their underground homes.<\/p>\n\n\t<p><strong>Stability<\/strong>: Duergar are exceptionally stable on their feet. A duergar receives a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).<\/p>\n\n\t<p>+2 racial bonus on saves against poison. This ability is superseded by a 2nd-level duergar&#39;s immunity to poison.<\/p>\n\n\t<p>+2 racial bonus on saves against powers, spells, psi-like abilities, and spell-like effects.<\/p>\n\n\t<p>+1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).<\/p>\n\n\t<p>+4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).<\/p>\n\n\t<p><strong>Light Sensitivity (Ex)<\/strong>: Duergar are dazzled in sunlight or within the radius of a daylight spell.<\/p>\n\n\t<p>Duergar have a +4 racial bonus on Move Silently checks and a +1 racial bonus on Listen and Spot checks. They have a +2 racial bonus on Appraise and Craft checks that are related to stone or metal.<\/p>\n\n\t<p>Automatic Languages: Common, Dwarven, Undercommon. Bonus Languages: Draconic, Giant, Goblin, Orc, Terran.<\/p>\n\n\t<p>Favored Class: Fighter.<\/p>\n\n\t<p><strong>Darkvision<\/strong>: At 1st level, duergar gain darkvision out to 60 feet. A duergar who takes the 2nd duergar racial level increases the range of his darkvision ability to 120 feet.<\/p>\n\n\t<p><strong>Naturally Psionic<\/strong>: At 1st level, duergar gain 1 bonus power point. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. Power points do allow a character to make use of psionic feats and attempt to gain psionic focus.<\/p>\n\n\t<p><strong>Feat<\/strong>: Like every other character, a duergar character gains one feat at 1st level and another at every Hit Die divisible by 3. These feats are in addition to any bonus feats granted as class features or any other bonus feats.<\/p>\n\n\t<p><strong>Bonus Power Points<\/strong>: At 2nd level, a duergar gains 2 bonus power points.<\/p>\n\n\t<p><strong>Expansion (Ps)<\/strong>: At 2nd level, a duergar gains the use of expansion (<span class=caps>EPH<\/span> 105) as a psi-like ability once per day (manifested level equal to 1\/2 Hit Dice, minimum 1st).<\/p>\n\n\t<p><strong>Invisibility (Ps)<\/strong>: At 2nd level, a duergar gains the use of invisibility as a psi-like ability once per day (manifester level equal to 1\/2 Hit Dice, minimum 1st).<\/p>\n\n\t<p><strong>Immunities<\/strong>: At 2nd level, a duergar gains full immunity to paralysis, phantasms, and poison.<\/p>\n\n\t<p><strong>Ability Score Increase<\/strong>: Upon attaining any Hit Die divisible by 4, a duergar character increases one of his ability scores by 1 point. The player chooses which ability score to improve. The ability improvement is permanent.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Racial Level <\/th>\n\t\t\t<th>Class Level <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> Duergar base traits, naturally psionic, feat, darkvision 60 ft. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> Bonus power points, psi-like abilities (1\/day&#8212;expansion, invisibility), immunities, darkvision 120 ft. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> Feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> Ability score increase <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> Feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td>8th <\/td>\n\t\t\t<td> Ability score increase <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> Feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> Ability score increase, feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> Feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td>16th <\/td>\n\t\t\t<td> Ability score increase <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> Feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Psionic 144<\/h5>","reference":"Usergen"},{"id":10013,"name":"Githyanki Racial Class","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Githyanki Racial Class<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Class Level<\/strong>: The Class Level column of the githyanki racial class table indicates whether a githyanki gains a standard class level at any given racial level. Some racial levels provide a standard class level, some racial levels provide a githyanki specific ability, and some grant both. Class levels grant all the benefits normally associated with a level increase. This includes granting another Hit Die, gaining other class abilities, and advancement in base attack bonus, base saves, and ability scores.<\/p>\n\n\t<p><strong>Githyanki Base Traits<\/strong>: Githyanki have the following base racial traits.<\/p>\n\n\t<p>+2 Dexterity, &#8212;2 Wisdom.<\/p>\n\n\t<p>Medium size: Githyanki have no special bonuses or penalties due to their size.<\/p>\n\n\t<p>Githyanki base land speed is 30 feet.<\/p>\n\n\t<p>Darkvision out to 60 feet.<\/p>\n\n\t<p>Automatic Languages: Common, Gith. Bonus Languages: Abyssal, Celestial, Draconic, Infernal, Undercommon.<\/p>\n\n\t<p>Favored Class: Fighter.<\/p>\n\n\t<p><strong>Naturally Psionic<\/strong>: At 1st level, githyanki gain 1 bonus power point. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. Power points do allow a character to make use of psionic feats and attempt to gain psionic focus.<\/p>\n\n\t<p><strong>Feat<\/strong>: Like every other character, a githyanki character gains one feat at 1st level and another at every Hit Die divisible by 3. These feats are in addition to any bonus feats granted as class features or any other bonus feats.<\/p>\n\n\t<p><strong>Far Hand (Ps)<\/strong>: At 1st level, a githyanki gains the use of far hand (<span class=caps>EPH<\/span> 106) as a psi-like ability three times per day (manifester level equal to 1\/2 Hit Dice, minimum 1st).<\/p>\n\n\t<p><strong>Bonus Power Points<\/strong>: At 2nd level, githyanki gain 2 bonus power points.<\/p>\n\n\t<p><strong>+2 Constitution<\/strong>: At 2nd level, githyanki gain a +2 increase to their Constitution ability score.<\/p>\n\n\t<p><strong>Psionic Daze (Ps)<\/strong>: At 2nd level, a githyanki gains the use of psionic daze (<span class=caps>EPH<\/span> 90) as a psi-like ability three times per day (DC 10 +1\/2 HD + Cha modifier). Manifester level equal to 1\/2 Hit Dice (minimum 1st).<\/p>\n\n\t<p><strong>Concealing Amorpha (Ps)<\/strong>: At 3rd level, a githyanki gains the use of concealing amorpha (<span class=caps>EPH<\/span> 85) as a psi-like ability once per day (manifester level equal to 1\/2 Hit Dice, minimum 1st).<\/p>\n\n\t<p>Starting at 4th level, a githyanki can use this psi-like ability twice per day. Starting at 5th level, a githyanki can use this psi-like ability three times per day.<\/p>\n\n\t<p><strong>Ability Score Increase<\/strong>: Upon attaining any Hit Die divisible by 4, a githyanki character increases one of his ability scores by 1 point. The player chooses which ability score to improve. The ability improvement is permanent.<\/p>\n\n\t<p><strong>Power Resistance<\/strong>: At 4th level, a githyanki gains power resistance equal to her Hit Dice +5.<\/p>\n\n\t<p><strong>Psionic Dimension Door (Ps)<\/strong>: At 6th level, a githyanki gains the use of psionic dimension door (page 83) as a psi-like ability once per day (manifester level equal to 1\/2 Hit Dice, minimum 1st). Starting at 7th level, a githyanki can use this psi-like ability twice per day. Starting at 8th level, a githyanki can use this psi-like ability three times per day.<\/p>\n\n\t<p><strong>Psionic Plane Shift (Ps)<\/strong>: At 9th level, a githyanki gains the use of psionic plane shift (<span class=caps>EPH<\/span> 124) as a psi-like ability once per day (manifester level equal to 1\/2 Hit Dice, minimum 1st).<\/p>\n\n\t<p><strong>Telekinetic Thrust (Ps)<\/strong>: At 9th level, a githyanki gains the use of telekinetic thrust (<span class=caps>EPH<\/span> 135) as a psi-like ability once per day (manifester level equal to 1\/2 Hit Dice, minimum 1st). Starting at 10th level, a githyanki can use this psi-like ability twice per day. Starting at 11th level, a githyanki can use this psi-like ability three times per day.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Racial Level <\/th>\n\t\t\t<th>Class Level <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> Githyanki base traits, naturally psionic, psi-like ability (3\/day&#8212;far hand), feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> Bonus power points, +2 Constitution, psi-like ability (3\/day&#8212;psionic daze) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> Psi-like ability (1\/day&#8212;concealing amorpha) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> Power resistance, psi-like ability (2\/day&#8212;concealing amorpha) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> Psi-like ability (3\/day&#8212;concealing amorpha), feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> Psi-like ability (1\/day&#8212;psionic dimension door), ability score increase <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> Psi-like ability (2\/day&#8212;psionic dimension door) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> Psi-like ability (3\/day&#8212;psionic dimension door), feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> Psi-like ability (1\/day&#8212;psionic plane shift, telekinetic thrust) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> Psi-like ability (2\/day&#8212;telekinetic thrust), ability score increase <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> Psi-like ability (3\/day&#8212;telekinetic thrust), feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> Ability score increase, feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> Feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> Ability score increase <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> Feat <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Psionic 146<\/h5>","reference":"Usergen"},{"id":10014,"name":"Githzerai Racial Class","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Githzerai Racial Class<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Class Level<\/strong>: The Class Level column of the githzerai racial class table indicates whether a githzerai gains a standard class level at any given racial level. Some racial levels provide a standard class level, some racial levels provide a githzerai specific ability, and some grant both. Class levels grant all the benefits normally associated with a level increase. This includes granting another Hit Die, gaining other class abilities, and advancement in base attack bonus, base saves, and ability scores.<\/p>\n\n\t<p><strong>Githzerai Base Traits<\/strong>: Githzerai have the following base racial traits.<\/p>\n\n\t<p>+2 Dexterity, &#8212;2 Intelligence.<\/p>\n\n\t<p>Medium size: Githzerai have no special bonuses or penalties due to their size.<\/p>\n\n\t<p>Githzerai base land speed is 30 feet.<\/p>\n\n\t<p>Darkvision out to 60 feet.<\/p>\n\n\t<p>Automatic Languages: Common, Gith. Bonus Languages: Abyssal, Celestial, Draconic, Slaad, Undercommon.<\/p>\n\n\t<p>Favored Class: Monk.<\/p>\n\n\t<p><strong>Naturally Psionic<\/strong>: At 1st level, githzerai gain 2 bonus power points. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. Power points do allow a character to make use of psionic feats and attempt to gain psionic focus.<\/p>\n\n\t<p><strong>Feat<\/strong>: Like every other character, a githzerai character gains one feat at 1st level and another at every Hit Die divisible by 3. These feats are in addition to any bonus feats granted as class features or any other bonus feats.<\/p>\n\n\t<p><strong>Catfall (Ps)<\/strong>: At 1st level, a githzerai gains the use of catfall (<span class=caps>EPH<\/span> 82) as a psi-like ability three times per day (manifester level equal to 1\/2 Hit Dice, minimum 1st).<\/p>\n\n\t<p><strong>Psionic Daze (Ps)<\/strong>: At 2nd level, a githzerai gains the use of psionic daze (<span class=caps>EPH<\/span> 90) as a psi-like ability three times per day (DC 10 +1\/2 HD + Cha modifier). Manifester level equal to 1\/2 Hit Dice (minimum 1st).<\/p>\n\n\t<p><strong>+2 Dexterity<\/strong>: At 2nd level, a githzerai gains a +2 increase to his Dexterity score. At 4th level, a githzerai gains an additional +2 increase to his Dexterity score.<\/p>\n\n\t<p><strong>+2 Wisdom<\/strong>: At 2nd level, a githzerai gains a +2 increase to his Wisdom score.<\/p>\n\n\t<p><strong>Inertial Armor (Ps)<\/strong>: At 3rd level, a githzerai gains the use of inertial armor (<span class=caps>EPH<\/span> 113) as a psi-like ability three times per day (manifester level equal to 1\/2 Hit Dice, minimum 1st).<\/p>\n\n\t<p><strong>Power Resistance<\/strong>: At 4th level, a githzerai gains power resistance equal to his Hit Dice +5.<\/p>\n\n\t<p><strong>Concussion Blast (Ps)<\/strong>: At 4th level, a githzerai gains the use of concussion blast (<span class=caps>EPH<\/span> 85) as a psi-like ability once per day. Manifester level equal to 1\/2 Hit Dice (minimum 1st). Starting at 5th level, a githzerai can use this psi-like ability twice per day. Starting at 6th level, a githzerai can use this psi-like ability three times per day.<\/p>\n\n\t<p><strong>Ability Score Increase<\/strong>: Upon attaining any Hit Die divisible by 4, a githzerai character increases one of his ability scores by 1 point. The player chooses which ability score to improve. The ability improvement is permanent.<\/p>\n\n\t<p><strong>Psionic Plane Shift (Ps)<\/strong>: At 13th level, a githzerai gains the use of psionic plane shift (<span class=caps>EPH<\/span> 124) as a psilike ability once per day (manifester level equal to 1\/2 Hit Dice, minimum 1st).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Racial Level <\/th>\n\t\t\t<th>Class Level <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> Githzerai base traits, naturally psionic, psi-like ability (3\/day&#8212;catfall), feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +2 Dexterity, +2 Wisdom, psi-like ability (3\/day&#8212;psionic daze) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> Psi-like ability (3\/day&#8212;inertial armor) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> Power resistance, +2 Dexterity, psi-like ability (1\/day&#8212;concussion blast) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> Psi-like ability (2\/day&#8212;concussion blast), feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> Psi-like ability (3\/day&#8212;concussion blast), ability score increase <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> Feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> Ability score increase <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> Feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> Psi-like ability (1\/day&#8212;psionic plane shift) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> Ability score increase, feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> Feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> Ability score increase <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> Feat <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Psionic 147<\/h5>","reference":"Usergen"},{"id":10015,"name":"Half-giant Racial Class","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Half-giant Racial Class<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Class Level<\/strong>: The Class Level column of the half-giant racial class table indicates whether a half-giant gains a standard class level at any given racial level. Some racial levels provide a standard class level, some racial levels provide a half-giant-specific ability, and some grant both. Class levels grant all the benefits normally associated with a level increase. This includes granting another Hit Die, gaining other class abilities, and advancement in base attack bonus, base saves, and ability scores.<\/p>\n\n\t<p><strong>Half-Giant Base Traits<\/strong>: Half-giants have the following base racial traits.<\/p>\n\n\t<p>+2 Constitution, &#8212;2 Dexterity.<\/p>\n\n\t<p>Giant: Half-giants are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.<\/p>\n\n\t<p>Medium size: Half-giants have no special bonuses or penalties due to their size.<\/p>\n\n\t<p>Half-giant base land speed is 30 feet.<\/p>\n\n\t<p>Low-Light Vision: A half-giant can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.<\/p>\n\n\t<p>Fire Acclimated: Half-giants have a +2 racial bonus on saving throws against all fire spells and effects. Half-giants are accustomed to enduring high temperatures.<\/p>\n\n\t<p>Automatic Language: Common. Bonus Languages: Draconic, Giant, Gnoll, Ignan.<\/p>\n\n\t<p>Favored Class: Psychic warrior.<\/p>\n\n\t<p><strong>Feat<\/strong>: Like every other character, a half-giant character gains one feat at 1st level and another at every Hit Die divisible by 3. These feats are in addition to any bonus feats granted as class features or any other bonus feats.<\/p>\n\n\t<p><strong>Powerful Build (Ex)<\/strong>: At 2nd level, a half-giant reaches his full growth. The physical stature of a fully grown halfgiant lets him function in many ways as if he were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature&#39;s special attacks based on size (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject&#39;s size category.<\/p>\n\n\t<p><strong>+2 Strength<\/strong>: At 2nd level, half-giant characters gain a +2 increase to their Strength ability score.<\/p>\n\n\t<p><strong>Naturally Psionic<\/strong>: At 2nd level, half giant characters gain 2 bonus power points. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. Power points do allow a character to make use of psionic feats and attempt to gain psionic focus.<\/p>\n\n\t<p><strong>Stomp (Ps)<\/strong>: At 2nd level, a half-giant gains the use of Stomp (<span class=caps>EPH<\/span> 133) as a psi-like ability once per day (DC 10 +1\/2 HD + Cha modifier). Manifester level equal to 1\/2 Hit Dice (minimum 1st).<\/p>\n\n\t<p><strong>Ability Score Increase<\/strong>: Upon attaining any Hit Die divisible by 4, a half-giant character increases one of his ability scores by 1 point. The player chooses which ability score to improve. The ability improvement is permanent.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Racial Level <\/th>\n\t\t\t<th>Class Level <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> Half-giant base traits, feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> Powerful build, +2 Strength, psi-like ability (1\/day&#8212;stomp), naturally psionic <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> Feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> Ability score increase <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> Feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> Ability score increase <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> Feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> Ability score increase, feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> Feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> Ability score increase <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> Feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Psionic 148<\/h5>","reference":"Usergen"},{"id":10016,"name":"Thri-kreen Racial Class","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Thri-kreen Racial Class<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Class Level<\/strong>: The Class Level column of the thri-kreen racial class table indicates whether a thri-kreen gains a standard class level at any given racial level. Some racial levels provide a standard class level, some racial levels provide a thrikreen-specific ability, and some grant both. Class levels grant all the benefits normally associated with a level increase. This includes granting another Hit Die, gaining other class abilities, and advancement in base attack bonus, base saves, and ability scores.<\/p>\n\n\t<p><strong>Racial Hit Dice<\/strong>: 1st-level and 2nd-level thri-kreen do not possess class levels. Instead, they have 2d8 racial Hit Dice, gaining one at 1st level and one at 2nd level. At 1st level , the thri-kreen&#39;s first racial Hit Die grants 8 hit points, a base attack bonus of +1, and base saves of Fortitude +0, Reflex +2, and Will +2. A 1st-level thri-kreen gains a number of skill points equal to 2 + Int modifier (minimum 1). Its racial skills are Balance, Climb, Hide, Jump. Listen, and Spot.<\/p>\n\n\t<p>At 2nd level, a thri-kreen gains an additional 1d8 hit points, a base attack bonus of +2, and base saves of Fortitude +0, Reflex +3, and Will +3. A 2nd-level thri-kreen gains a number of additional skill points equal to 2 + Int modifier (minimum 1) that it can spend on racial skills.<\/p>\n\n\t<p><strong>Thri-Kreen Base Traits<\/strong>: Thri-kreen have the following base racial traits.<\/p>\n\n\t<p>+2 Strength, &#8212;2 Intelligence, +2 Wisdom, &#8212;4 Charisma.<\/p>\n\n\t<p>Medium size: Thri-kreen have no special bonuses or penalties due to their size.<\/p>\n\n\t<p>Thri-kreen base land speed is 40 feet.<\/p>\n\n\t<p>Dark vision out to 60 feet.<\/p>\n\n\t<p>A thri-kreen has a +4 racial bonus on Hide checks in sandy or arid settings.<\/p>\n\n\t<p>Immunity to magic sleep effects.<\/p>\n\n\t<p>Multiple Limbs: Thri-kreen have four arms and can take the Multiweapon Fighting and Multiattack feats (MM 304). These are not bonus feats.<\/p>\n\n\t<p>Weapon Familiarity: The gythka and chatkcha (<span class=caps>EPH<\/span> 14) are martial weapons for thri-kreen.<\/p>\n\n\t<p>Automatic Languages: Common, Thri-Kreen. Bonus Languages: Elven, Giant, Gnoll, Goblin, Halfling.<\/p>\n\n\t<p>Favored Class: Ranger.<\/p>\n\n\t<p><strong>Natural Armor (Ex)<\/strong>: A thri-kreen&#39;s exoskeleton is tough and resistant to blows. At 1st level, a thri-kreen has a +1 natural armor bonus. At 2nd level, a thri-kreen&#39;s natural armor bonus increases to +2. At 6th level, a thri-kreen&#39;s natural armor bonus increases to +3.<\/p>\n\n\t<p><strong>Natural Attacks (Ex)<\/strong>: Thri-kreen can attack with four claws and a bite. The claws deal 1d4 points of damage, and the bite is a secondary attack that also deals 1d4 points of damage. A thri-kreen can attack with a weapon (or multiple weapons) at its normal attack bonus, and make either a bite or claw attack as a secondary attack. For example, a thri-kreen with the Multiweapon Fighting feat who is armed with three short swords could attack with all three swords at a &#8212;2 penalty (the normal penalty for fighting with multiple weapons while using light weapons in its off hands) and also make a bite attack at a&#8212;5 penalty.<\/p>\n\n\t<p><strong>Feat<\/strong>: Like every other character, a thri-kreen character gains one fear at 1st level and another at every Hit Die divisible by 3. These feats are in addition to any bonus feats granted as class features or any other bonus feats.<\/p>\n\n\t<p><strong>Deflect Arrows<\/strong>: At 2nd level, thri-kreen characters gain Deflect Arrows as a bonus feat.<\/p>\n\n\t<p><strong>Leap (Ex)<\/strong>: At 2nd level, thri-kreen characters fully master their ability to excel at jumping. They gain a +30 racial bonus on Jump checks.<\/p>\n\n\t<p><strong>Naturally Psionic<\/strong>: At 3rd level, a thri-kreen&#39;s latent potential for psionic power suddenly reveals itself, granting the character 1 power point. This benefit does not grant him the ability to manifest powers unless he gains that ability through another source, such as levels in a psionic class. Power points do allow a character to make use of psionic feats and attempt to gain psionic focus.<\/p>\n\n\t<p><strong>Know Direction and Location (Ps)<\/strong>: At 3rd level, a thrikreen gains the use of know direction and location (<span class=caps>EPH<\/span> 114) as a psi-like ability three times per day (manifester level equal to 1\/2 Hit Dice, minimum 1st).<\/p>\n\n\t<p><strong>Poison (Ex)<\/strong>: At 4th level, thri-kreen characters learn how to muster their naturally occurring venom in a quantity sufficient to inflict one poisonous bite per day. The poison delivered by the bite has an initial damage of 1d6 Dex, but the secondary damage paralyzes victims for 2d6 minutes (DC 11 + Con modifier).<\/p>\n\n\t<p><strong>Chameleon (Ps)<\/strong>: At 4th level, a thri-kreen gains the use of chameleon (<span class=caps>EPH<\/span> 82) as a psi-like ability three times per day (manifester level equal to 1\/2 Hit Dice, minimum 1st).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Racial Level <\/th>\n\t\t\t<th>Class Level <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> Racial Hit Die (1d8), thri-kreen base traits, natural armor +1, natural attacks, feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> Racial Hit Die (2d8), leap, natural armor +2, Deflect Arrows <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> Naturally psionic, psi-like ability (3\/day&#8212;know direction and location), feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> Poison, psi-like ability (3\/day&#8212;chameleon; 1\/day&#8212;metaphysical claw) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> Ability score increase <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +4 Dexterity, psi-like ability (1\/day&#8212;greater concealing amorpha), natural armor +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> Feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> Ability score increase <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> Feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> Ability score increase, feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> Feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> Ability score increase <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> Feat <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Psionic 149<\/h5>","reference":"Usergen"},{"id":10017,"name":"Erudite (variant Psion)","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Erudite (variant Psion)<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Complete Psionic 153<\/h5>","reference":"Usergen"},{"id":10018,"name":"Hexblade","type":"base","alignment":"Any nongood.","hit_die":"10","full_text":"<div topic='titel'><p><h3>Hexblade<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nongood..<\/p><\/div><div topic='STARTING_GOLD' level='8'><p><b>Starting gold:<\/b> 6d4 x 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Hexblades are proficient with all simple and martial weapons, and with light armor but not with shields. Because the somatic components required for hexblade spells are simple, a hexblade can cast hexblade spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a hexblade wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (and most do). A multiclass hexblade still incurs the normal arcane spell failure chance for arcane spells derived from other classes.<\/p>\n\n\t<p><strong>Hexblade&#39;s Curse (Su):<\/strong> Once per day, as a free action, a hexblade can unleash a curse upon a foe. The target must be visible to the hexblade and within 60 feet. The target of a hexblade&#39;s curse takes a &#8212;2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour thereafter. A successful Will save (DC 10 + 1\/2 hexblade&#39;s class level + hexblade&#39;s Cha modifi er) negates the effect.<\/p>\n\n\t<p>At every four levels beyond 1st (5th, 9th, 13th, and 17th) a hexblade gains the ability to use his curse one additional time per day, as indicated on Table 1&#8212;1. Multiple hexblade&#39;s curses don&#39;t stack, and any foe that successfully resists the effect cannot be affected again by the same hexblade&#39;s curse for 24 hours. <\/p>\n\n\t<p>Any effect that removes or dispels a curse eliminates the effect of a hexblade&#39;s curse. Arcane <\/p>\n\n\t<p><strong>Resistance (Su):<\/strong> At 2nd level, a hexblade gains a bonus equal to his Charisma bonus (minimum +1) on saving throws against spells and spell-like effects.<\/p>\n\n\t<p><strong>Mettle (Ex):<\/strong> At 3rd level and higher, a hexblade can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping hexblade does not gain the benefit of mettle.<\/p>\n\n\t<p>Familiar: Beginning at 4th level, a hexblade can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.<\/p>\n\n\t<p>The hexblade chooses the kind of familiar he gets. As the hexblade advances in level, his familiar also increases in power. Treat the hexblade as a sorcerer of three levels lower for determining the familiar&#39;s powers and abilities (see the Familiars sidebar on page 52 of the <em>Player&#39;s Handbook<\/em>).<\/p>\n\n\t<p>If the familiar dies or is dismissed by the hexblade, the latter must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per hexblade level; success reduces the loss to one-half that amount. However, a hexblade&#39;s experience point total can never go below 0 as the result of a familiar&#39;s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, but it does not lose a level or a point of Constitution when this happy event occurs.<\/p>\n\n\t<p>A character with more than one class that grants a familiar may have only one familiar at a time.<\/p>\n\n\t<p><strong>Spells:<\/strong> Beginning at 4th level, a hexblade gains the ability to cast a small number of arcane spells, which are drawn from the hexblade spell list (see Chapter 3). He can cast any spell he knows without preparing it ahead of time, just as a sorcerer can (see page 54 of the <em>Player&#39;s Handbook<\/em>). To learn or cast a spell, a hexblade must have a Charisma score equal to at least 10 + the spell level (Cha 11 for 1st-level spells, Cha 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a hexblade&#39;s spell is 10 + the spell level + the hexblade&#39;s Cha modifier.<\/p>\n\n\t<p>Like other spellcasters, a hexblade can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1&#8212;1. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1&#8212;1: Ability Modifiers and Bonus Spells, page 8 of the <em>Player&#39;s Handbook<\/em>). When Table 1&#8212;1 indicates that the hexblade gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 4th-level hexblade), he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.<\/p>\n\n\t<p>The hexblade&#39;s selection of spells is extremely limited. A hexblade begins play knowing no spells, but gains one or more new spells at certain levels, as indicated on Table 1&#8212;2. (Unlike spells per day, his Charisma score does not affect the number of spells a hexblade knows; the numbers on Table 1&#8212;2 are fixed.)<\/p>\n\n\t<p>Upon reaching 12th level, and at every third hexblade level after that (15th and 18th), a hexblade can choose to learn a new spell in place of one he already knows. In effect, the hexblade &quot;loses&quot; the old spell in exchange for the new one. The new spell&#39;s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level hexblade spell the hexblade can cast. For instance, upon reaching 12th level, a hexblade could trade in a single 1st level spell (two spell levels below the highest-level hexblade spell he can cast, which is 3rd) for a different 1st-level spell. At 15th level, he could trade in a single 1st-level or 2nd-level spell (since he now can cast 4th-level hexblade spells) for a different spell of the same level. A hexblade may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. <\/p>\n\n\t<p>Through 3rd level, a hexblade has no caster level. At 4th level and higher, his caster level is one-half his hexblade level.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th colspan=1><\/th>\n\t\t\t<th style=text-align:center; colspan=4>Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> 2 <sup>1<\/sup> <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <sup>1<\/sup> <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <sup>1<\/sup> <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <sup>1<\/sup> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td colspan=5><sup>1<\/sup> Provided the hexblade has suffi cient Charisma to have a bonus spell of this level. <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Bonus Feat:<\/strong> At 5th level, and every five levels thereafter (10th, 15th, and 20th), a hexblade gains a bonus feat, which must be selected from the following list: Combat Casting, Greater Spell Focus (enchantment, necromancy, or transmutation only), Greater Spell Penetration, Spell Focus (enchantment, necromancy, or transmutation only), Spell Penetration.<\/p>\n\n\t<p><strong>Greater Hexblade&#39;s Curse (Su):<\/strong> When a hexblade attains 7th level, the penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls incurred by a target of the hexblade&#39;s curse becomes &#8212;4 instead of &#8212;2. <\/p>\n\n\t<p><strong>Aura of Unluck (Su):<\/strong> Once per day, a hexblade of 12th level or higher can create a baleful aura of misfortune. Any melee or ranged attack made against the hexblade while this aura of unluck is active has a 20% miss chance (similar to the effect of concealment). Activating the aura is a free action, and the aura lasts for a number of rounds equal to 3 + the hexblade&#39;s Charisma bonus (if any).<\/p>\n\n\t<p>At 16th level and higher, a hexblade can use his aura of unluck twice per day. A 20th-level hexblade can activate this aura three times per day.<\/p>\n\n\t<p><strong>Dire Hexblade&#39;s Curse (Su):<\/strong> When a hexblade attains 19th level, the penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls incurred by a target of the hexblade&#39;s curse becomes &#8212;6 instead of &#8212;4.<\/p>\n\n\t<h4>Ex-Hexblades<\/h4>\n\n\t<p>A hexblade who becomes good-aligned loses all hexblade spells and all supernatural class abilities. His familiar becomes a normal animal and leaves the hexblade&#39;s service as soon as possible. He may not progress any farther in levels as a hexblade. He retains all the other benefits of the class (weapon and armor proficiencies and bonus feats).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th colspan=4>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Hexblade&#39;s curse 1\/day <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Arcane resistance <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Mettle <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Summon familiar <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus feat, hexblade&#39;s curse 2\/day <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Greater hexblade&#39;s curse <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Hexblade&#39;s curse 3\/day <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Aura of unlucky 1\/day <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Hexblade&#39;s curse 4\/day <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Bonus Feat <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +16\/+11\/+6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> Aura of unlucky 2\/day <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +17\/+12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> Hexblade&#39;s curse 5\/day <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +18\/+13\/+8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +19\/+14\/+9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> Dire hexblade&#39;s curse <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +20\/+15\/+10\/+5 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td>Aura of unlucky 3\/day, bonus feat <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Warrior 5<\/h5>","reference":"Usergen"},{"id":10019,"name":"Paladin Variant","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Paladin Variant<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>This variant paladin gains all the normal class features of the paladin, with the following changes and additions:<\/p>\n\n\t<p><strong>Spells<\/strong>: The paladin does not gain the ability to cast divine spells.<\/p>\n\n\t<p><strong>Blessed Weapon (Su)<\/strong>: Any melee weapon wielded by a paladin of 6th level or higher is treated as good-aligned for the purpose of overcoming damage reduction.<\/p>\n\n\t<p><strong>Divine Might (Su)<\/strong>: At 11th level and higher, the paladin can use a standard action to add a +4 bonus to her Strength, Wisdom, or Charisma score. This ability may be used once per day, and its effect lasts for 1 minute per class level.<\/p>\n\n\t<p><strong>Tend to Mount (Su)<\/strong>: A paladin of 13th level or higher who uses her lay on hands ability to heal her mount cures 5 points of damage per point of healing spent. In addition, the paladin may use her lay on hands ability to end any one of the following adverse conditions affecting her mount, at the cost of 5 points of healing per condition unless otherwise noted: ability damage (costs 1 point per ability point restored), blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, or poisoned.<\/p>\n\n\t<p>The paladin can remove adverse conditions at the same time that she heals damage, but any points of healing spent to end adverse conditions don&#39;t also cure hit point damage.<\/p>\n\n\t<p><em><strong>Holy Sword (Sp)<\/strong><\/em>: At 16th level, a paladin gains the ability to use holy sword once per day, as a caster whose level is equal to one-half the paladin&#39;s class level.<\/p><br\/><h5>Reference: Complete Warrior 13<\/h5>","reference":"Usergen"},{"id":10020,"name":"Ranger Variant","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Ranger Variant<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>The variant ranger gains all the normal class features of the ranger, with the following changes and additions.<\/p>\n\n\t<p><strong>Spells<\/strong>: The ranger does not gain the ability to cast divine spells.<\/p>\n\n\t<p><strong>Fast Movement (Ex)<\/strong>: At 6th level, the ranger&#39;s base land speed increases by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load.<\/p>\n\n\t<p><strong>Nature&#39;s Blessing (Su)<\/strong>: At 11th level and higher, the ranger can use a standard action to add a +4 bonus to his Constitution, Dexterity, or Wisdom score. This ability may be used once per day, and its effect lasts for 1 minute per class level.<\/p>\n\n\t<p><em><strong>Healing Touch (Sp)<\/strong><\/em>: Once per day, a ranger of 13th level or higher can use either neutralize poison or remove disease, as a caster whose level is equal to one-half the ranger&#39;s class level.<\/p>\n\n\t<p><em><strong>Freedom of Movement (Sp)<\/strong><\/em>: A ranger of 16th level or higher can use freedom of movement on himself once per day, as a caster whose level is equal to one-half the ranger&#39;s class level.<\/p><br\/><h5>Reference: Complete Warrior 13<\/h5>","reference":"Usergen"},{"id":10021,"name":"Samurai","type":"base","alignment":"Any lawful.","hit_die":"10","full_text":"<div topic='titel'><p><h3>Samurai<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any lawful..<\/p><\/div><div topic='STARTING_GOLD' level='8'><p><b>Starting gold:<\/b> 2d4x10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> A samurai is proficient with all simple and martial weapons, and with all types of armor, but not with shields.<\/p>\n\n\t<p><strong>Daisho Proficiency (Ex):<\/strong> In melee combat, a samurai favors the katana (a masterwork bastard sword) and the wakizashi (a masterwork short sword). Many samurai receive an heirloom set of these two blades, known as the daisho. Because a samurai is trained in their use, he gains <a href=\/feats\/players-handbook-v35--6\/exotic-weapon-proficiency--985\/>Exotic Weapon Proficiency (bastard sword)<\/a> as a bonus feat.<\/p>\n\n\t<p><strong>Two Swords as One (Ex):<\/strong> At 2nd level, a samurai has learned to wield the katana and wakizashi together. He is treated as having the <a href=\/feats\/players-handbook-v35--6\/two-weapon-fighting--2998\/>Two-Weapon Fighting<\/a> feat when wielding a katana and wakizashi, even if he does not meet the prerequisites for that feat.<\/p>\n\n\t<p><strong>Kiai Smite (Ex):<\/strong> Once per day, a samurai of 3rd level or higher can give a great cry during combat that invigorates him. When a samurai shouts (a free action), his next attack gains a bonus on the attack roll and the damage roll equal to his Charisma bonus (minimum +1). As a samurai gains levels, he can make a kiai smite more often.<\/p>\n\n\t<p><strong>Iaijutsu Master (Ex):<\/strong> By 5th level, a samurai has become adept at iaijutsu, a fighting technique that concentrates on drawing his weapon and striking a foe in one fluid motion. He is treated as having the <a href=\/feats\/players-handbook-v35--6\/quick-draw--2317\/>Quick Draw<\/a> feat, but only when he draws his katana or wakizashi.<\/p>\n\n\t<p><strong>Staredown (Ex):<\/strong> At 6th level, a samurai becomes able to strike fear into his foes by his mere presence. He gains a +4 bonus on Intimidate checks and can demoralize an opponent (as described in the <a href=\/skills\/intimidate\/>Intimidate<\/a> skill description, page 76 of the Player&#39;s Handbook).<\/p>\n\n\t<p><strong>Improved Initiative (Ex):<\/strong> At 8th level, the samurai has practiced iaijutsu techniques used in ritual duels between two samurai, and he is able to anticipate when any enemy will attack. He now has the <a href=\/feats\/players-handbook-v35--6\/improved-initiative--1512\/>Improved Initiative<\/a> feat.<\/p>\n\n\t<p><strong>Mass Staredown (Ex):<\/strong> At 10th level, a samurai has sufficient presence that he can cow multiple foes. Using an <a href=\/skills\/intimidate\/>Intimidate<\/a> check, the samurai can demoralize all opponents within 30 feet with a single standard action.<\/p>\n\n\t<p><strong>Improved Two Swords as One (Ex):<\/strong> At 11th level, a samurai&#39;s prowess with the katana and wakizashi improves. He is treated as having the <a href=\/feats\/players-handbook-v35--6\/improved-two-weapon-fighting--1593\/>Improved Two-Weapon Fighting<\/a> feat when wielding a katana and wakizashi, even if he does not meet the prerequisites for the feat.<\/p>\n\n\t<p><strong>Improved Staredown (Ex):<\/strong> At 14th level, even a glance from the hard eyes of a samurai is enough to give his foes pause. The samurai can demoralize opponents within 30 feet as a move action, not a standard action.<\/p>\n\n\t<p><strong>Greater Two Swords as One(Ex):<\/strong> At 16th level, fighting with a katana and wakizashi becomes second nature for a samurai. He is treated as having the <a href=\/feats\/players-handbook-v35--6\/greater-two-weapon-fighting--1311\/>Greater Two-Weapon Fighting<\/a> feat when wielding a katana and wakizashi, even if he does not meet the prerequisites for that feat.<\/p>\n\n\t<p><strong>Frightful Presence (Ex):<\/strong> A 20th-level samurai&#39;s bravery, honor, and fighting prowess have become legendary. When the samurai draws his blade, opponents within 30 feet must succeed on a Will save (DC 20 + samurai&#39;s Cha modifier) or become panicked for 4d6 rounds (if they have 4 or fewer Hit Dice) or shaken for 4d6 rounds (if they have from 5 to 19 Hit Dice). Creatures with 20 or more Hit Dice are not affected. Any foe that successfully resists the effect cannot be affected again by the same samurai&#39;s frightful presence for 24 hours.<\/p>\n\n\t<h4>Ex-Samurai<\/h4>\n\n\t<p>A samurai who ceases to be lawful or who commits an act of grave dishonor loses all samurai class features that depend on Charisma or Charisma-based checks. Minor embarrassments don&#39;t count, but major breaks with the code of bushido do. Acts that could lose a samurai his status include disobeying an order from a superior officer or feudal lord, fleeing in cowardice from an important battle, being caught in a major lie or other breach of integrity, and appallingly rude behavior. A disgraced character may not progress any farther as a samurai. He regains his class features the ability to advance in the class if he atones for his violations (see the atonement spell, page 201 of the Player&#39;s Handbook), assuming the feudal lord offers a chance at redemption. (Some feudal lords demand ritual suicide as the only act that cleanses the stain of dishonor.)<\/p>\n\n\t<p>Like a member of any other class, a samurai may be a multiclass character, but multiclass samurai face a special restriction. A samurai who gains a level in any class other than samurai may never again raise his samurai level, though he retains all his current samurai abilities. The way of the samurai demands constant adherence to the code of bushido. Samurai may sometimes take levels in particular prestige classes without violating this code. The kensai and the knight protector (both in this book) and the dwarven defender (in the Dungeon Master&#39;s Guide) are three such examples. The Dungeon Master may designate other prestige classes as available to a samurai. <\/p>\n\n\t<p>Some disgraced samurai take levels in the <a href=\/classes\/ronin\/>ronin<\/a> prestige class (described in Chapter 2 of this book), which gives them a chance to regain their lost class features.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Daisho profi ciency <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Two swords as one <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Kiai smite 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Iaijutsu master <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Staredown <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Kiai smite 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Improved Initiative <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Mass staredown <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Improved two swords as one <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Kiai smite 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Improved staredown <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +16\/+11\/+6\/+1 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Greater two swords as one <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +17\/+12\/+7\/+2 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Kiai smite 4\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +18\/+13\/+8\/+3 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +19\/+14\/+9\/+4 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +20\/+15\/+10\/+5 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Frightful presence <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Warrior 8<\/h5>","reference":"Usergen"},{"id":10022,"name":"Swashbuckler","type":"base","alignment":"Any","hit_die":"10","full_text":"<div topic='titel'><p><h3>Swashbuckler<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='STARTING_GOLD' level='8'><p><b>Starting gold:<\/b> 6d4 x 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Swashbucklers are proficient with all simple and martial weapons, and with light armor. Some of the swashbuckler&#39;s class features, as noted below, rely on her being no more than lightly armored and unencumbered.<\/p>\n\n\t<p><strong>Weapon Finesse (Ex):<\/strong> A swashbuckler gains <a href=\/feats\/players-handbook-v35--6\/weapon-finesse--3103\/>Weapon Finesse<\/a> as a bonus feat at 1st level even if she does not qualify for the feat.<\/p>\n\n\t<p><strong>Grace (Ex):<\/strong> A swashbuckler gains a +1 competence bonus on Reflex saves at 2nd level. This bonus increases to +2 at 11th level and to +3 at 20th level. A swashbuckler loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.<\/p>\n\n\t<p><strong>Insightful Strike (Ex):<\/strong> At 3rd level, a swashbuckler becomes able to place her finesse attacks where they deal greater damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus she may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. Targets immune to sneak attacks or critical hits are immune to the swashbuckler&#39;s insightful strike. A swashbuckler cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.<\/p>\n\n\t<p><strong>Dodge Bonus (Ex):<\/strong> A swashbuckler is trained at focusing her defenses on a single opponent in melee. During her action, she may designate an opponent and receive a +1 dodge bonus to Armor Class against melee attacks from that opponent. She can select a new opponent on any action. This bonus increases by +1 at every five levels after 5th (+2 at 10th level, +3 at 15th, and +4 at 20th). A swashbuckler loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load. <\/p>\n\n\t<p>If the swashbuckler also has the Dodge feat, she need not designate the same target for this ability as for the Dodge feat. (If she designates the same target, the bonuses stack.)<\/p>\n\n\t<p><strong>Acrobatic Charge (Ex):<\/strong> A swashbuckler of 7th level or higher can charge in situations where others cannot. She may charge over difficult terrain that normally slows movement or allies blocking her path. This ability enables her to run down steep stairs, leap down from a balcony, or to tumble over tables to get to her target. Depending on the circumstance, she may still need to make appropriate checks (Jump or Tumble checks, in particular) to successfully move over the terrain.<\/p>\n\n\t<p><strong>Improved Flanking (Ex):<\/strong> A swashbuckler of 8th level or higher who is flanking an opponent gains a +4 bonus on attacks instead of a +2 bonus on attacks. (Other characters flanking with the swashbuckler don&#39;t gain this increased bonus.)<\/p>\n\n\t<p><strong>Lucky (Ex):<\/strong> Many swashbucklers live by the credo &quot;Better lucky than good.&quot; Once per day, a swashbuckler of 11th level or higher may re-roll any failed attack roll, skill check, ability check, or saving throw. The character must take the result of the re-roll, even if it&#39;s worse than the original roll.<\/p>\n\n\t<p><strong>Acrobatic Skill Mastery (Ex):<\/strong> At 13th level, a swashbuckler becomes so certain in the use of her acrobatic skills that she can use them reliably even under adverse conditions. When making a Jump or Tumble check, a swashbuckler may take 10 even if stress and distractions would normally prevent her from doing so.<\/p>\n\n\t<p><strong>Weakening Critical (Ex):<\/strong> A swashbuckler of 14th level or higher who scores a critical hit against a creature also deals 2 points of Strength damage to the creature. Creatures immune to critical hits are immune to this effect. <\/p>\n\n\t<p><strong>Slippery Mind (Ex):<\/strong> When a swashbuckler reaches 17th level, her mind becomes more difficult to control. If the swashbuckler fails her save against an enchantment spell or effect, she can attempt the save again 1 round later at the same DC (assuming she is still alive). She gets only this one extra chance to succeed at a certain saving throw. <\/p>\n\n\t<p><strong>Wounding Critical (Ex):<\/strong> A swashbuckler of 19th level or higher who scores a critical hit against a creature also deals 2 points of Constitution damage to the creature. (This damage is in addition to the Strength damage dealt by the swashbuckler&#39;s weakening critical class feature.) Creatures immune to critical hits are immune to this effect.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Weapon Finesse <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Grace +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Insightful strike <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Dodge bonus +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Acrobatic charge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Improved flanking <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Dodge bonus +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Grace +2, lucky <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Acrobatic skill mastery <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Weakening critical <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Dodge bonus +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +16\/+11\/+6\/+1 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +17\/+12\/+7\/+2 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Slippery mind <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +18\/+13\/+8\/+3 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +19\/+14\/+9\/+4 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Wounding critical <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +20\/+15\/+10\/+5 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Dodge bonus +4, grace +3 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Warrior 11<\/h5>","reference":"Usergen"},{"id":10023,"name":"Commoner","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Commoner<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Dragonlance Campaign Setting 46<\/h5>","reference":"Usergen"},{"id":10024,"name":"Expert","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Expert<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Dragonlance Campaign Setting 46<\/h5>","reference":"Usergen"},{"id":10025,"name":"Mystic","type":"base","alignment":"Because mystics follow an inner truth rather than a doctrine imposed on them from the outside, mystics rarely possess a lawful alignment.","hit_die":"8","full_text":"<div topic='titel'><p><h3>Mystic<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Because mystics follow an inner truth rather than a doctrine imposed on them from the outside, mystics rarely possess a lawful alignment..<\/p><\/div><div topic='STARTING_GOLD' level='8'><p><b>Starting gold:<\/b> Does not appear in the book..<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> The mystic is proficient in the use of all simple weapons. Mystics are proficient with light and medium armor and with shields (except tower shields).<\/p>\n\n\t<p><strong>Spells:<\/strong> A mystic casts divine spells chosen from the cleric spell list. To cast a spell, a mystic must have a Wisdom score of 10 + the spell&#39;s level. A mystic receives bonus spells based on Wisdom. The Difficulty Class of a saving throw against a mystic&#39;s spell is 10 + the spell&#39;s level + the mystic&#39;s Wisdom modifier.<\/p>\n\n\t<p>A mystic&#39;s repertoire of spells is extremely limited. A mystic begins play knowing four 0-level spells (orisons) and two 1st-level spells of the player&#39;s choice, plus an additional 1st-level spell dictated by the mystic&#39;s choice of domain (see Domains, below). At each level, the mystic gains one or more new spells, as indicated on Table 2-3: Mystic Spells Known. (The number of spells a mystic knows is not affected by his Wisdom bonus; the numbers on table 2-3 are fixed.) These spells are chosen from the cleric spell list in the _Player&#39;s Handbook* as well as the additional cleric\/mystic spells presented in this book.<\/p>\n\n\t<p>Upon reaching 4th level, and at every even-numbered level after that, a mystic can choose to learn a new spell in place of one she already knows. In effect, the mystic &quot;loses&quot; the old spell in exchange for the new one. The new spell&#39;s level must be the same as the spell being exchanged, and must be at least two levels lower than the maximum level of spell the mystic can cast. For instance, upon becoming a 4th-level mystic, the character could trade in a single 0-level spell (since she now knows spells up to 2nd level) for a different spell of the same level. At 6th level, she could trade in a single 0-level or 1st-level spell (since she now knows spells up to 3rd level) for a different spell of the same level. The character may only swap a single spell per opportunity, and may never lose a domain spell.<\/p>\n\n\t<p>A mystic is limited to casting a certain number of spells per day (as noted on Table 2-2), representing her maximum limit for channeling divine energy. She need not prepare her spells in advance. The number of spells she can cast per day is improved by her bonus spells, if her Wisdom score is high enough to grant her any.<\/p>\n\n\t<p>A mystic may use a higher-level slot to cast a lower-level spell if she so chooses. The spell is still treated as its actual level, not the level of the slot used to cast it.<\/p>\n\n\t<p><strong>Domain:<\/strong> Mystics do not derive their power from the deities of Krynn, but they are concerned with the same cosmic, natural, and mortal forces as cleric-Good and Evil, Knowledge and Passion, Protection and Destruction. A mystic chooses one domain from among those available to clerics, including the domains in the _Player&#39;s Handbook* (even Sun, which is not granted by any of the living deities of Krynn, but not Magic) and the new domains presented in Chapter 3: Magic of Krynn (including several that are available only to mystics). A mystic can choose an alignment domain (Chaos, Evil, Good, or Law) only if her own alignment matches that domain, but there are otherwise no restrictions on her choice of a domain.<\/p>\n\n\t<p>A mystic&#39;s single domain givers her one additional known spell at each spell level, from 1st on up, as well as a granted power. Unlinke a cleric, a mystic does not have to prepare a domain spell and can freely cast all her known spells without special consideration for her domain spell.<\/p>\n\n\t<p>For example, Hevara Tarn is a mystic who has chosen the Animal domain. At 1st level, she knows four 0-level spells unrelated to her domain, two 1st-level spells that she can choose freely, and _calm animals*, the 1st-level spell of the Animal domain. She chooses _cure light wounds* and _divine favor* as her two 1st-level spells. She can cast three 1st-level spells per day (plus any bonus spells from her Wisdom score), and these three spells can be any of the spells she knows: she could cast _cure light wounds* three times, _calm animals* three times, or any other combination of the three spells she knows.<\/p>\n\n\t<p>A mystic who chooses the Sun domain gains the ability to turn undead as her granted power, and she cannot perform a greater turning. No other mystic can turn undead.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th colspan=11>Table 2-3: Mystic Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th><\/th>\n\t\t\t<th style=text-align:center; colspan=10>Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th>0 <\/th>\n\t\t\t<th>1 <\/th>\n\t\t\t<th>2 <\/th>\n\t\t\t<th>3 <\/th>\n\t\t\t<th>4 <\/th>\n\t\t\t<th>5 <\/th>\n\t\t\t<th>6 <\/th>\n\t\t\t<th>7 <\/th>\n\t\t\t<th>8 <\/th>\n\t\t\t<th>9 <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2+d <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 2+d <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3+d <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 3+d <\/td>\n\t\t\t<td> 1+d <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4+d <\/td>\n\t\t\t<td> 2+d <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 4+d <\/td>\n\t\t\t<td> 2+d <\/td>\n\t\t\t<td> 1+d <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 5+d <\/td>\n\t\t\t<td> 3+d <\/td>\n\t\t\t<td> 2+d <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 5+d <\/td>\n\t\t\t<td> 3+d <\/td>\n\t\t\t<td> 2+d <\/td>\n\t\t\t<td> 1+d <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 5+d <\/td>\n\t\t\t<td> 4+d <\/td>\n\t\t\t<td> 3+d <\/td>\n\t\t\t<td> 2+d <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 5+d <\/td>\n\t\t\t<td> 4+d <\/td>\n\t\t\t<td> 3+d <\/td>\n\t\t\t<td> 2+d <\/td>\n\t\t\t<td> 1+d <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 5+d <\/td>\n\t\t\t<td> 5+d <\/td>\n\t\t\t<td> 4+d <\/td>\n\t\t\t<td> 3+d <\/td>\n\t\t\t<td> 2+d <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 5+d <\/td>\n\t\t\t<td> 5+d <\/td>\n\t\t\t<td> 4+d <\/td>\n\t\t\t<td> 3+d <\/td>\n\t\t\t<td> 2+d <\/td>\n\t\t\t<td> 1+d <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 5+d <\/td>\n\t\t\t<td> 5+d <\/td>\n\t\t\t<td> 4+d <\/td>\n\t\t\t<td> 4+d <\/td>\n\t\t\t<td> 3+d <\/td>\n\t\t\t<td> 2+d <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 5+d <\/td>\n\t\t\t<td> 5+d <\/td>\n\t\t\t<td> 4+d <\/td>\n\t\t\t<td> 4+d <\/td>\n\t\t\t<td> 3+d <\/td>\n\t\t\t<td> 2+d <\/td>\n\t\t\t<td> 1+d <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 5+d <\/td>\n\t\t\t<td> 5+d <\/td>\n\t\t\t<td> 4+d <\/td>\n\t\t\t<td> 4+d <\/td>\n\t\t\t<td> 4+d <\/td>\n\t\t\t<td> 3+d <\/td>\n\t\t\t<td> 2+d <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 5+d <\/td>\n\t\t\t<td> 5+d <\/td>\n\t\t\t<td> 4+d <\/td>\n\t\t\t<td> 4+d <\/td>\n\t\t\t<td> 4+d <\/td>\n\t\t\t<td> 3+d <\/td>\n\t\t\t<td> 2+d <\/td>\n\t\t\t<td> 1+d <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 5+d <\/td>\n\t\t\t<td> 5+d <\/td>\n\t\t\t<td> 4+d <\/td>\n\t\t\t<td> 4+d <\/td>\n\t\t\t<td> 4+d <\/td>\n\t\t\t<td> 3+d <\/td>\n\t\t\t<td> 3+d <\/td>\n\t\t\t<td> 2+d <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 5+d <\/td>\n\t\t\t<td> 5+d <\/td>\n\t\t\t<td> 4+d <\/td>\n\t\t\t<td> 4+d <\/td>\n\t\t\t<td> 4+d <\/td>\n\t\t\t<td> 3+d <\/td>\n\t\t\t<td> 3+d <\/td>\n\t\t\t<td> 2+d <\/td>\n\t\t\t<td> 1+d <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 5+d <\/td>\n\t\t\t<td> 5+d <\/td>\n\t\t\t<td> 4+d <\/td>\n\t\t\t<td> 4+d <\/td>\n\t\t\t<td> 4+d <\/td>\n\t\t\t<td> 3+d <\/td>\n\t\t\t<td> 3+d <\/td>\n\t\t\t<td> 3+d <\/td>\n\t\t\t<td> 2+d <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 5+d <\/td>\n\t\t\t<td> 5+d <\/td>\n\t\t\t<td> 4+d <\/td>\n\t\t\t<td> 4+d <\/td>\n\t\t\t<td> 4+d <\/td>\n\t\t\t<td> 3+d <\/td>\n\t\t\t<td> 3+d <\/td>\n\t\t\t<td> 3+d <\/td>\n\t\t\t<td> 3+d <\/td>\n\t\t<\/tr>\n\t<\/table><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6>Table 2-2:The Mystic <\/th>\n\t\t\t<th colspan=10>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>0th <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t\t<th>6th <\/th>\n\t\t\t<th>7th <\/th>\n\t\t\t<th>8th <\/th>\n\t\t\t<th>9th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Domain <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12<\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dragonlance Campaign Setting 47<\/h5>","reference":"Usergen"},{"id":10026,"name":"Noble","type":"base","alignment":"Any","hit_die":"8","full_text":"<div topic='titel'><p><h3>Noble<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='STARTING_GOLD' level='8'><p><b>Starting gold:<\/b> Not listed in the book..<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>The noble class may be taken only at 1st level. This reflects the idea that one is born to this class.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> The noble is proficient in the use of all simple and martial weapons, light armor, and shields. Some armor types incur armor check penalties to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble.<\/p>\n\n\t<p><strong>Bonus Class Skill:<\/strong> At 1st level, a noble may designate any one cross-class skill as a class skill. This represents an area of study the noble character has pursued on his own.<\/p>\n\n\t<p><strong>Favor:<\/strong> The noble has the ability to call in favors from those he knows. By making a favor check, the noble can call upon contacts to gain important information without going through the time and trouble of a Gather Information check. Favors can also be used to acquire the loan of equipment or documents from influential acquaintances.<\/p>\n\n\t<p>To call in a favor, the noble makes a favor check. Roll a d20 and add teh character&#39;s favor bonus (+1 at 1st level, +2 at 3rd level, and so on). The DM sets the DC based on the scope of the favor being requested. The DC ranges from 10 for a simple favor to as high as 25 for highly dangerous, expensive, or illegal favors. The noble can&#39;t take 10 or take 20 on this check, nor can he retry the check for the same (or virtually the same) favor. Favors should help advance the plot of an adventure. A favor that would enable a character to circumvent an adventure should always be unavailable to the character, regardless of the results of a favor check.<\/p>\n\n\t<p>A noble can try to call in a favor a number of times in a week of game time that&#39;s equal to half his noble levels, rounded down (minimum one). So a 1st-level noble can attempt to call in a single favor per week, while a 7th-level noble can attempt to call in favors as many as three times from different contacts.<\/p>\n\n\t<p>The DM should carefully monitor the noble&#39;s use of favors to ensure that this ability isn&#39;t abused. The success or failure of a mission shouldn&#39;t hinge on the use of a favor, and calling in favors shouldn&#39;t replace good roleplaying or the use of other skills. The DM may disallow any favor deemed to be disruptive to the campaign.<\/p>\n\n\t<p><strong>Inspire Confidence:<\/strong> beginning at 2nd level, a noble can use oratory to inspire confidence in allies, bolstering them and improving their chances of success. An ally must listen to and observe the noble for a full round for the inspiration to take hold. The effects last for 5 rounds. The noble can inspire a number of allies equal to half his noble levels, rounded up.<\/p>\n\n\t<p>An ally inspred with confidence gains a +2 morale bonus on saving throws and a +1 morale bonus on attack and weapon damage rolls.<\/p>\n\n\t<p>The noble can&#39;t inspire confidence in himself. The ability only aids his allies.<\/p>\n\n\t<p><strong>Coordinate:<\/strong> A noble has a knack fo rgetting people to work together. When the noble can aid others and give directions, he provides a bonus to the task at hand by making an aid another check. This bonus is in addition to the normal aid another bonus of +2, and it increases as the noble gains levels. Therefore, the noble provides a total of +3 bonus at 4th level (+2 aid another bonus, +1 cooperation bonus), a +4 bonus at 8th level, and so on.<\/p>\n\n\t<p>This ability can&#39;t be used to assist in combat.<\/p>\n\n\t<p><strong>Inspire Greatness:<\/strong> Beginning at 11th level, a noble can inspire greatness in an ally, granting extra fighting capability. This works similar to inspire confidence, except it affects but a single ally. An ally inspired with greatness gains +2d6 temporary hit points, a +2 competence bonus on attacks, and a +2 moral bonus on saving throws. The effect last for 5 rounds. The noble can inspire greatness once per day. For every three levels beyond 11th, the noble can inspire greatness in one additional ally.<\/p>\n\n\t<p>The noble can&#39;t inspire greatness in himself. The ability only aids his allies.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6>Table 2-4: The Noble <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bonus class skill, favor +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Inspire confidence 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Favor +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Coordinate +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Inspire confidence 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Favor +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Coordinate +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Inspire confidence 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Inspire greatness (1 ally) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Favor +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Coordinate +3, inspire confidence 4\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +10\/ +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Inspire greatness (2 allies) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> Favor +5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> Inspire confidence 5\/day, inspire greatness (3 allies) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> Coordinate +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> Coordinate +5, inspire greatness (4 allies) <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dragonlance Campaign Setting 50<\/h5>","reference":"Usergen"},{"id":10027,"name":"Warrior","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Warrior<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Dragonlance Campaign Setting 53<\/h5>","reference":"Usergen"},{"id":10028,"name":"Dragonfire Adept","type":"base","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Dragonfire Adept<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='STARTING_GOLD' level='8'><p><b>Starting gold:<\/b> 2d4x10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Dragonfire adepts are proficient with simple weapons, but not with armor or shields. Like arcane spellcasters, a dragonfire adept wearing armor or using a shield incurs a chance of arcane spell failure (all invocations have somatic components). <\/p>\n\n\t<p><strong>Invocations:<\/strong> A dragonfire adept has a repertoire of attacks, defenses, and other abilities known as draconic invocations, which allow her to focus the draconic energy that suffuses her soul. A dragonfire adept can use any invocation she knows at will. <\/p>\n\n\t<p>A dragonfire adept&#39;s invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. To avoid provoking such attacks, a dragonfire adept can use an invocation defensively by making a successful Concentration check. An invocation can be disrupted, just as a spell can be ruined during casting. If a dragonfire adept is hit by an attack while invoking, she is entitled to a Concentration check to successfully use the invocation, just as a spellcaster would be. Her invocations are subject to spell resistance unless an invocation&#39;s description specifically states otherwise. A dragonfire adept&#39;s caster level with her invocations is equal to her class level. She can dismiss any invocation as a standard action, just as a wizard can dismiss a spell.<\/p>\n\n\t<p>If an invocation allows a saving throw, its DC is 10 + the equivalent spell level + the dragonfire adept&#39;s Cha modifier. Since spell-like abilities are not spells, a dragonfire adept cannot benefit from the Spell Focus feat or from draconic feats that let her convert or spend an arcane spell slot to produce some other effect. She can, however, benefit from the Ability Focus feat (MM 303), as well as from feats that emulate metamagic effects for spell-like abilities. <\/p>\n\n\t<p>The four grades of draconic invocations, in order of their relative power, are least, lesser, greater, and dark. A 1st-level dragonfire adept begins with knowledge of one least invocation, gaining access to more invocations and higher grades as she attains levels. At any level when a dragonfire adept learns a new invocation, she can also replace an invocation she already knows with another invocation of the same or lower grade. See Draconic Invocations, below, for a list of available invocations.<\/p>\n\n\t<p>Unlike other spell-like abilities, draconic invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency, above. <\/p>\n\n\t<p>Finally, just like warlocks (see Complete Arcane), dragonfire adepts can qualify for some prestige classes usually intended for spellcasters. For details, see the Dragonfire Adepts and Prestige Classes sidebar on page 24. <\/p>\n\n\t<p><strong>Breath Weapon (Su):<\/strong> At 1st level, you gain a breath weapon that you can use at will as a standard action. Each time you use your breath weapon, you can choose whether it takes the form of a 15-foot cone or a 30-foot line. This breath weapon deals 1d6 points of fire damage; a successful Reflex save (DC 10 + 1\/2 your class level + your Con modifier) halves the damage. As you gain levels, your breath weapon&#39;s damage increases, as shown on Table 2&#8212;1.<\/p>\n\n\t<p>You are immune to the effect of your own breath weapon (but not to other breath weapons that produce similar effects, even those of other dragonfire adepts).<\/p>\n\n\t<p>At 10th level, your cone-shaped breath weapon&#39;s range doubles to 30 feet, and your line-shaped breath weapon&#39;s range doubles to 60 feet.<\/p>\n\n\t<p><strong>Dragontouched:<\/strong> At 1st level, you gain <a href=\/feats\/dragon-magic--62\/dragontouched--747\/>Dragontouched<\/a> (see page 18) as a bonus feat.<\/p>\n\n\t<p><strong>Breath Effect:<\/strong> At 2nd, 5th, 10th, 12th, 15th, and 20th level, you can select one of the breath effects in Table 2&#8212;2: Dragonfire Adept Breath Effects for which you meet the minimum level prerequisite. These breath effects can alter your breath weapon&#39;s damage type or area, or apply a condition to targets in place of damage. Each time you use your breath weapon, you can choose to apply any one breath effect that you know. The chosen effect either replaces the normal fire damage dealt by your breath weapon or replaces the standard area of your breath weapon. Some effects can be applied only to a cone-shaped breath weapon, and others only to a line-shaped breath weapon. You can&#39;t apply more than one breath effect to your breath weapon unless the effect specifically states otherwise. Also, you can&#39;t apply the same breath effect to your breath weapon in two consecutive rounds (though you still can use your normal fire breath weapon every round).<\/p>\n\n\t<p>See page 77 in Chapter 3: Draconic Magic for full descriptions of the breath effects.<\/p>\n\n\t<h4>Table 2&#8212;2: <span class=caps>DRAGONFIRE<\/span> <span class=caps>ADEPT<\/span> <span class=caps>BREATH<\/span> <span class=caps>EFFECTS<\/span><\/h4>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Min Level<\/strong> <\/th>\n\t\t\t<th><strong>Breath Effect<\/strong> <\/th>\n\t\t\t<th><strong>Benefit<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> Frost Breath <\/td>\n\t\t\t<td> Cone-shaped breath weapon deals cold damage <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> Lightning Breath <\/td>\n\t\t\t<td> Line-shaped breath weapon deals electricity damage <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> Sickening Breath <\/td>\n\t\t\t<td> Cone-shaped breath weapon sickens creatures <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> Acid Breath <\/td>\n\t\t\t<td> Breath weapon deals acid damage <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> Shaped Breath <\/td>\n\t\t\t<td> Create safe zones in your breath weapon&#39;s area <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> Slow Breath <\/td>\n\t\t\t<td> Cone-shaped breath weapon slows creatures <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> Weakening Breath <\/td>\n\t\t\t<td> Cone-shaped breath weapon imposes &#8212;6 penalty to Strength <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> Cloud Breath <\/td>\n\t\t\t<td> Breath weapon can take form of 20-foot radius cloud <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> Enduring Breath <\/td>\n\t\t\t<td> Breath weapon deals damage over 2 rounds <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> Sleep Breath <\/td>\n\t\t\t<td> Cone-shaped breath weapon puts weak creatures to sleep <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> Thunder Breath <\/td>\n\t\t\t<td> Cone-shaped breath weapon deals sonic damage <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> Discorporating Breath of Bahamut <\/td>\n\t\t\t<td> Line-shaped breath weapon deals double damage, disintegrates creatures <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> Force Breath <\/td>\n\t\t\t<td> Line-shaped breath weapon deals force damage <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> Paralyzing Breath <\/td>\n\t\t\t<td> Cone-shaped breath weapon paralyzes creatures for 1 round <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> Fivefold Breath of Tiamat <\/td>\n\t\t\t<td> Breathe five different breath weapons simultaneously <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Scales (Ex):<\/strong> At 2nd level, your skin becomes thick and scaly, granting you a +2 bonus to your natural armor. The scales can be of any color or metallic hue; they are often (but not always) of a draconic hue that matches your outlook and alignment. This bonus improves to +3 at 8th level, to +4 at 13th level, and to +5 at 18th level.<\/p>\n\n\t<p>If you already have a natural armor bonus, use the higher of the two values.<\/p>\n\n\t<p><strong>Dragonkin (Ex):<\/strong> At 4th level, you gain a +4 competence bonus on Diplomacy checks made to influence the attitude of dragons or creatures of the dragonblood subtype (see page 4). You are treated as a dragon for the purpose of determining whether frightful presence can affect you.<\/p>\n\n\t<p><strong>Damage Reduction (Ex):<\/strong> At 6th level, you gain damage reduction 2\/magic. At 16th level, this improves to damage reduction 5\/magic.<\/p>\n\n\t<p><strong>Immunities (Ex):<\/strong> At 19th level, you gain immunity to paralysis and sleep.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Invocations Known<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Breath weapon 1d6, Dragontouched, least invocations <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\ttd> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Breath effect, scales +2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Breath weapon 2d6 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Dragonkin <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Breath weapon 3d6, breath effect <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Damage reduction 2\/magic, lesser invocations <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Breath weapon 4d6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Scales +3 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Breath weapon 5d6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Breath weapon range doubles, breath effect <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Breath weapon 6d6, greater invocations <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Breath effect <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Scales +4 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Breath weapon 7d6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Breath effect <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> Damage reduction 5\/magic, dark invocations <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> Breath weapon 8d6 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> Scales +5 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> Immunities <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> Breath weapon 9d6, breath effect <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dragon Magic 24<\/h5>","reference":"Usergen"},{"id":10029,"name":"Aristocrat","type":"base","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Aristocrat<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='STARTING_GOLD' level='8'><p><b>Starting gold:<\/b> 6d8 x 10 gp.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>The following is a class feature of the aristocrat <span class=caps>NPC<\/span> class.<\/p>\n\n\t<p>Weapon and Armor Proficiency: The aristocrat is proficient in the use of all simple and martial weapons and with all types of armor and shields.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dungeon Master's Guide v.3.5 108<\/h5>","reference":"Usergen"},{"id":10030,"name":"Commoner","type":"base","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Commoner<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='STARTING_GOLD' level='8'><p><b>Starting gold:<\/b> 5d4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>The following is a class feature of the commoner <span class=caps>NPC<\/span> class.<\/p>\n\n\t<p>Weapon and Armor Proficiency: The commoner is proficient with one simple weapon. He is not proficient with any other weapons, nor is he proficient with any type of armor or shields.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dungeon Master's Guide v.3.5 109<\/h5>","reference":"Usergen"},{"id":10031,"name":"Expert","type":"base","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Expert<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='STARTING_GOLD' level='8'><p><b>Starting gold:<\/b> 3d4 x 10 gp.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>The following is a class feature of the expert <span class=caps>NPC<\/span> class.<\/p>\n\n\t<p>Weapon and Armor Proficiency: The expert is proficient in the use of all simple weapons and with light armor but not shields.<\/p>\n\n\t<p>The expert can choose any ten skills to be class skills.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dungeon Master's Guide v.3.5 109<\/h5>","reference":"Usergen"},{"id":10032,"name":"Warrior","type":"base","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Warrior<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='STARTING_GOLD' level='8'><p><b>Starting gold:<\/b> 3d4 x 10 gp.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>The following is a class feature of the warrior <span class=caps>NPC<\/span> class.<\/p>\n\n\t<p>Weapon and Armor Proficiency: The warrior is proficient in the use of all simple and martial weapons and all armor and shields.<\/p>\n\n\t<p>Climb (Str), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Swim (Str).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +16\/+11\/+6\/+1 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +17\/+12\/+7\/+2 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +18\/+13\/+8\/+3 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +19\/+14\/+9\/+4 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +20\/+15\/+10\/+5 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dungeon Master's Guide v.3.5 109<\/h5>","reference":"Usergen"},{"id":10033,"name":"Factotum","type":"base","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Factotum<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='STARTING_GOLD' level='8'><p><b>Starting gold:<\/b> 6d4x10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: A factotum is pro?cient with all simple and martial weapons, and with light armor and shields (except tower shields). Because he uses spells as if they were spell-like abilities, a factotum can wear armor without incurring the normal arcane spell failure chance. A multiclass factotum still incurs the normal arcane spell failure chance for arcane spells received from other classes. <\/p>\n\n\t<p><strong>Inspiration<\/strong>: The factotum is a dabbler, a professional explorer who plunders a wide variety of ?elds to ?nd the tools he needs to survive. He reads through tomes of arcane magic to gain a basic understanding of spells. He offers prayers to a variety of deities to gain their blessings. He observes warrior stances and exercises to understand the art of ?ghting. But while a factotum learns many paths, he masters none of them. Rather than train in a given ?eld, he masters all the basics and manages to pull out something useful when the situation is desperate enough.<\/p>\n\n\t<p>To represent this seemingly random body of knowledge, a factotum gains inspiration points that he can spend to activate his abilities. At the beginning of each encounter, he gains a number of inspiration points determined by his level (see Table 1\u20131).<\/p>\n\n\t<p><strong>Cunning Insight (Ex)<\/strong>: Before making an attack roll, damage roll, or saving throw, you can spend 1 inspiration point to gain a competence bonus on the roll equal to your Intelligence modi?er. Cunning insight does not require an action, and you can use it as often as you wish during your turn or others\u2019 turns\u2014provided that you have the inspiration points to spend. Because this ability provides a competence bonus, it does not stack with itself.<\/p>\n\n\t<p><strong>Cunning Knowledge (Ex)<\/strong>: When making a check involving a skill in which you have at least 1 rank, you can spend 1 inspiration point to gain a bonus on the check equal to your factotum level. You can use this ability once per day for a particular skill. For example, if you use cunning knowledge to gain a bonus on a Hide check, you cannot use the ability to improve other Hide checks for the rest of the day, though you can use it on different skills.<\/p>\n\n\t<p><strong>Trap?nding (Ex)<\/strong>: You can use the Search skill to locate traps with a DC higher than 20, and you can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature (PH 50).<\/p>\n\n\t<p><strong>Arcane Dilettante (Sp)<\/strong>: At 2nd level, you acquire a vague understanding of magic. You know that with a few weird hand gestures and an array of grunts and bizarre words, you can conjure up something that looks like a spell. By spending 1 inspiration point, you can mimic a spell as a spell-like ability.<\/p>\n\n\t<p>At the start of each day, choose a number of spells from the sorcerer\/wizard spell list based on your factotum level. You can choose one spell at 2nd level, and you gain additional spells as shown on Table 1\u20131. The maximum level of spell you can use, according to your class level, is also shown on the table. You can select any sorcerer\/wizard spell up to that level, but you can prepare only one spell of your maximum level. Your caster level equals your level in this character class. The Dif?culty Class for a saving throw against your spell is 10 + the spell level + your Int modi?er.<\/p>\n\n\t<p>Once you have used a spell, you cannot use it again until you have rested for 8 hours. After resting for this time, you choose new spells and lose any unused spells from the previous day, though you can select the same spell on consecutive days. You cannot prepare the same spell multiple times to use it more than once during the same day.<\/p>\n\n\t<p>You cannot use spells that require an XP cost. You must otherwise provide the necessary material components as normal.<\/p>\n\n\t<p>If you wish to enhance a spell with a metamagic feat, you must apply the feat when you prepare the spell. In addition, you must be capable of using a spell of the modi?ed spell\u2019s level.<\/p>\n\n\t<p><strong>Brains over Brawn (Ex)<\/strong>: At 3rd level, you gain your Intelligence bonus as a modi?er on Strength checks, Dexterity checks, and checks involving skills based on Strength or Dexterity, such as Hide, Climb, and Jump.<\/p>\n\n\t<p><strong>Cunning Defense (Ex)<\/strong>: You study your opponents and learn to anticipate their attacks. Starting at 3rd level, you can spend 1 inspiration point to gain your Intelligence bonus as a dodge bonus to Armor Class against one opponent for 1 round. Using this ability is a free action. You gain this bene?t even while wearing medium or heavy armor. You can use this ability multiple times to gain a bonus against different opponents, but you cannot use it more than once during your turn against a single foe. <\/p>\n\n\t<p><strong>Cunning Strike (Ex)<\/strong>: With a quick study of a vulnerable opponent\u2019s defenses, you can spot the precise area you need to hit to score a telling blow. Starting at 4th level, you can spend 1 inspiration point to gain 1d6 points of sneak attack damage. You must spend the inspiration point to activate this ability before making the attack roll. When determining if you can use sneak attack against a target that has uncanny dodge, use your factotum level as your rogue level.<\/p>\n\n\t<p><strong>Opportunistic Piety (Su)<\/strong>: Factotums are legendary for the number of holy symbols, lucky trinkets, and blessed items they keep handy. As the saying goes, there are no atheists in the dungeon. Starting at 5th level, you can spend 1 inspiration point to channel divine energy as a standard action. You can use this energy to heal injuries, harm undead, or turn undead. At 5th level, you can use this ability a number of times per day equal to 3 + your Wisdom bonus (if any). You gain one extra daily use of this ability at 10th level, 15th level, and 20th level. You cannot use opportunistic piety if you have exhausted your daily uses, even if you have inspiration points left to spend. If you use this ability to heal injuries, you channel positive energy to heal a living creature of a number of points of damage equal to twice your factotum level + your Int modi?er. The energy will also deal the same amount of damage to undead targets.<\/p>\n\n\t<p>If you use this ability to turn undead, you act as a cleric of a level equal to your factotum level. No matter what your alignment, you cannot control undead\u2014your understanding of divine magic is too rudimentary.<\/p>\n\n\t<p><strong>Cunning Surge (Ex)<\/strong>: Starting at 8th level, you learn to push yourself when needed. By spending 3 inspiration points, you can take an extra standard action during your turn.<\/p>\n\n\t<p><strong>Cunning Breach (Su)<\/strong>: Starting at 11th level, your broad knowledge allows you to study an opponent and gain a brief ?ash of insight to breach her defenses. By spending 2 inspiration points as a free action, you can ignore a single target\u2019s spell resistance and damage reduction for 1 round. The target automatically fails any spell resistance check that she attempts to avoid your spell.<\/p>\n\n\t<p><strong>Cunning Dodge (Ex)<\/strong>: Starting at 13th level, your luck, re?exes, and intuition allow you to avoid an attack or spell that would otherwise defeat you. If you take damage that would reduce you to 0 or fewer hit points, you can spend 4 inspiration points as an immediate action to ignore the damage. You dodge out of the way, take cover from a spell, or otherwise escape. You can use this ability once per day.<\/p>\n\n\t<p><strong>Improved Cunning Defense (Ex)<\/strong>: At 16th level, you gain your Intelligence bonus as a dodge bonus to Armor Class. You no longer need to spend an inspiration point to gain this bene?t. Unlike the standard cunning defense ability, you do not gain this bene?t when wearing medium or heavy armor.<\/p>\n\n\t<p><strong>Cunning Brilliance (Ex)<\/strong>: At 19th level, you become the ultimate jack of all trades. Your sharp mind and keen sense of your surroundings allow you to duplicate almost any ability you witness. At the start of each day, choose three extraordinary class abilities. Each ability must be available to a standard character class at 15th level or lower, and must appear on the advancement table or in the text description for that class. By spending 4 inspiration points as a free action, you gain the bene?ts and drawbacks of one chosen ability for 1 minute. You use the ability as if your level in the relevant class equaled your factotum level. You can use each chosen class ability once per day.<\/p>\n\n\t<p>For example, if you use a monk\u2019s ?urry of blows ability, you gain all the bene?ts and drawbacks described under Flurry of Blows (PH 40). You do not gain the bene?ts of unarmed strike, because that is a separate ability in the monk\u2019s class description.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Spell Level <\/th>\n\t\t\t<th>Inspiration Points <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> Inspiration, cunning insight, cunning knowledge, trapfinding <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> <em>Arcane dilettante<\/em> (1 spell) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> Brains over brawn, cunning defense <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> <em>Arcane dilettante<\/em> (2 spells), cunning strike <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> Opportunistic piety <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> <em>Arcane dilettante<\/em> (3 spells) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> Cunning surge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> <em>Arcane dilettante<\/em> (4 spells) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> Opportunistic piety (+1 use) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> Cunning breach <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> <em>Arcane dilettante<\/em> (5 spells) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> Cunning dodge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> <em>Arcane dilettante<\/em> (6 spells) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> Opportunistic piety (+1 use) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> Improved cunning defense <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> <em>Arcane dilettante<\/em> (7 spells) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> Cunning brilliance <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> <em>Arcane dilettante<\/em> (8 spells), opportunistic piety (+1 use) <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dungeonscape 14<\/h5>","reference":"Usergen"},{"id":10034,"name":"Artificer","type":"base","alignment":"Any","hit_die":"6","full_text":"<div topic='titel'><p><h3>Artificer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='STARTING_GOLD' level='8'><p><b>Starting gold:<\/b> 5d4 x 10gp.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Artificers are proficient with all simple weapons, with light and medium armor, and with shields (except tower shields).<\/p>\n\n\t<p><strong>Infusions<\/strong>: An artificer is not a spellcaster, but he does have the ability to imbue items with magical infusions. Infusions are neither arcane nor divine; they are drawn from the artificer infusion list (see Chapter 5: Magic). They function just like spells and follow all the rules for spells. For example, an infusion can be dispelled, it will not function in an antimagic area, and an artificer must make a <a href=\/skills\/concentration\/>Concentration<\/a> check if injured while imbuing an item with an infusion.<\/p>\n\n\t<p>An artificer can imbue an item with any infusion from the list without preparing the infusion ahead of time. Unlike a sorcerer or bard, he does not select a subset of the available infusions as his known infusions; he has access to every infusion on the list that is of a level he can use.<\/p>\n\n\t<p>It is possible for an artificer to learn infusions that are not on the normal artificer infusion list. These might include ancient infusions he finds in the ruins of Xen&#39;drik or secret infusions known only to the members of certain guilds or organizations. When he encounters such an infusion, an artificer can attempt to learn it by making a <a href=\/skills\/spellcraft\/>Spellcraft<\/a> check (DC 20 + spell level). If this check succeeds, he adds the infusion to his list. If not, he can try again when he gains another rank in <a href=\/skills\/spellcraft\/>Spellcraft<\/a>, assuming he still has access to the new infusion.<\/p>\n\n\t<p>To imbue an item with an infusion, an artificer must have an Intelligence score equal to at least 10 + the infusion level (Int 11 for 1st-level infusions, Int 12 for 2nd-level infusions, and so forth). The save DC is Intelligence-based.<\/p>\n\n\t<p>Like spellcasters, an artificer can use only a certain number of infusions of a particular level per day. His base daily infusion allotment is given on the accompanying table. In addition, he receives extra infusions per day if he has a sufficiently high Intelligence score (see Table 1&#8212;1: Ability Modifiers and Bonus Spells, page 8 of the Player&#39;s Handbook).<\/p>\n\n\t<p>An artificer&#39;s infusions can only be imbued into an item or a construct (including warforged). He cannot, for example, simply imbue an ally with bull&#39;s strength. He must instead imbue that ability into an item his ally is wearing. The item then functions as a belt of giant strength for the duration of the infusion. He can, however, imbue bull&#39;s strength directly on a construct or a character with the living construct subtype, and infusions such as repair light damage and iron construct function only when imbued on such characters.<\/p>\n\n\t<p>Many infusions have long casting times, often 1 minute or more. An artificer can spend 1 action point to imbue any infusion in 1 round (like a spell that takes 1 round to cast).<\/p>\n\n\t<p>Like a spellcaster, an artificer can apply metamagic feats he knows to his infusions. Like a sorcerer, an artificer can apply a metamagic feat to an infusion spontaneously, but doing this requires extra time. An artificer can craft alchemical items as though he were a spellcaster.<\/p>\n\n\t<p>An artificer cannot automatically use a spell trigger or spell completion item if the equivalent spell appears on his infusion list. For example, an artificer must still employ the Use Magic Device skill to use a wand of light, even though light appears on his infusion list.<\/p>\n\n\t<p>Each day, an artificer must focus his mind on his infusions. He needs 8 hours of rest, after which he spends 15 minutes concentrating. During this period, the artificer readies his mind to hold his daily allotment of infusions. Without such a period of time to refresh himself, the character does not regain the infusion slots he used up the day before. Any infusions used within the last 8 hours count against the artificer&#39;s daily limit.<\/p>\n\n\t<p>An artificer never requires a divine focus to imbue an item with an infusion. In cases where an infusion duplicates a spell that requires either a material component or a divine focus, or requires either an arcane focus or a divine focus, the artificer uses the arcane material component or arcane focus.<\/p>\n\n\t<p><strong>Craft Reserve<\/strong>: An artificer receives a pool of points he can spend instead of experience points when crafting a magic item. Each time the artificer gains a new level, he receives a new craft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. An artificer can also use his craft reserve to supplement the XP cost of the item he is making, taking a portion of the cost from his craft reserve and a portion from his own XP.<\/p>\n\n\t<p><strong>Artificer Knowledge<\/strong>: An artificer can make a special artificer knowledge check with a bonus equal to his artificer level + his Int modifier to detect whether a specific item has a magical aura.<\/p>\n\n\t<p>The artificer must hold and examine the object for 1 minute. A successful check against DC 15 determines that the object has magical qualities, but does not reveal the specific powers of the item.<\/p>\n\n\t<p>An artificer cannot take 10 or take 20 on this check. A particular item can only be examined in this fashion one time; if the check fails, the artificer can learn no more about that object.<\/p>\n\n\t<p><strong>Artisan Bonus<\/strong>: An artificer gains a +2 bonus on Use Magic Device checks to activate an item of a kind for which he has the prerequisite item creation feat. For example, an artificer who has the Craft Wand feat gains a +2 bonus on checks to use a spell from a wand.<\/p>\n\n\t<p><strong>Disable Trap<\/strong>: An artificer can use the <a href=\/skills\/search\/>Search<\/a> skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create the trap.<\/p>\n\n\t<p>An artificer can use the &quot;Disable Device&quot;skills\/disable-device\/ skill to disarm magic traps. Usually the DC is 25 + the level of the spell used to create the trap.<\/p>\n\n\t<p>An artificer who beats a trap&#39;s DC by 10 or more with a <a href=\/skills\/disable-device\/>Disable Device<\/a> check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.<\/p>\n\n\t<p><strong>Item Creation (Ex)<\/strong>: An artificer can create a magic item even if he does not have access to the spells that are prerequisites for the item. The artificer must make a successful <a href=\/skills\/use-magic-device\/>Use Magic Device<\/a> check (DC 20 + caster level) to emulate each spell normally required to create the item. Thus, to make a 1st-level wand of magic missile, an artificer would need a Use Magic Device check result of 21 or higher.&#39; To create a bottle of air (caster level 7th), he would need a check result of 27 or higher to emulate the water breathing prerequisite.<\/p>\n\n\t<p>The artificer must make a successful check for each prerequisite for each item he makes. If he fails a check, he can try again each day until the item is complete (see Creating Magic Items, page 282 of the Dungeon Master&#39;s Guide). If he comes to the end of the crafting time and he has still not successfully emulated one of the powers, he can make one final check&#8212;his last-ditch effort, even if he has already made a check that day. If that check also fails, then the creation process fails and the time, money, and XP expended to craft the item are lost.<\/p>\n\n\t<p>For purposes of meeting item prerequisites, an artificer&#39;s effective caster level equals his artificer level +2. If the item duplicates a spell effect, however, it uses the artificer&#39;s actual level as its caster level. Costs are always determined using the item&#39;s minimum caster level or the artificer&#39;s actual level (if it is higher). Thus, a 3rd-level artificer can make a scroll of fireball, since the minimum caster level for fireball is 5th. He pays the normal cost for making such a scroll with a caster level of 5th: 5 X 3 X 12.5 = 187 gp and 5 sp, plus 15 XP. But the scroll&#39;s actual caster level is only 3rd, and it produces a weak fireball that deals only 3d6 points of damage.<\/p>\n\n\t<p>An artificer can also make Use Magic Device checks to emulate nonspell requirements, including alignment and race, using the normal DCs for the skill. He cannot emulate skill or feat requirements, however, including item creation feat prerequisites. He must meet the caster level prerequisite, including the minimum level to cast a spell he stores in a potion, wand, or scroll.<\/p>\n\n\t<p>An artificer&#39;s infusions do not meet spell prerequisites for creating magic items. For example, an artificer must still employ the <a href=\/skills\/use-magic-device\/>Use Magic Device<\/a> skill to emulate the light spell to create a wand of light, even though light appears on his infusion list.<\/p>\n\n\t<p>Magic items created by an artificer are considered neither arcane nor divine.<\/p>\n\n\t<p><strong>Bonus Feat<\/strong>: An artificer gains every item creation feat as a bonus feat at or near the level at which it becomes available to spellcasters. He gets <a href=\/feats\/players-handbook-v35--6\/scribe-scroll--2533\/>Scribe Scroll<\/a> as a bonus feat at 1st level, <a href=\/feats\/players-handbook-v35--6\/brew-potion--274\/>Brew Potion<\/a> at 2nd level, <a href=\/feats\/players-handbook-v35--6\/craft-wondrous-item--483\/>Craft Wondrous Item<\/a> at 3rd level, <a href=\/feats\/players-handbook-v35--6\/craft-magic-arms-and-armor--462\/>Craft Magic Arms and Armor<\/a> at 5th level, <a href=\/feats\/players-handbook-v35--6\/craft-wand--481\/>Craft Wand<\/a> at 6th level, <a href=\/feats\/players-handbook-v35--6\/craft-rod--472\/>Craft Rod<\/a> at 9th level, <a href=\/feats\/players-handbook-v35--6\/craft-staff--477\/>Craft Staff<\/a> at 12th level, and <a href=\/feats\/players-handbook-v35--6\/forge-ring--1182\/>Forge Ring<\/a> at 14th level.<\/p>\n\n\t<p>In addition, an artificer gains a bonus feat at 4th level and every four levels thereafter (8th, 12th, 16th, and 20th). For each of these bonus feats, the artificer must choose a metamagic feat or a feat from the following list: <a href=\/feats\/eberron-campaign-setting--12\/attune-magical-weapon--137\/>Attune Magical Weapon<\/a>, <a href=\/feats\/monster-manual-iv--77\/craft-construct--449\/>Craft Construct<\/a> (see the <em>Monster Manual<\/em>, page 303), <a href=\/feats\/eberron-campaign-setting--12\/exceptional-artisan--973\/>Exceptional Artisan<\/a>, <a href=\/feats\/eberron-campaign-setting--12\/extra-rings--1031\/>Extra Rings<\/a>, <a href=\/feats\/eberron-campaign-setting--12\/extraordinary-artisan--1055\/>Extraordinary Artisan<\/a>, <a href=\/feats\/eberron-campaign-setting--12\/legendary-artisan--1747\/>Legendary Artisan<\/a>, <a href=\/feats\/eberron-campaign-setting--12\/wand-mastery--3085\/>Wand Mastery<\/a>.<\/p>\n\n\t<p><strong>Craft Homunculus (Ex)<\/strong>: At 4th level, an artificer can create a homunculus as if he had the <a href=\/feats\/monster-manual-iv--77\/craft-construct--449\/>Craft Construct<\/a> feat. He must emulate the spell requirements (arcane eye, mending, and mirror image) as normal for making a magic item, and he must pay all the usual gold and XP costs (though he can spend points from his craft reserve). An artificer can also upgrade an existing homunculus that he owns, adding 1 Hit Die at a cost of 2,000 gp and 160 XP.<\/p>\n\n\t<p>If an artificer gives his homunculus more than 6 Hit Dice, it becomes a Small creature and advances as described in the Monster Manual (+4 Str, &#8212;2 Dex, damage increases to Id6). The homunculus also gains 10 extra hit points for being a Small construct.<\/p>\n\n\t<p>An artificer&#39;s homunculus can have as many Hit Dice as its master&#39;s Hit Dice minus 2. No matter how many Hit Dice it has, a homunculus never grows larger than Small.<\/p>\n\n\t<p><strong>Retain Essence (Su)<\/strong>: At 5th level, an artificer gains the ability to salvage the XP from a magic item and use those points to create another magic item. The artificer must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day, the item is destroyed and the artificer adds the XP it took to create the item to his craft reserve. These points are lost if the artificer does not use them before gaining his next level.<\/p>\n\n\t<p>For example, an artificer wants to retain the essence of a wand of summon monster IV that has 20 charges. Originally created (like all wands) with 50 charges, it required 840 XP when initially made, or 16.8 XP (840 &#8211; 50) per charge. The artificer is able to recover the XP from the remaining charges. He puts 336 XP (16.8 X 20) into his craft reserve.<\/p>\n\n\t<p><strong>Metamagic Spell Trigger (Su)<\/strong>: At 7th level, an artificer gains the ability to apply a metamagic feat he knows to a spell trigger item (generally a wand). He must have the appropriate item creation feat for the spell trigger item he is using. Using this ability expends additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell.<\/p>\n\n\t<p>For example, an artificer can quicken a spell cast from a wand by spending 5 charges (4 additional charges), empower the spell by spending 3 charges, or trigger it silently by spending 2 charges. The Still Spell feat confers no benefit when applied to a spell trigger item.<\/p>\n\n\t<p>An artificer cannot use this ability when using a spell trigger item that does not have charges, such as prayer beads.<\/p>\n\n\t<p><strong>Metamagic Spell Completion (Su)<\/strong>: At 11th level, an artificer gains the ability to apply a metamagic feat he knows to a spell completion item (generally a scroll). He must have the appropriate item creation feat for the spell completion item he is using. The DC for the Use Magic Device check is equal to 20 + (3 X the modified level of the spell). For example, applying the Empower Spell feat to a scroll of cone of cold, creating a 7th-level effect, has a DC of 20 + (3 X 7), or 41. An artificer can use this ability a number of times per day equal to 3 + his Int modifier.<\/p>\n\n\t<p><strong>Skill Mastery<\/strong>: At 13th level, an artificer can take 10 when making a Spellcraft or Use Magic Device check, even if stress and distractions would normally prevent him from doing so. This ability circumvents the normal rule that a character may not take 10 on a Use Magic Device check.<\/p>\n\n\t<p><strong>Artificer Options<\/strong>: A number of the additional options in this book make good choices for an artificer. Feats: Attune Magic Weapon, Bind Elemental, Exceptional Artisan, Extra Rings, Extraordinary Artisan, Legendary Artisan, Wand Mastery.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=7><\/th>\n\t\t\t<th style=text-align:center; colspan=6>Infusions per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Craft Reserve <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t\t<th>6th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Artificer knowledge, artisan bonus, disable trap, item creation, Scribe Scroll <\/td>\n\t\t\t<td> 20 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Brew Potion <\/td>\n\t\t\t<td> 40 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Craft Wondrous Item <\/td>\n\t\t\t<td> 60 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Craft homunculus, bonus feat <\/td>\n\t\t\t<td> 80 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Craft Magic Arms and Armor, retain essence <\/td>\n\t\t\t<td> 100 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Craft Wand <\/td>\n\t\t\t<td> 150 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Metamagic spell trigger <\/td>\n\t\t\t<td> 200 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 250 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Craft Rod <\/td>\n\t\t\t<td> 300 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 400 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Metamagic spell completion <\/td>\n\t\t\t<td> 500 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Craft Staff, bonus feat <\/td>\n\t\t\t<td> 700 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Skill mastery <\/td>\n\t\t\t<td> 900 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Forge Ring <\/td>\n\t\t\t<td> 1,200 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 1,500 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 2,000 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 2,500 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 3,000 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 4,000 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 5,000 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Eberron Campaign Setting 29<\/h5>","reference":"Usergen"},{"id":10035,"name":"Barbarian","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Barbarian<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Eberron Campaign Setting 33<\/h5>","reference":"Usergen"},{"id":10036,"name":"Bard","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Bard<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Eberron Campaign Setting 34<\/h5>","reference":"Usergen"},{"id":10037,"name":"Cleric","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Cleric<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Eberron Campaign Setting 34<\/h5>","reference":"Usergen"},{"id":10038,"name":"Druid","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Druid<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Eberron Campaign Setting 36<\/h5>","reference":"Usergen"},{"id":10039,"name":"Fighter","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Fighter<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Eberron Campaign Setting 38<\/h5>","reference":"Usergen"},{"id":10040,"name":"Monk","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Monk<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Eberron Campaign Setting 38<\/h5>","reference":"Usergen"},{"id":10041,"name":"Paladin","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Paladin<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Eberron Campaign Setting 39<\/h5>","reference":"Usergen"},{"id":10042,"name":"Ranger","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Ranger<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Eberron Campaign Setting 41<\/h5>","reference":"Usergen"},{"id":10043,"name":"Rogue","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Rogue<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Eberron Campaign Setting 41<\/h5>","reference":"Usergen"},{"id":10044,"name":"Sorcerer","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Sorcerer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Eberron Campaign Setting 42<\/h5>","reference":"Usergen"},{"id":10045,"name":"Wizard","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Wizard<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Eberron Campaign Setting 42<\/h5>","reference":"Usergen"},{"id":10046,"name":"Epic Barbarian","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Epic Barbarian<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Epic Level Handbook 8<\/h5>","reference":"Usergen"},{"id":10047,"name":"Epic Bard","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Epic Bard<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Epic Level Handbook 9<\/h5>","reference":"Usergen"},{"id":10048,"name":"Epic Cleric","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Epic Cleric<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Epic Level Handbook 10<\/h5>","reference":"Usergen"},{"id":10049,"name":"Epic Druid","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Epic Druid<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Epic Level Handbook 10<\/h5>","reference":"Usergen"},{"id":10050,"name":"Epic Fighter","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Epic Fighter<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Epic Level Handbook 11<\/h5>","reference":"Usergen"},{"id":10051,"name":"Epic Monk","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Epic Monk<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Epic Level Handbook 12<\/h5>","reference":"Usergen"},{"id":10052,"name":"Epic Paladin","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Epic Paladin<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Epic Level Handbook 13<\/h5>","reference":"Usergen"},{"id":10053,"name":"Epic Psion","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Epic Psion<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Epic Level Handbook 22<\/h5>","reference":"Usergen"},{"id":10054,"name":"Epic Psychic Warrior","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Epic Psychic Warrior<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Epic Level Handbook 23<\/h5>","reference":"Usergen"},{"id":10055,"name":"Epic Ranger","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Epic Ranger<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Epic Level Handbook 14<\/h5>","reference":"Usergen"},{"id":10056,"name":"Epic Rogue","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Epic Rogue<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Epic Level Handbook 14<\/h5>","reference":"Usergen"},{"id":10057,"name":"Epic Sorcerer","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Epic Sorcerer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Epic Level Handbook 15<\/h5>","reference":"Usergen"},{"id":10058,"name":"Epic Wizard","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Epic Wizard<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Epic Level Handbook 16<\/h5>","reference":"Usergen"},{"id":10059,"name":"Barbarian","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Barbarian<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Forgotten Realms Campaign Setting 22<\/h5>","reference":"Usergen"},{"id":10060,"name":"Bard","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Bard<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Forgotten Realms Campaign Setting 22<\/h5>","reference":"Usergen"},{"id":10061,"name":"Cleric","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Cleric<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Forgotten Realms Campaign Setting 22<\/h5>","reference":"Usergen"},{"id":10062,"name":"Druid","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Druid<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Forgotten Realms Campaign Setting 23<\/h5>","reference":"Usergen"},{"id":10063,"name":"Fighter","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Fighter<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Forgotten Realms Campaign Setting 24<\/h5>","reference":"Usergen"},{"id":10064,"name":"Monk","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Monk<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Forgotten Realms Campaign Setting 24<\/h5>","reference":"Usergen"},{"id":10065,"name":"Paladin","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Paladin<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Forgotten Realms Campaign Setting 25<\/h5>","reference":"Usergen"},{"id":10066,"name":"Ranger","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Ranger<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Forgotten Realms Campaign Setting 26<\/h5>","reference":"Usergen"},{"id":10067,"name":"Rogue","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Rogue<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Forgotten Realms Campaign Setting 26<\/h5>","reference":"Usergen"},{"id":10068,"name":"Sorcerer","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Sorcerer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Forgotten Realms Campaign Setting 27<\/h5>","reference":"Usergen"},{"id":10069,"name":"Wizard","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Wizard<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Forgotten Realms Campaign Setting 27<\/h5>","reference":"Usergen"},{"id":10070,"name":"Eidolon","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Eidolon<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Ghostwalk 16<\/h5>","reference":"Usergen"},{"id":10071,"name":"Eidoloncer","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Eidoloncer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Ghostwalk 17<\/h5>","reference":"Usergen"},{"id":10072,"name":"Archivist","type":"base","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Archivist<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Archivists are proficient with all simple weapons and with light and medium armor, but not with shields.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: An archivist casts divine spells, drawn primarily from the cleric spell list although he can eventually uncover, learn, and prepare noncleric divine spells spells. Unlike clerics, archivists prepare spells from a prayerbook, a collection of copied divine spells. To learn, prepare, or cast a spell, an archivist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an archivist&#39;s spell is 10 + the spell level + the archivist&#39;s Int modifier.<\/p>\n\n\t<p>Like other spellcasters, an archivist can cast only a certain number of spells of each level per day. His base daily allotment is given in Table 5&#8212;1: The Archivist. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table 1&#8212;1 on page 8 of the <em>Player&#39;s Handbook<\/em>). He must choose and prepare his spells ahead of time by getting a good night&#39;s sleep and then spending 1 hour studying his prayerbook. The archivist decides which spells to prepare while studying.<\/p>\n\n\t<p><strong>Prayerbook:<\/strong> Unlike a cleric, an archivist does not receive his daily spell complement from whatever deity or cosmic force he worships. Rather, he must seek out and collect new spells much as a wizard does, but from such esoteric sources as holy tablets, ancient steles, or other magical scriptures. He cannot prepare any spell not recorded in his prayerbook except for read magic, which archivists can prepare from memory.<\/p>\n\n\t<p>An archivist begins play with a prayerbook containing all 0-level cleric spells plus three 1st-level cleric spells of the player&#39;s choice. For each point of Intelligence bonus the archivist has, the prayerbook has an additional 1st-level cleric spell. At each new class level,  the archivist gains two new cleric spells for his prayerbook; these can be of any spell level or levels that he can cast (based on hisnew archivist level). At any time, an archivist can also add spells found on scrolls containing divine spells to his prayerbook, but he must make any rolls and spend the time required (see Adding Spells to a Wizard&#39;s Spellbook on page 178 of the <em>Player&#39;s Handbook<\/em>). The archivist can learn and thus prepare nonclerical divine spells in this fashion but the two free spells he gains for advancing in class level must be selected from the cleric spell list.<\/p>\n\n\t<p><strong>Dark Knowledge:<\/strong> Three times per day, an archivist can draw upon his expansive knowledge.<\/p>\n\n\t<p>An archivist unlocks new dark knowledge abilities as his level increases and can also call upon his dark knowledge more often, gaining one additional daily use for every three archivist levels (4\/day at 3rd level, 5\/day at 6th level, and so forth).<\/p>\n\n\t<p>Using dark knowledge requires a Knowledge check of a type appropriate to the creature faced. A Knowledge (arcana) check reveals secrets of magical beasts, Knowledge (dungeoneering) pertains to aberrations, Knowledge (religion) covers undead, and Knowledge (the planes) applies to outsiders and elementals. The DC of the check is 15. Most of the archivist&#39;s dark knowledge abilities increase in effectiveness if he succeeds on his Knowledge check by 10 or more. Dark knowledge can only be used once against any given creature.<\/p>\n\n\t<p>The archivist&#39;s dark knowledge can affect a single creature or all creatures of the same race, depending on the effect used. A target creature must be within 60 feet, and the archivist must be aware of the creature&#39;s presence, although he need not have a line of sight to it. The effects of dark knowledge last for 1 minute, unless stated otherwise.<\/p>\n\n\t<p><em>Tactics:<\/em> The archivist knows the general combat behaviors of creatures of that race, granting his allies a +1 bonus to attack rolls made against them. For example, an archivist confronted by corruption eaters* who succeeded on his Knowledge (dungeoneering) check would grant his allies the attack bonus against all the corruption eaters they fought in that encounter. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to +3.<\/p>\n\n\t<p>*New monster described on page 144.<\/p>\n\n\t<p><em>Puissance:<\/em> Starting at 5th level, the archivist can use his dark knowledge to help his allies fight off the corrupting influence of other creatures. Allies within 60 feet of the archivist gain a +1 bonus on saving throws against the affected creature&#39;s abilities. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3.<\/p>\n\n\t<p><em>Foe:<\/em> Starting at 8th level, an archivist can direct his allies to attack vital spots of his enemies. On a successful Knowledge check, he grants them a bonus to weapon damage rolls made against the target creatures equal to 1d6 points of damage. If the archivist succeeds on his Knowledge check by 10 or  more, then this bonus increases to 2d6. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to 3d6.<\/p>\n\n\t<p><em>Dread Secret:<\/em> By speaking aloud a dread secret of the target creature, an archivist of 11th level or higher can dazzle a target creature for 1 round. Unlike other dark knowledge, this ability can be used only against a single creature. If the archivist succeeds on his Knowledge check by 10 or more, then the target is dazed for 1 round. If the archivist succeeds on his Knowledge check by 20 or more, then the target is stunned for 1 round (if the target is immune to being stunned but not immune to being dazed, such as most undead, then the archivist can choose to daze the target instead of stunning it).<\/p>\n\n\t<p><em>Foreknowledge:<\/em> Starting at 14th level, an archivist can better prepare his allies for the attacks of the affected creature, making it harder for the creature to land blows and successfully deal damage. Allies within 30 feet of the archivist gain a +1 insight bonus to Armor Class that applies to attacks by the affected creature only. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3.<\/p>\n\n\t<p><strong>Scribe Scroll:<\/strong> Archivists gain Scribe Scroll as a bonus feat.<\/p>\n\n\t<p><strong>Lore Mastery:<\/strong> Upon reaching 2nd level, an archivist gains a +2 bonus to all Decipher Script checks and to all checks of any one Knowledge skill of his choice. Once this choice is made, it cannot be changed. At 7th, 13th, and 17th level, the archivist can choose an additional Knowledge skill on which to gain the +2 bonus.<\/p>\n\n\t<p><strong>Still Mind (Ex):<\/strong> Starting at 4th level, an archivist gains a +2 bonus on saving throws against spells and effects from the school of enchantment, due to his rigorous focus and intense mental discipline.<\/p>\n\n\t<p><strong>Bonus Feat:<\/strong> When an archivist reaches 10th level, and again at 20th level, he can select a free feat from the following list: Skill Focus (any Knowledge skill), Spell Focus, any metamagic feat, or any item creation feat.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th rowspan=2>Class Level  <\/th>\n\t\t\t<th rowspan=2>Base Attack Bonus  <\/th>\n\t\t\t<th rowspan=2>Fort Save <\/th>\n\t\t\t<th rowspan=2>Ref Save <\/th>\n\t\t\t<th rowspan=2>Will Save <\/th>\n\t\t\t<th rowspan=2>Special <\/th>\n\t\t\t<th style=text-align:center; colspan=10>&#8212;&#8212;&#8212;&#8212;&#8212;Spellcasting&#8212;&#8212;&#8212;&#8212;&#8212; <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>0th <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t\t<th>6th <\/th>\n\t\t\t<th>7th <\/th>\n\t\t\t<th>8th <\/th>\n\t\t\t<th>9th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Dark knowledge (tactics) 3\/day, Scribe Scroll <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Lore mastery <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Dark knowledge 4\/day <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Still mind <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Dark knowledge (puissance) <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Dark knowledge 5\/day <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Lore mastery <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Dark knowledge (foe) <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Dark knowledge 6\/day <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Dark knowledge (dread secret) <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Dark knowledge 7\/day <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Lore mastery <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Dark knowledge (foreknowledge) <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Dark knowledge 8\/day <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> Lore mastery <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> Dark knowledge 9\/day <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Heroes of Horror 82<\/h5>","reference":"Usergen"},{"id":10073,"name":"Dread Necromancer","type":"base","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Dread Necromancer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>Spellcasting is your greatest strength, although your rate of spell acquisition is closer to that of a sorcerer than a wizard. You make up for slower spellcasting progression with a wide array of special abilities, including a touch attack that uses negative energy to harm your foes. This attack increases in strength and gains additional effects as you gain levels. Because many of your abilities rely on your entering melee, you are proficient with light armor and have the ability to cast your spells while wearing light armor. You also gain a resilience to damage that wizards or sorcerers do not possess.<\/p>\n\n\t<p><strong>Weapon and Armor Proficiency:<\/strong> A dread necromancer is proficient with all simple weapons and with one martial weapon of her choice. Her choice of martial weapon is made when the character takes her first level of dread necromancer and cannot be changed.<\/p>\n\n\t<p>Dread necromancers are also proficient with light armor, but not with shields. The somatic  components  required for dread necromancer spells are simple, so members of this class can cast dread necromancer spells while wearing light armor without incurring the normal arcane spell failure chance. She still incurs the normal arcane spell failure chance for arcane spells derived from other classes. In addition, if a dread necromancer wears medium or heavy armor, or uses a shield, she incurs the same chance of arcane spell failure as any other arcane caster if the spell in question has a somatic component (and most do).<\/p>\n\n\t<p><strong>Spellcasting:<\/strong> A dread necromancer casts arcane spells, which are drawn from the dread necromancer&#39;s spell list (see page 87). Like a sorcerer, she can cast any spell she knows without preparing it ahead of time. When a dread necromancer gains access to a new level of spells, she automatically knows all the spells for that level given on the dread necromancer&#39;s spell list. Dread necromancers also have the option of adding to their existing spell list through their advanced learning ability as they increase in level (see below).<\/p>\n\n\t<p>To cast a spell, a dread necromancer must have a Charisma score of 10 + the spell&#39;s level. The Difficulty Class for a saving throw against a dread necromancer&#39;s spell is 10 + the spell&#39;s level + her Charisma modifier. Like other spellcasters, a dread necromancer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given in Table 5&#8212;2: The Dread <br \/>Necromancer. In addition, she receives bonus spells for a high Charisma score (see Table 1&#8212;1 on page  8 of the Player&#39;s Handbook).<\/p>\n\n\t<p><strong>Charnel Touch (Su):<\/strong> Negative energy flows through a dread necromancer&#39;s body, concentrating in her hands. At will, but no more than once per round, she can make a melee touch attack against a living foe that deals 1d8 points of damage, +1 per four class levels. This touch heals undead creatures, restoring 1 hit point per touch, +1 per four class levels. A dread necromancer can use the spectral hand spell to deliver this attack from a distance.<\/p>\n\n\t<p><strong>Rebuke Undead (Su):<\/strong> A dread necromancer can rebuke or command undead creatures by channeling negative energy through her body. See the cleric class feature described on page 33 of the Player&#39;s Handbook.<\/p>\n\n\t<p><strong>Lich Body:<\/strong> Starting at 2nd level, a dread necromancer begins her journey into undeath. The first symptom is her body&#39;s increased resilience to physical harm. She gains DR 2\/bludgeoning and magic. As the dread necromancer increases in level, this DR increases in effectiveness, to DR 4 at 7th level,  DR 6 at 11th level, and DR 8 at 15th level. <\/p>\n\n\t<p><strong>Negative Energy Burst (Su):<\/strong> Beginning at 3rd level, a dread necromancer gains the ability to emit a burst of negative energy from her body, harming living creatures within 5 feet of her. This burst  deals 1d4 points of damage per class level. A successful Will save (DC 10 + 1\/2 her class level + Cha modifier) reduces damage by half. Undead creatures within this burst are healed the same amount of hit points as the damage she deals to living creatures. A dread necromancer can use this ability once per day at 3rd level, and one additional time per day for every five levels she attains beyond 3rd (2\/day at 8th level, 3\/day at 13th level, and 4\/day at 18th level).<\/p>\n\n\t<p><strong>Advanced Learning (Ex):<\/strong> At 4th level, a dread necromancer can add a new spell to her list, representing the result of personal study and experimentation. The spell must be a cleric or wizard spell of the necromancy school, and of a level no higher than that of the highest-level spell the dread necromancer already knows. Once a new spell is selected, it is added to that dread necromancer&#39;s spell  list and can be cast just like any other spell she knows. If a spell is both a cleric spell and a  wizard spell, use the lower of the two spell levels (when different) to determine what level the spell is for a dread necromancer. A dread necromancer gains an additional new spell at 8th, 12th, 16th, and  20th level.<\/p>\n\n\t<p><strong>Mental Bastion:<\/strong> Starting at 4th level, a dread necromancer gains a +2 bonus on saving throws  made  to resist sleep, stunning, paralysis, poison, or disease. This bonus increases to +4 at 14th level.<\/p>\n\n\t<p><strong>Fear Aura (Su):<\/strong> Beginning at 5th level, a dread necromancer radiates a 5-foot-radius fear aura as a free action. Enemies in the area must succeed on a Will save (DC 10 + 1\/2 her class level + her Cha modifier) or become shaken. A creature who successfully saves cannot be affected by that dread necromancer&#39;s fear aura for 24 hours.<\/p>\n\n\t<p><strong>Scabrous Touch (Su):<\/strong> Starting at 6th level, once per day a dread necromancer can use her charnel touch to inflict disease on a creature she touches. This ability works like the <a href=\/spells\/players-handbook-v35--6\/contagion--2721\/><em>contagion<\/em><\/a> spell (see page 213 of the Player&#39;s Handbook), inflicting the disease of her choice immediately, with no incubation period, unless the target  makes a successful Fortitude save (DC10 + 1\/2 her class level + her Cha modifier). The DC for subsequent saving throws to resist the effects of the disease depends on the  disease inflicted; see page 292 of the Dungeon Master&#39;s Guide for details. <\/p>\n\n\t<p>Activating this class feature  is a swift action. The effect lasts until the dread necromancer makes a successful charnel touch attack.  The <a href=\/spells\/players-handbook-v35--6\/spectral-hand--2761\/><em>spectral hand<\/em><\/a> spell enables a dread necromancer to deliver a scabrous touch attack from a distance. <\/p>\n\n\t<p>A dread necromancer can use this ability once per day at 6th level, twice per day at  11th level, and three  times per day at 16th level.<\/p>\n\n\t<p><strong>Summon Familiar:<\/strong> At 7th level or anytime thereafter, a dread necromancer can obtain a familiar. The familiar she acquires is more powerful than a standard wizard&#39;s or sorcerer&#39;s familiar, but it is unequivocally evil. The player of a dread necromancer character chooses one of the following creatures: imp (devil), quasit (demon), vargouille, or ghostly visage. All these creatures are described in the Monster Manual except for the ghostly visage, an undead symbiont described on page 221 of  the  Fiend Folio.<\/p>\n\n\t<p>A dread necromancer&#39;s familiar gains the usual familiar benefi ts given on pages  52&#8212;53 of the Player&#39;s  Handbook, with two exceptions. Its type does not change, and it does not gain the exceptional ability to  speak with other creatures of its kind.A dread necromancer&#39;s familiar can use its ability to deliver touch  spells such as its master&#39;s charnel touch, scabrous touch, or enervating touch attack. The master must use a standard action to imbue the touch attack into her familiar.<\/p>\n\n\t<p><strong>Undead Mastery:<\/strong> All undead creatures created by a dread necromancer who has reached 8th level or higher gain a +4 enhancement bonus to Strength and Dexterity and 2 additional hit points per Hit Die.<\/p>\n\n\t<p>In addition, when a dread necromancer uses the animate dead spell to create undead, she can control 4 + her Charisma bonus HD worth of undead creatures per class level (rather than the 4 HD per level normally granted by the spell).<\/p>\n\n\t<p>Similarly, when a dread necromancer casts the control undead spell, the spell targets up to (2 + her Cha bonus) HD\/level of undead creatures, rather than the 2 HD\/level normally granted by the spell.<\/p>\n\n\t<p><strong>Negative Energy Resistance:<\/strong> Beginning at 9th level, a dread necromancer gains a +4 bonus on saving throws made to resist negative energy effects, including energy drain, some ability drain, and <em>inflict<\/em> spells.<\/p>\n\n\t<p><strong>Light Fortification:<\/strong> Starting at 10th level, a dread necromancer gains 25% resistance to critical hits; this is the equivalent of the light fortification armor special ability described on page 219 of the Dungeon Master&#39;s Guide. At 17th level, this fortification increases to 50%. <\/p>\n\n\t<p><strong>Enervating Touch (Su):<\/strong> When a dread necromancer reaches 12th level, she gains the ability to bestow negative levels when she uses her charnel touch attack. Each day, she can bestow a total number of negative levels equal to one-half her class level, but no more than two negative levels with a single touch. The saving throw to remove the negative levels has a DC of 10 + 1\/2 her class level + her Charisma modifier.<\/p>\n\n\t<p>Activating this class feature is a swift action. The effect lasts until she makes a successful charnel touch attack.<\/p>\n\n\t<p>A dread necromancer can use the <a href=\/spells\/players-handbook-v35--6\/spectral-hand--2761\/><em>spectral hand<\/em><\/a> spell to deliver this attack from a distance. <\/p>\n\n\t<p>Beginning at 17th level, the number of negative levels a dread necromancer can bestow per day increases to equal her class level.<\/p>\n\n\t<p><strong>Craft Wondrous Item:<\/strong> At 19th level, the dread necromancer gains <a href=\/feats\/players-handbook-v35--6\/craft-wondrous-item--483\/>Craft Wondrous Item<\/a> as a bonus feat. This helps her prepare the phylactery required to become a lich. <\/p>\n\n\t<p><strong>Lich Transformation:<\/strong> When a dread necromancer attains 20th level, she undergoes a hideous transformation and becomes a lich. Her type changes to undead, and she gains all the traits of the undead (see page 317 of the Monster Manual). She no longer has a Constitution score, all her existing Hit Dice become d12s, and she must reroll her hit points. A dread necromancer need not pay experience points or gold to create her phylactery.<\/p>\n\n\t<p>A dread necromancer who is not humanoid does not gain this class feature.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th rowspan=2>Class Level  <\/th>\n\t\t\t<th rowspan=2>Base Attack Bonus  <\/th>\n\t\t\t<th rowspan=2>Fort Save <\/th>\n\t\t\t<th rowspan=2>Ref Save <\/th>\n\t\t\t<th rowspan=2>Will Save <\/th>\n\t\t\t<th rowspan=2>Special <\/th>\n\t\t\t<th style=text-align:center; colspan=9>&#8212;&#8212;&#8212;Spellcasting&#8212;&#8212;&#8212; <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t\t<th>6th <\/th>\n\t\t\t<th>7th <\/th>\n\t\t\t<th>8th <\/th>\n\t\t\t<th>9th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>1st<\/td>\n\t\t\t<td> +0<\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td>+0<\/td>\n\t\t\t<td> +2<\/td>\n\t\t\t<td> Charnel touch, rebuke undead<\/td>\n\t\t\t<td> 3<\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd  <\/td>\n\t\t\t<td> +1  <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td>  +0 <\/td>\n\t\t\t<td>  +3  <\/td>\n\t\t\t<td> Lich body DR 2  <\/td>\n\t\t\t<td> 4  <\/td>\n\t\t\t<td> &#8212;  <\/td>\n\t\t\t<td> &#8212;  <\/td>\n\t\t\t<td> &#8212;  <\/td>\n\t\t\t<td> &#8212;  <\/td>\n\t\t\t<td> &#8212;  <\/td>\n\t\t\t<td> &#8212;  <\/td>\n\t\t\t<td> &#8212;  <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd  <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td>  +1  <\/td>\n\t\t\t<td> +1  <\/td>\n\t\t\t<td> +3  <\/td>\n\t\t\t<td> Negative energy burst 1\/day  <\/td>\n\t\t\t<td> 5  <\/td>\n\t\t\t<td> &#8212;  <\/td>\n\t\t\t<td> &#8212;  <\/td>\n\t\t\t<td> &#8212;  <\/td>\n\t\t\t<td> &#8212;  <\/td>\n\t\t\t<td> &#8212;  <\/td>\n\t\t\t<td> &#8212;  <\/td>\n\t\t\t<td> &#8212;  <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td>  +2 <\/td>\n\t\t\t<td>  +1 <\/td>\n\t\t\t<td>  +1 <\/td>\n\t\t\t<td>  +4 <\/td>\n\t\t\t<td>  Advanced learning, mental bastion +2 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  3 <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th  <\/td>\n\t\t\t<td> +2  <\/td>\n\t\t\t<td> +1  <\/td>\n\t\t\t<td> +1  <\/td>\n\t\t\t<td> +4  <\/td>\n\t\t\t<td> Fear aura  <\/td>\n\t\t\t<td> 6  <\/td>\n\t\t\t<td> 4  <\/td>\n\t\t\t<td> &#8212;  <\/td>\n\t\t\t<td> &#8212;  <\/td>\n\t\t\t<td> &#8212;  <\/td>\n\t\t\t<td> &#8212;  <\/td>\n\t\t\t<td> &#8212;  <\/td>\n\t\t\t<td> &#8212;  <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th  <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td>  +2  <\/td>\n\t\t\t<td> +2  <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td>  Scabrous touch 1\/day  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td>  5 <\/td>\n\t\t\t<td>  3 <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th  <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td>  +2 <\/td>\n\t\t\t<td>  +2 <\/td>\n\t\t\t<td>  +5 <\/td>\n\t\t\t<td>  Lich body DR 4, summon familiar <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  4 <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th  <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td>  +2 <\/td>\n\t\t\t<td>  +2 <\/td>\n\t\t\t<td>  +6 <\/td>\n\t\t\t<td>  Advanced learning, negative energy burst 2\/day, undead mastery  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  5 <\/td>\n\t\t\t<td>  3 <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td>  +4 <\/td>\n\t\t\t<td>  +3 <\/td>\n\t\t\t<td>  +3 <\/td>\n\t\t\t<td>  +6 <\/td>\n\t\t\t<td>  Negative energy resistance <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  4 <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td>  +5 <\/td>\n\t\t\t<td>  +3 <\/td>\n\t\t\t<td>  +3 <\/td>\n\t\t\t<td>  +7 <\/td>\n\t\t\t<td>  Light fortification 25%  <\/td>\n\t\t\t<td> 6  <\/td>\n\t\t\t<td> 6  <\/td>\n\t\t\t<td> 6  <\/td>\n\t\t\t<td> 5  <\/td>\n\t\t\t<td> 3  <\/td>\n\t\t\t<td> &#8212;  <\/td>\n\t\t\t<td> &#8212;  <\/td>\n\t\t\t<td> &#8212;  <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td>  +5 <\/td>\n\t\t\t<td>  +3 <\/td>\n\t\t\t<td>  +3 <\/td>\n\t\t\t<td>  +7 <\/td>\n\t\t\t<td>  Lich body DR 6, scabrous touch 2\/day  <\/td>\n\t\t\t<td> 6  <\/td>\n\t\t\t<td> 6  <\/td>\n\t\t\t<td> 6  <\/td>\n\t\t\t<td> 6  <\/td>\n\t\t\t<td> 4  <\/td>\n\t\t\t<td> &#8212;  <\/td>\n\t\t\t<td> &#8212;  <\/td>\n\t\t\t<td> &#8212;  <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th  <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td>  +4 <\/td>\n\t\t\t<td>  +4 <\/td>\n\t\t\t<td>  +8 <\/td>\n\t\t\t<td>  Advanced learning, enervating touch <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  5 <\/td>\n\t\t\t<td>  3 <\/td>\n\t\t\t<td>   &#8212;  <\/td>\n\t\t\t<td> &#8212;  <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th  <\/td>\n\t\t\t<td> +6\/+1  <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td>  +4 <\/td>\n\t\t\t<td>  +8 <\/td>\n\t\t\t<td>  Negative energy burst 3\/day  <\/td>\n\t\t\t<td> 6  <\/td>\n\t\t\t<td> 6  <\/td>\n\t\t\t<td> 6  <\/td>\n\t\t\t<td> 6  <\/td>\n\t\t\t<td> 6  <\/td>\n\t\t\t<td> 4  <\/td>\n\t\t\t<td> &#8212;  <\/td>\n\t\t\t<td> &#8212;  <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td>  +7\/+2 <\/td>\n\t\t\t<td>  +4 <\/td>\n\t\t\t<td>  +4 <\/td>\n\t\t\t<td>  +9 <\/td>\n\t\t\t<td>  Mental bastion +4 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  5 <\/td>\n\t\t\t<td>  3 <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td>  +7\/+2  <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td>  +5 <\/td>\n\t\t\t<td>  +9 <\/td>\n\t\t\t<td>  Lich body DR 8 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  4 <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th  <\/td>\n\t\t\t<td> +8\/+3  <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td>  +5 <\/td>\n\t\t\t<td>  +10 <\/td>\n\t\t\t<td>  Advanced learning, scabrous touch 3\/day<\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  5 <\/td>\n\t\t\t<td>  3 <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td>  +8\/+3 <\/td>\n\t\t\t<td>  +5 <\/td>\n\t\t\t<td>  +5 <\/td>\n\t\t\t<td>  +10 <\/td>\n\t\t\t<td>  Enervating touch, light fortification 50% <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  4 <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td>  +9\/+4 <\/td>\n\t\t\t<td>  +6 <\/td>\n\t\t\t<td>  +6 <\/td>\n\t\t\t<td>  +11 <\/td>\n\t\t\t<td>  Negative energy burst 4\/day <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  5 <\/td>\n\t\t\t<td>  3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td>  +9\/+4 <\/td>\n\t\t\t<td>  +6 <\/td>\n\t\t\t<td>  +6 <\/td>\n\t\t\t<td>  +11 <\/td>\n\t\t\t<td>  Craft wondrous item <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td>  +10\/+5 <\/td>\n\t\t\t<td>  +6 <\/td>\n\t\t\t<td>  +6 <\/td>\n\t\t\t<td>  +12 <\/td>\n\t\t\t<td>  Advanced learning, lich transformation <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  6 <\/td>\n\t\t\t<td>  5 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Heroes of Horror 84<\/h5>","reference":"Usergen"},{"id":10074,"name":"Favored Soul","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Favored Soul<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Miniatures Handbook 5<\/h5>","reference":"Usergen"},{"id":10075,"name":"Healer","type":"base","alignment":"Any Good","hit_die":"8","full_text":"<div topic='titel'><p><h3>Healer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any Good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>All of the following are class features of the healer.<\/p>\n\n\t<p><strong>Weapon and Armor Proficiency:<\/strong> Healers are proficient with all simple weapons and with light armor. Additionally, a healer who uses metal armor or any kind of shield is severely hampered. The armor of a healer is restricted by traditional oaths, not simply training. A healer knows how to wear light metal armor and could become proficient with medium or heavy armor, but wearing metal armor or bearing a shield would violate her oath and suppress her healer powers. Her ethos requires a certain vulnerability that allows her to more fully empathize with those in their care. A healer who uses prohibited armor is unable to cast healer spells or use any of her supernatural or spell-like class features while doing so and for 24 hours after the armor is taken off.<\/p>\n\n\t<p><strong>Spells:<\/strong> A healer casts divine spells, which are drawn from the healer spell list. A healer must choose and prepare her spells in advance.<\/p>\n\n\t<p>To prepare or cast a spell, a healer must have a Wisdom score of 10 + the spell&#39;s level. The Difficulty Class for a saving throw against a healer&#39;s spell is 10 + the spell&#39;s level + the healer&#39;s Wisdom modifier. Like other spellcasters, a healer can cast only a certain number of spells of each spell level per day. She receives bonus spells per day if she has a high Wisdom score. Healers do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them through their own strength of faith. Each healer must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a healer can prepare spells. A healer may prepare any spell on the healer spell list (see below), provided she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.<\/p>\n\n\t<p><strong>Healing Hands:<\/strong> Whenever a healer casts a spell that cures hit point damage, she adds her Charisma modifier to the amount of damage healed. For instance, if a 5th-level healer with an 18 Charisma casts cure light wounds, she cures 1d8+5 points of damage normally, plus an additional 4 points of damage due to her Charisma bonus. This bonus applies only to spells of the healing subschool that she casts as a healer, not to those that she may have by virtue of levels in another class.<\/p>\n\n\t<p><strong>Skill Focus (Heal):<\/strong> A healer&#39;s focused training grants her this bonus feat at 2nd level. If she already has that feat, she may choose a different one.<\/p>\n\n\t<p><strong>Cleanse Paralysis (Su):<\/strong> A healer deals with certain kinds of maladies so often that eventually she can cure them without resorting to a spell. At 3rd level, a healer gains the ability to cleanse paralysis once per day, as if casting a remove paralysis spell.<\/p>\n\n\t<p><strong>Cleanse Disease (Su):<\/strong> At 4th level, a healer gains the ability to cleanse disease once per day, as if casting a remove disease spell.<\/p>\n\n\t<p><strong>Cleanse Fear (Su):<\/strong> At 5th level, a healer gains the ability to cleanse fear once per day, as if casting a remove fear spell.<\/p>\n\n\t<p><strong>Cleanse Poison (Su):<\/strong> At 6th level, a healer gains the ability to cleanse poison once per day, as if casting a neutralize poison spell.<\/p>\n\n\t<p><strong>Effortless Healing (Ex):<\/strong> At 7th level, a healer has learned to cast spells of the healing subschool with minimal effort. She may cast such spells without provoking attacks of opportunity. This ability applies only to spells of the healing subschool that she casts as a healer, not to those that she may have by virtue of levels in another class.<\/p>\n\n\t<p><strong>Unicorn Companion (Ex):<\/strong> When a healer attains 8th level, the deities recognize her devotion and grant her a celestial unicorn companion as her mount and aide. The unicorn, a symbol of healing and purity, serves the healer willingly and unswervingly.<br \/>Once per day, as a full-round action, the healer may magically call her companion from the celestial realms in which it resides. The companion immediately appears adjacent to the healer and remains for 2 hours per healer level. It may be dismissed at any time as a free action. The companion is the same creature each time it is called, though the healer may release a particular companion from service to gain a companion of a different kind. Each time the companion is called, it appears in full health, regardless of any damage it may have taken previously. The companion also appears wearing or carrying any gear it had when it was last dismissed. Calling a companion is a conjuration (calling) effect.<br \/>A healer of 12th level or higher may select from alternative lists of companions. Should she select a companion from one of these alternative lists, the creature gains abilities as if the character&#39;s level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character&#39;s healer level and compare the result with the healer level entry on the table to determine the companion&#39;s powers. (If this adjustment would reduce the healer&#39;s effective level to 0 or lower, she can&#39;t have the companion.) For example, a 12th-level healer could select a lammasu as a companion. The lammasu would have characteristics and special abilities as if the healer were 8th level. (Taking into account the -4 adjustment) instead of 12th level.<br \/>Should the healer&#39;s companion die, it immediately disappears, leaving behind any equipment it was carrying. The healer may not call another companion for 30 days or until she gains a healer level, whichever comes first, even if the companion is somehow returned from the dead. During this 30-day period, the healer is distraught and takes a &#8212;4 penalty on attack rolls and weapon damage rolls.<\/p>\n\n\t<p><strong>Cleanse Blindness (Su):<\/strong> At 9th level, a healer gains the ability to cleanse blindness once per day, as if casting a remove blindness\/deafness spell.<\/p>\n\n\t<p><strong>Cleanse Spirit (Su):<\/strong> At 10th level, a healer gains the ability to restore a creature to health once per day, as if casting a greater restoration spell.<\/p>\n\n\t<p><strong>Cleanse Petrification (Su):<\/strong> At 13th level, a healer gains the ability to restore a petrified creature to health once per day, as if casting a stone to flesh spell.<\/p>\n\n\t<p><strong>New Limb (Su):<\/strong> At 15th level, a healer gains the ability to regrow a creature&#39;s lost or damaged body part once per day, as if casting a regenerate spell.<\/p>\n\n\t<p><strong>New Life (Su):<\/strong> Once per week, a 20th-level healer can bring a dead creature back to life, as if casting a true resurrection spell.<\/p>\n\n\t<p><strong>Healer spell list<\/strong><\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Spell Level <\/th>\n\t\t\t<th>Spells <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <strong>0 level:<\/strong> <\/td>\n\t\t\t<td> <em>create water, cure minor wounds, deathwatch, detect magic, detect poison, light, mending, purify food and drink, read magic.<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <strong>1st level:<\/strong> <\/td>\n\t\t\t<td> <em>bless water, cure light wounds, goodberry, protection from evil, remove fear, remove paralysis, sanctuary, speak with animals.<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <strong>2nd level:<\/strong> <\/td>\n\t\t\t<td> <em>calm emotions, cure moderate wounds, delay poison, gentle repose, remove blindness\/deafness, remove disease, lesser restoration.<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <strong>3rd level:<\/strong> <\/td>\n\t\t\t<td> <em>close wounds, create food\/water, cure serious wounds, neutralize poison, remove curse, restoration, status.<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <strong>4th level:<\/strong> <\/td>\n\t\t\t<td> <em>cure critical wounds, death ward, freedom of movement, mass cure light wounds, panacea.<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <strong>5th level:<\/strong> <\/td>\n\t\t\t<td> <em>atonement, break enchantment, mass cure moderate wounds, raise dead, revivify, stone to flesh, true seeing.<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <strong>6th level:<\/strong> <\/td>\n\t\t\t<td> <em>greater restoration, heal, heroes&#39; feast, mass cure serious wounds, regenerate.<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <strong>7th level:<\/strong> <\/td>\n\t\t\t<td> <em>mass cure critical wounds, repulsion, resurrection.<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <strong>8th level:<\/strong> <\/td>\n\t\t\t<td> <em>discern location, holy aura, mass heal.<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <strong>9th level:<\/strong> <\/td>\n\t\t\t<td> <em>foresight, gate, true resurrection.<\/em> <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Ex-healers:<\/strong><\/p>\n\n A healer who grossly violates her ethos (such as by refusing to heal an ally or a good-aligned creature) loses all spells and class features (except for proficiency with simple weapons and light armor). She cannot thereafter gain levels as a healer until she atones.\n\n\t<p>\u00a0 <br \/><strong>The Healer Companion:<\/strong><\/p>\n\n\t<p>The healer&#39;s companion is different from a normal creature of its kind in many ways. The standard companion for a healer is a celestial unicorn. It is superior to a normal celestial unicorn and has special powers, as described below.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Class Level <\/th>\n\t\t\t<th>Bonus HD <\/th>\n\t\t\t<th>Natural Armor Bonus <\/th>\n\t\t\t<th>Str\/Dex\/Int Bonus <\/th>\n\t\t\t<th>Special<\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th-11th <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Empathic link, improved evasion, share saving throws, share spells <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th-14th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th-17th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Devotion <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th-20th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Improved Speed, Spell Resistance <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Healer&#39;s Companion Basics:<\/strong> Use the base statistics for a creature of the companion&#39;s kind, as given below or in the Monster Manual, but make the following changes:<\/p>\n\n\t<p><strong>Healer Level:<\/strong> The character&#39;s healer level, which has a direct effect on the extent of the companion&#39;s special powers.<\/p>\n\n\t<p><strong>Bonus HD:<\/strong> Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Bonus Hit Dice improve the companion&#39;s base attack and base save bonuses. A companion&#39;s base attack bonus is the same as that of a cleric of a level equal to the companion&#39;s HD. A companion has good Fortitude and Reflex saves (treat it as a character whose level equals the creature&#39;s HD). The companion gains extra skill points and feats for bonus HD as normal for advancing a monster&#39;s Hit Dice (see the Monster Manual).<\/p>\n\n\t<p><strong>Natural Armor Bonus:<\/strong> The number noted here is an improvement to the creature&#39;s existing natural armor bonus. It represents the preternatural toughness of a healer&#39;s companion.<\/p>\n\n\t<p><strong>Str\/Dex\/Int Bonus:<\/strong> Add this figure to the companion&#39;s Strength, Dexterity, and Intelligence scores.<\/p>\n\n\t<p><strong>Empathic Link (Su):<\/strong> The healer has an empathic link with her companion out to a distance of up to 1 mile. The healer cannot see through the companion&#39;s eyes, but they can communicate empathically. Note that unicorns see the world differently from humans, so misunderstandings are always possible. Because of this empathic link, the healer has the same connection to an item or place that her companion does, just as with a master and his familiar.<\/p>\n\n\t<p><strong>Improved Evasion (Ex):<\/strong> When subjected to an attack that normally allows a Reflex save for half damage, a companion takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.<\/p>\n\n\t<p><strong>Share Saving Throws:<\/strong> For each of its saving throws, the companion uses its own base save bonus or the healer&#39;s, whichever is higher. The companion applies its own ability modifiers to saves, and it doesn&#39;t share any other bonuses on saves that the healer might have (such as from magic items or feats).<\/p>\n\n\t<p><strong>Share Spells:<\/strong> At the healer&#39;s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her companion. The companion must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the companion if the creature moves farther than 5 feet away and will not affect the companion again even if it returns to the healer before the duration expires. Additionally, the healer may cast a spell with a target of &quot;You&quot; on her companion (as a touch range spell) instead of on herself. A healer and her companion can share spells even if the spells normally do not affect creatures of the companion&#39;s type (magical beast).<\/p>\n\n\t<p><strong>Devotion (Ex):<\/strong> A companion&#39;s devotion to its master is so complete that it gains a +4 morale bonus on Will saves against enchantment spells and effects.<\/p>\n\n\t<p><strong>Improved Speed (Ex):<\/strong> The companion&#39;s base land speed increases by 10 feet.<\/p>\n\n\t<p><strong>Spell Resistance (Su)<\/strong>: A companion&#39;s spell resistance equals its master&#39;s healer level +5.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th colspan=2>Alternative Celestial Companions <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Level -4 <\/td>\n\t\t\t<td> Lammasu, Gynosphinx, Water Naga <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Level -8 <\/td>\n\t\t\t<td> Androsphinx, Couatl <\/td>\n\t\t<\/tr>\n\t<\/table><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th colspan=10>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>0th <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t\t<th>6th <\/th>\n\t\t\t<th>7th <\/th>\n\t\t\t<th>8th <\/th>\n\t\t\t<th>9th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Healing Hands <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Skill Focus (Heal) <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; \/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Cleanse Paralysis <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Cleanse Disease <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Cleanse Fear <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Cleanse Poison <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Effortless Healing <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Unicorn Companion <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Cleanse Blindness <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Cleanse Spirit <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Cleanse Petrification <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> New Limb <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> New Life <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Miniatures Handbook 8<\/h5>","reference":"Usergen"},{"id":10076,"name":"Marshal","type":"base","alignment":"Any","hit_die":"8","full_text":"<div topic='titel'><p><h3>Marshal<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Marshals are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).<\/p>\n\n\t<p><strong>Auras (Ex):<\/strong> The marshal exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The marshal may project one minor aura and (starting at 2nd level) one major aura at a time.<br \/>Projecting an aura is a swift action. The aura remains in effect until the marshal uses a free action to dismiss it or activates another aura of the same kind (major or minor). A marshal can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the marshal takes his first turn.<\/p>\n\n\t<p>Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A marshal sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best.<br \/>Unless otherwise noted, a marshal&#39;s aura affects all allies within 60 feet (including himself) who can hear the marshal. An ally must have an Intelligence score of 3 or higher and be able to understand the marshal&#39;s language to gain the bonus. A marshal&#39;s aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies.<br \/>A marshal begins play knowing one minor aura of his choice. As his marshal level increases, he gains access to new auras.<\/p>\n\n\t<p>All bonuses granted by a marshal&#39;s auras are circumstance bonuses that do not stack with each other.<\/p>\n\n\t<p><strong>Minor Aura:<\/strong> A minor aura lets allies add the marshal&#39;s Charisma bonus (if any) to certain rolls.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Minor Aura <\/th>\n\t\t\t<th>Effect <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Accurate Strike <\/td>\n\t\t\t<td> Bonus on rolls made to confirm critical hits <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Art of War <\/td>\n\t\t\t<td> Bonus on disarm, trip, bull rush, and sunder attempts <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Demand Fortitude <\/td>\n\t\t\t<td> Bonus on Fortitude saves <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Determined Caster <\/td>\n\t\t\t<td> Bonus on rolls to overcome spell resistance <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Force of Will <\/td>\n\t\t\t<td> Bonus on Will saves <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Master of Opportunity <\/td>\n\t\t\t<td> Bonus to Armor Class against attacks of opportunity <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Master of Tactics <\/td>\n\t\t\t<td> Bonus on damage rolls when flanking <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Motivate Charisma <\/td>\n\t\t\t<td> Bonus on Charisma checks and Charisma-based skill checks <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Motivate Constitution <\/td>\n\t\t\t<td> Bonus on Constitution checks and Constitution-based skill checks <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Motivate Dexterity <\/td>\n\t\t\t<td> Bonus on Dexterity checks, Dexterity-based skill checks, and initiative checks <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Motivate Intelligence <\/td>\n\t\t\t<td> Bonus on Intelligence checks and Intelligence-based skill checks <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Motivate Strength <\/td>\n\t\t\t<td> Bonus on Strength checks and Strength-based skill checks <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Motivate Wisdom <\/td>\n\t\t\t<td> Bonus on Wisdom checks and Wisdom-based skill checks <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Over the Top <\/td>\n\t\t\t<td> Bonus on damage rolls when charging <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Watchful Eye <\/td>\n\t\t\t<td> Bonus on Reflex saves <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Major Aura:<\/strong> Beginning at 2nd level, a marshal can project a major aura in addition to his minor aura. A major aura lets allies add +1 to certain rolls. This bonus improves by +1 at 7th, 14th, and 20th level.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Major Aura <\/th>\n\t\t\t<th>Effect <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Hardy Soldiers <\/td>\n\t\t\t<td> The marshal&#39;s allies gain damage reduction equal to the amount of bonus the aura provides. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Motivate Ardor <\/td>\n\t\t\t<td> Bonus on damage rolls <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Motivate Attack <\/td>\n\t\t\t<td> Bonus on melee attack rolls <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Motivate Care <\/td>\n\t\t\t<td> Bonus to Armor Class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Motivate Urgency <\/td>\n\t\t\t<td> Allies&#39; base land speed is increased by a number of feet equal to 5 x the amount of bonus the aura provides. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Resilient Troops <\/td>\n\t\t\t<td> Bonus on all saves <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Steady Hand <\/td>\n\t\t\t<td> Bonus on ranged attack rolls <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Skill Focus (Diplomacy):<\/strong> Because a marshal has a way with people, he gains this feat as a bonus feat. If the marshal already has the feat, he can choose a different one.<\/p>\n\n\t<p><strong>Grant Move Action (Ex):<\/strong> Starting at 4th level, a marshal can direct and motivate his allies to act immediately. Once per day, as a standard action, he may grant an extra move action to any or all of his allies within 30 feet (but not to himself). Each of the affected allies takes this extra move action immediately, acting in their current initiative order.<br \/>This extra action does not affect the allies&#39; initiative count; the round continues normally after the marshal&#39;s turn is over. (This may mean, for example, that an ally whose initiative count immediately follows the marshal&#39;s may get an extra move action from the marshal, followed directly by a full round worth of actions on the ally&#39;s turn.)<\/p>\n\n\t<p>At 8th level, a marshal gains the ability to grant an extra move action to his allies twice per day. The frequency increases to three times per day at 12th level, four times per day at 16th level, and five times per day at 20th level.<br \/>A character can take only one extra move action per round. (In other words, two marshals can&#39;t use this ability on the same ally in the same round.) If an ally chooses not to take the extra move action, it is lost<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th>Base Attack Bonus <\/th>\n\t\t\t<th>Fort Save <\/th>\n\t\t\t<th>Reflex Save <\/th>\n\t\t\t<th>Will Save <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Minor Auras Known <\/th>\n\t\t\t<th>Major Auras Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Skill Focus (Diplomacy), minor aura <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Major aura +1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Grant move action 1\/day <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Major aura +2 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Grant move action 2\/day <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11 <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12 <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Grant move action 3\/day <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13 <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14 <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Major Aura +3 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15 <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16 <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> Grant move action 4\/day <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17 <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18 <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19 <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20 <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> Grant move action 5\/day, major aura +4 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Miniatures Handbook 11<\/h5>","reference":"Usergen"},{"id":10077,"name":"Warmage","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Warmage<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Miniatures Handbook 14<\/h5>","reference":"Usergen"},{"id":10078,"name":"Psionic Artificer","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Psionic Artificer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Magic of Eberron 42<\/h5>","reference":"Usergen"},{"id":10079,"name":"Incarnate","type":"base","alignment":"Neutral good, neutral evil, lawful neutral, or chaotic neutral","hit_die":"6","full_text":"<div topic='titel'><p><h3>Incarnate<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Neutral good, neutral evil, lawful neutral, or chaotic neutral.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>You embody the alignment ideal that you hold most dear (good, evil, law, or chaos): not only its principles and tenets, but also its underlying nature. Incarnates of different alignments have different methods of fighting and different strengths in combat&#8212;good incarnates emphasize protection and resistance, while chaotic incarnates use speed to best their foes. Lawful incarnates favor skill and accuracy in melee combat, while evil incarnates strive to do the most damage possible to their foes. These principles carry through your abilities, including the physical changes you undergo as you meld more and more incarnum to your soul.<\/p>\n\n\t<p><strong>Weapon and Armor Proficiency<\/strong>: You are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).<\/p>\n\n\t<p><strong>Meldshaping<\/strong>: An incarnate&#39;s primary ability is shaping incarnum soulmelds, which are drawn from the incarnate soulmeld list (page 54). You know and can shape any soulmeld from this list (but see Aligned Soulmelds, below).<\/p>\n\n\t<p>The Difficulty Class for a saving throw against an incarnate soulmeld is 10 + number of points of essentia invested in the soulmeld + your Wisdom modifier. Your meldshaper level is equal to your incarnate level.<\/p>\n\n\t<p>An incarnate can shape only a certain number of soulmelds per day. Your base daily allotment is given on Table 2&#8212;2: The Incarnate. The maximum number of soulmelds that you can have shaped simultaneously is equal to your Constitution score minus 10 or the number of soulmelds allowed for your level, whichever is lower. At 1st level, you can shape two soulmelds at a time (assuming you have a Constitution score of at least 12). As you advance in level, you can shape an increasing number of soulmelds.<\/p>\n\n\t<p>At 1st level, you also gain access to your personal pool of essentia, which can be invested into your soulmelds to increase their power. Your essentia pool&#39;s size is shown on Table 2&#8212;2: The Incarnate. Your character level, as noted on Table 2&#8212;1: Essentia Capacity, determines the maximum quantity of essentia that you can invest in any single soulmeld. As a swift action, you can reallocate your essentia investments in your soulmelds every round (see Essentia, page 50).<\/p>\n\n\t<p>An incarnate does not study or prepare soulmelds in advance, but must have a good night&#39;s rest and must meditate for 1 hour to shape his soulmelds for the day (see Shaping Soulmelds, page 49).<\/p>\n\n\t<p><strong>Aligned Soulmelds<\/strong>: You cannot shape soulmelds with an alignment descriptor that does not match your own. For example, if you are a good incarnate, you cannot shape soulmelds with the chaotic, lawful, or evil descriptors.<\/p>\n\n\t<p><strong>Chakra Binds<\/strong>: Beginning at 2nd level, you can bind your soulmelds to your chakras, granting you new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra (see Chakras , page 50), so that you cannot also benefit from a magic item worn on the body slot associated with that chakra.<\/p>\n\n\t<p>The number of chakra binds that you can have active at any one time depends on your level (see the Chakra Binds column on Table 2&#8212;2: The Incarnate). At 2nd level, you can bind a soulmeld to your crown chakra. Beginning at 4th level, you can bind soulmelds to your feet or hands chakras. At 9th level, you can bind soulmelds to your arms, brow, or shoulders chakras. At 14th level, you can bind soulmelds to your throat or waist chakras. At 16th level, you can bind a soulmeld to your heart chakra, and at 19th level you can bind a soulmeld to your soul chakra.<\/p>\n\n\t<p>For more information on chakra binds, see page 51.<\/p>\n\n\t<p><strong>Aura (Ex)<\/strong>: You have a particularly powerful aura corresponding to your alignment (see the <em>detect evil<\/em> spell). The power of your aura is equal to your incarnate level, just like the aura of a cleric.<\/p>\n\n\t<p>Similarly, your soulmelds always radiate good, evil, law, or chaos (according to your alignment) as though they were aligned magic items with a caster level equal to your class level.<\/p>\n\n\t<p><strong>Detect Opposition (Sp)<\/strong>: At will, you can attempt to detect the presence of creatures whose alignment is opposite your own. This ability works like the <a href=\/spells\/players-handbook-v35--6\/detect-evil--2486\/><em>detect evil<\/em><\/a> spell, except that it detects the specific alignment opposed to your own. For example, a good incarnate can detect evil, while a chaotic incarnate can detect law.<\/p>\n\n\t<p><strong>Expanded Soulmeld Capacity (Ex)<\/strong>: Incarnates are specially gifted in their ability to invest essentia into soulmelds. At 3rd level and again at 15th level, the essentia capacity of your soulmelds increases by 1, superseding the number on Table 2&#8212;1. This only applies to soulmelds, not to feats, class features, or other abilities that allow essentia investment.<\/p>\n\n\t<p><strong>Incarnum Radiance (Su)<\/strong>: As an incarnate, you fuse incarnum with your very soul. You can tap into your incarnum-fused soul to activate a visible radiant aura of power, granting you an increase in a particular area of prowess. You can activate this ability as a free action once per day at 3rd level, twice per day at 8th level, and one additional time per day for every five levels gained thereafter (3\/day at 13th level and 4\/day at 18th). This effect lasts for a number of rounds equal to 3 + your Constitution modifier (minimum 1 round).<\/p>\n\n\t<p><em>Good<\/em>: Your body shines with silvery light. You gain a +1 bonus to AC; this bonus improves by 1 for every five levels gained (+2 at 5th level, +3 at 10th, +4 at 15th, and +5 at 20th level).<\/p>\n\n\t<p><em>Evil<\/em>: An ash-gray aura surrounds you. You gain a +2 bonus on melee damage rolls; this bonus improves by 2 for every five levels gained (+4 at 5th level, +6 at 10th, +8 at 15th, and +10 at 20th level).<\/p>\n\n\t<p><em>Lawful<\/em>: You glow with a blood-red corona. You gain a +1 bonus on melee attack rolls; this bonus improves by 1 for every five levels gained (+2 at 5th level, +3 at 10th, +4 at 15th, and +5 at 20th level).<\/p>\n\n\t<p><em>Chaotic<\/em>: A faint green nimbus surrounds your body. You gain a 10-foot increase to your base land speed. This is considered a bonus. This increase improves by 10 feet for every five levels gained (+20 at 5th level, +30 at 10th, +40 at 15th, and +50 at 20th level).<\/p>\n\n\t<p><strong>Rapid Meldshaping (Su)<\/strong>: As your ability to channel incarnum into soulmelds increases, you learn to shape a small number of soulmelds instantly. Starting at 5th level, once per day you can unshape one of your existing soulmelds and immediately shape another soulmeld. This process requires a full-round action and provokes attacks of opportunity. The soulmeld that you shape cannot be bound to a chakra, even if the soulmeld that you unshape was bound to a chakra.<\/p>\n\n\t<p>You can use this ability twice per day at 11th level and three times per day at 17th.<\/p>\n\n\t<p><strong>Share Incarnum Radiance (Su)<\/strong>: As you gain control over your powers of incarnum, you learn to share the effect of your incarnum radiance with nearby allies who share at least some of your morals or ethics. Beginning at 7th level, when you activate your incarnum radiance (see above) you can choose for its benefit to also affect all allies within 30 feet of you. Any ally who moves more than 30 feet from you loses the benefit until he returns within range.<\/p>\n\n\t<p>If you share your incarnum radiance with allies in this fashion, you become fatigued at the end of the power&#39;s duration (this fatigue fades in 10 minutes). You must make this choice at the time the radiance is activated.<\/p>\n\n\t<p>Allies who do not share your alignment cause cannot gain the benefit of your incarnum radiance. For example, a good incarnate&#39;s incarnum radiance benefit cannot be shared with allies who are not good.<\/p>\n\n\t<p>Beginning at 17th level, sharing your incarnum radiance with allies does not fatigue you.<\/p>\n\n\t<p><strong>Perfect Meldshaper (Su)<\/strong>: At 20th level, you gain the ability to flood your body with incarnum for a brief period of time. As a free action that does not provoke attacks of opportunity, you can increase the amount of essentia invested in each of the incarnate soulmelds that you currently have shaped to the maximum essentia capacity of that soulmeld. This total will be greater than the amount of essentia normally available to you. This ability lasts for a number of rounds equal to 3 + your Wisdom modifier. During this duration, you can&#39;t reallocate essentia from your incarnate soulmelds. You can use this ability once per day.<\/p>\n\n\t<p><strong>True Incarnation (Su)<\/strong>: When you reach 20th level, the process of merging incarnum with your flesh is complete, and you are transformed into a new type of creature. You gain the outsider type, as well as the alignment subtype corresponding to your incarnate cause. Both your natural and weapon attacks are henceforth treated as having the alignment of that subtype for the purpose of overcoming damage reduction.<\/p>\n\n\t<h4>Ex-Incarnates<\/h4>\n\n\t<p>If you change alignment, you lose most of your class abilities, unless your new alignment is compatible with the incarnate class. If it is not, you lose your aura, <em>detect opposition<\/em>&quot;, incarnate radiance, and meldshaping abilities. You may not progress any further in levels as an incarnate. You regain all your abilities and advancement potential if you return to your previous alignment and receive an <a href=\/spells\/players-handbook-v35--6\/atonement--2304\/><em>atonement<\/em><\/a> spell. If your alignment shift still qualifies you for the class&#8212;a fall from neutral good to neutral evil, for example&#8212;you retain your incarnate levels and your class features change to match your new alignment.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th> Soulmelds <\/th>\n\t\t\t<th>Essentia <\/th>\n\t\t\t<th>Chakra Binds <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Aura, <em>detect opposition<\/em> <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Chakra bind (crown) <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Expanded soulmeld capacity +1, incarnum radiance 1\/day <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Chakra binds (feet, hands) <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Rapid meldshaping 1\/day <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Share incarnum radiance <\/td>\n\t\t\ttd> 5 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Incarnum radiance 2\/day <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Chakra binds (arms, brow, shoulders) <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Rapid meldshaping 2\/day <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 11 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 12 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Incarnum radiance 3\/day <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 13 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Chakra binds (throat, waist) <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 14 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Expanded soulmeld capacity +2 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 16 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> Chakra bind (heart) <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 18 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> Rapid meldshaping 3\/day, share incarnum radiance (no fatigue) <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 20 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> Incarnum radiance 4\/day <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 22 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> Chakra bind (soul) <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 24 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> Perfect meldshaper, true incarnation <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 26 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Magic of Incarnum 20<\/h5>","reference":"Usergen"},{"id":10080,"name":"Soulborn","type":"base","alignment":"Lawful good, chaotic good, lawful evil, or chaotic evil","hit_die":"10","full_text":"<div topic='titel'><p><h3>Soulborn<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful good, chaotic good, lawful evil, or chaotic evil.<\/p><\/div><div topic='STARTING_GOLD' level='8'><p><b>Starting gold:<\/b> 6d4 x 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>A lawful good soulborn adds Diplomacy to the soulborn class skills listed above. A chaotic good soulborn adds Gather Information to the list. A lawful evil soulborn adds Bluff to the list, and a chaotic evil soulborn adds Intimidate to the list.<\/p>\n\n\t<p><strong>Weapon and Armor Proficiency<\/strong>: Soulborns are proficient with all simple and martial weapons, with light, medium, and heavy armor, and with shields (except tower shields).<\/p>\n\n\t<p><strong>Aura (Ex)<\/strong>: As a soulborn, you have a particularly powerful aura corresponding to your alignment (see the detect evil spell for details).<\/p>\n\n\t<p><strong>Smite Opposition (Su)<\/strong>: Once per day you can channel the power of your incarnum-fueled convictions to attempt to smite a foe with a melee attack. You add your Charisma bonus (if any) to your attack roll and deal 1 extra point of damage per soulborn level. These bonuses apply only against creatures whose alignment opposes at least one component of yours&#8212;a lawful good soulborn smites chaotic and evil foes (any creature whose alignment includes either chaos or evil), while a chaotic good soulborn smites lawful and evil foes. If you accidentally smite a creature of the wrong alignment, the smite has no effect, but the ability is still used up for that day.<\/p>\n\n\t<p>At 5th level and every five levels thereafter, you can smite opposition one additional time per day to a maximum of five times per day at 20th level.<\/p>\n\n\t<p><strong>Incarnum Defense (Su)<\/strong>: Your incarnum-fused soul dramatically affects your body and mind. At 2nd level, this manifests as a visible change in your appearance, as well as a particular immunity. The appearance and effects of this fusion depend on your alignment:<\/p>\n\n\t<p><em>Lawful Good<\/em>: Your eyes become orbs of solid gold in color, with no visible pupil or iris. You gain immunity to fear.<\/p>\n\n\t<p><em>Chaotic Good<\/em>: Your irises turn emerald green. You gain immunity to paralysis.<\/p>\n\n\t<p><em>Lawful Evil<\/em>: Your pupils display an unholy red hue. You gain immunity to exhaustion (effects that would cause exhaustion render you fatigued instead).<\/p>\n\n\t<p><em>Chaotic Evil<\/em>: Your eyes become solid orbs of shadowy blackness, with no visible pupil or iris. You gain immunity to any penalty, damage, or drain to your Strength.<\/p>\n\n\t<p><strong>Bonus Feat<\/strong>: At 3rd, 7th, and 11th levels, you gain a bonus incarnum feat (see Chapter 3) for which you meet the prerequisites.<\/p>\n\n\t<p><strong>Meldshaping<\/strong>: Beginning at 4th level, a soulborn gains a limited ability to shape soulmelds, which are drawn from the soulborn soulmeld list (page 56). You know and can shape any soulmeld from this list (but see Aligned Soulmelds, below).<\/p>\n\n\t<p>The Difficulty Class for a saving throw against a soulborn soulmeld is 10 + number of points of essentia invested in the soulmeld + your Constitution modifier. Your meldshaper level is equal to one-half your soulborn level.<\/p>\n\n\t<p>A soulborn can shape only a certain number of soulmelds per day. Your base daily allotment is given on Table 2&#8212;3: The Soulborn. The maximum number of soulmelds that you can have shaped simultaneously is equal to your Constitution score minus 10 or the number of soulmelds on the table, whichever is lower. At 4th level, you can shape one soulmeld at a time (assuming you have a Constitution score of at least 11). As you advance in level, you can shape an increasing number of soulmelds.<\/p>\n\n\t<p>At 6th level, you gain access to your personal pool of essentia, which can be invested into your soulmelds to increase their power. Your essentia pool&#39;s size is shown on Table 2&#8212;3: The Soulborn. Your character level, as noted on Table 2&#8212;1: Essentia Capacity, determines the maximum quantity of essentia that you can invest in any single soulmeld. As a swift action, you can reallocate your essentia investments in your soulmelds every round (see Essentia, page 50).<\/p>\n\n\t<p>A soulborn does not study or prepare soulmelds in advance, but must have a good night&#39;s rest and must meditate for 1 hour to shape her soulmelds for the day (see Shaping Soulmelds, page 49).<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th style=text-align:center; colspan=2>Essentia Capacity <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Character Level <\/th>\n\t\t\t<th>Essentia Capacity <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st-5th <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th-11th <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th-17th <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th-20th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Aligned Soulmelds<\/strong>: You cannot shape soulmelds with an alignment descriptor that does not match your own. For example, if you are a chaotic good soulborn, you cannot shape soulmelds with the lawful or evil descriptors.<\/p>\n\n\t<p><strong>Chakra Binds<\/strong>: Beginning at 8th level, you can bind your soulmelds to your chakras, granting you new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra (see Chakras, page 50), so that you cannot also benefit from a magic item worn on the body slot associated with that chakra.<\/p>\n\n\t<p>The number of chakra binds that you can have active at any one time depends on your level (see the Chakra Binds column on Table 2&#8212;3: The Soulborn). At 8th level, you can bind soulmelds to your crown, feet, or hands chakras. At 14th level, you can bind soulmelds to your arms, brow, and shoulders chakras. At 18th level, you can bind soulmelds to your throat or waist chakras. You never gain the ability to bind a soulmeld to your heart or soul chakras.<\/p>\n\n\t<p>For more information on chakra binds, see page 51.<\/p>\n\n\t<p><strong>Share Incarnum Defense (Su)<\/strong>: Starting at 9th level, once per day you can share your incarnum defense ability with a single ally, providing that character with the same immunity that you enjoy. This requires you to touch the ally to be affected (a standard action). No component of the ally&#39;s alignment may be opposed to yours; for example, a lawful good soulborn can affect creatures of lawful good, neutral good, lawful neutral, or neutral alignment, but cannot share the incarnum defense with a chaotic or evil ally. The effect lasts for a number of rounds equal to 3 + your Charisma modifier.<\/p>\n\n\t<p>You can use this ability one additional time per day for every four levels gained above 9th (2\/day at 13th level and 3\/day at 17th). You can never use this ability on more than one ally at a time; sharing your incarnum defense with a second ally automatically ends the effect on the first.<\/p>\n\n\t<p><strong>Timeless Body (Ex)<\/strong>: Upon attaining 19th level, the presence of incarnum within your body becomes so prevalent that your aging process changes dramatically. You no longer take penalties to your ability scores and cannot be magically aged. Any such penalties that you have already taken, however, remain in place. Bonuses still accrue, penalties continue to apply, and you still die of old age when your time is up.<\/p>\n\n\t<h4>Ex-Soulborns<\/h4>\n\n\t<p>If you change alignment, you lose most of your class abilities unless your new alignment is compatible with the soulborn class. If it is not, you lose your aura, smite opposition, incarnum defense, and meldshaping abilities. You may not progress any further in levels as a soulborn. You regain all your abilities and advancement potential if you return to your previous alignment and receive an atonement spell. If your alignment shift still qualifies you for the class&#8212;a change from lawful evil to lawful good, for example&#8212;you retain your soulborn levels and your class features change to match your new alignment.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=3>&#8212;Meldshaping&#8212; <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Soulmelds <\/th>\n\t\t\t<th>Essentia <\/th>\n\t\t\t<th>Chakra Binds <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Aura, smite opposition 1\/day <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td>+3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Incarnum defense <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Smite opposition 2\/day <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Chakra binds (crown, feet, hands) <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Share incarnum defense 1\/day <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Smite opposition 3\/day <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Share incarnum defense 2\/day <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Chakra binds (arms, brow, shoulders) <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Smite opposition 4\/day <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +16\/+11\/+6\/+1 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td>4 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +17\/+12\/+7\/+2 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Share incarnum defense 3\/day <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +18\/+13\/+8\/+3 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Chakra binds (throat, waist) <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +19\/+14\/+9\/+4 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Timeless body <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +20\/+15\/+10\/+5 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Smite opposition 5\/day <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Magic of Incarnum 25<\/h5>","reference":"Usergen"},{"id":10081,"name":"Totemist","type":"base","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Totemist<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='STARTING_GOLD' level='8'><p><b>Starting gold:<\/b> 2d4x10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: You are proficient with all simple weapons, with light armor, and with shields (except tower shields).<\/p>\n\n\t<p><strong>Meldshaping<\/strong>: A totemist&#39;s primary ability is shaping incarnum soulmelds, which are drawn from the totemist soulmeld list (page 58). You know and can shape any soulmeld from this list. Unlike the aligned forces of an incarnate&#39;s melds, your soulmelds channel the bestial spirits of nature.<\/p>\n\n\t<p>The Difficulty Class for a saving throw against a totemist soulmeld is 10 + number of points of essentia invested in the soulmeld + your Constitution modifier. Your meldshaper level is equal to your totemist level.<\/p>\n\n\t<p>A totemist can shape only a certain number of soulmelds per day. Your base daily allotment is given on Table 2&#8212;4: The Totemist. The maximum number of soulmelds that you can have shaped simultaneously is equal to your Constitution score minus 10 or the number of soulmelds on the table, whichever is lower. At 1st level, you can shape two soulmelds at a time (assuming you have a Constitution score of at least 12). As you advance in level, you can shape an increasing number of soulmelds.<\/p>\n\n\t<p>At 1st level, you also gain access to your personal pool of essentia, which can be invested into your soulmelds to increase their power. Your essentia pool&#39;s size is shown on Table 2&#8212;4: The Totemist. Your character level, as noted on Table 2&#8212;1: Essentia Capacity, determines the maximum quantity of essentia that you can invest in any single soulmeld. As a swift action, you can reallocate your essentia investments in your soulmelds every round (see Essentia, page 50).<\/p>\n\n\t<p>A totemist does not study or prepare soulmelds in advance, but must have a good night&#39;s rest and must meditate for 1 hour to shape his soulmelds for the day (see Shaping Soulmelds, page 49).<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th style=text-align:center; colspan=2>Essentia Capacity <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Character Level <\/th>\n\t\t\t<th>Essentia Capacity <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st-5th <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th-11th <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th-17th <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th-20th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Chakra Binds<\/strong>: Beginning at 2nd level, you can bind your soulmelds to your chakras, granting you new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra (see Chakras, page 50), so that you cannot also benefit from a magic item worn on the body slot associated with that chakra.<\/p>\n\n\t<p>The number of chakra binds that you can have active at any one time depends on your level (see the Chakra Binds column on Table 2&#8212;4: The Totemist). At 2nd level, you can bind a soulmeld to your totem chakra (see below). Beginning at 5th level, you can bind soulmelds to your crown, feet, or hands chakras. At 9th level, you can bind soulmelds to your arms, brow, or shoulders chakras. At 14th level, you can bind soulmelds to your throat or waist chakras. At 17th level, you can bind a soulmeld to your heart chakra. You never gain the ability to bind a soulmeld to your soul chakra.<\/p>\n\n\t<p>For more information on chakra binds, see page 51.<\/p>\n\n\t<p><strong>Totem Chakra Bind<\/strong>: At 2nd level, you gain access to a unique chakra: the totem chakra. This chakra is not associated with any location on the body, but rather represents your connection to the wild soul energy of nature, embodied in the magical beasts of the world. When you bind a soulmeld to your totem chakra, you take on characteristics of the creature represented by the meld&#8212;usually involving a limited physical transformation. Since the totem chakra doesn&#39;t match a body location, binding a soulmeld to this chakra doesn&#39;t restrict your use of magic items that take up a body location.<\/p>\n\n\t<p>Any soulmeld bound to your totem chakra has an essentia capacity 1 higher than the normal capacity for your soulmelds. For example, a 2nd-level totemist can invest up to 2 points of essentia in any soulmeld bound to his totem chakra bind (rather than the normal limit of 1 points of essentia). At 15th level, the capacity of any soulmeld bound to your totem chakra increases by an additional point (meaning that a 15th-level totemist could invest up to 5 points of essentia in that soulmeld).<\/p>\n\n\t<p>At 6th level, the effective meldshaper level of a soulmeld you have bound to your totem chakra is equal to your actual meldshaper level +1. The primary effect of this benefit is to make that soulmeld harder to unshape.<\/p>\n\n\t<p>At 11th level, you gain the ability to bind a single soulmeld to your totem chakra and to another chakra at the same time. You gain the special benefits of both chakra binds.<\/p>\n\n\t<p><strong>Wild Empathy (Ex)<\/strong>: As the druid class ability; see page 35 of the Player&#39;s Handbook. You gain a +4 bonus on wild empathy checks made to inf uence the reactions of magical beasts of the same kind as the beast associated with the soulmeld bound to your totem chakra. Thus, if you have a basilisk mask bound to your totem chakra, you gain the bonus on checks made to influence basilisks.<\/p>\n\n\t<p><strong>Illiteracy<\/strong>: Like barbarians, totemists do not begin the game knowing how to read and write. You can spend 2 skill points to gain the ability to read and write all languages you are able to speak.<\/p>\n\n\t<p>If you gain a level in any other class (except barbarian), you automatically gain literacy. A barbarian who gains a totemist level remains illiterate. Any other character who gains a totemist level does not lose the literacy he or she already had.<\/p>\n\n\t<p><strong>Totem&#39;s Protection (Ex)<\/strong>: At 3rd level, you gain a +4 bonus on saving throws against the supernatural abilities of magical beasts.<\/p>\n\n\t<p><strong>Rebind Totem Soulmeld (Su)<\/strong>: As your link to your totem chakra strengthens, you learn to shift the ties that bind your soulmelds. Starting at 8th level, once per day you can unbind a soulmeld from your totem chakra and bind a different meld to that chakra, as long as the new meld is one you already have shaped. This requires a full-round action and provokes attacks of opportunity.<\/p>\n\n\t<p>You can use this ability one additional time for every four levels gained above 8th (2\/day at 12th level, 3\/day at 16th, and 4\/day at 20th).<\/p>\n\n\t<p><strong>Totem Embodiment (Su)<\/strong>: At 20th level, you gain the ability to temporarily link your body and soul to your totem chakra. This greatly enhances the power of essentia invested in soulmelds bound to that chakra. For the duration of this ability, your normal essentia capacity of any soulmeld bound to your totem chakra is doubled. Every point of essentia invested in a soulmeld bound to your totem chakra counts as 2 points of essentia.<\/p>\n\n\t<p>Activating this ability is a free action that does not provoke attacks of opportunity. It can be used once per day and lasts for a number of minutes equal to your Constitution bonus (minimum 1).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th>Bonus <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Soulmelds <\/th>\n\t\t\t<th>Essentia <\/th>\n\t\t\t<th>Chakra Binds <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Wild empathy, illiteracy <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Totem chakra bind (+1 capacity) <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Totem&#39;s protection <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Chakra binds (crown, feet, hands) <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Totem chakra bind (+1 meldshaper level) <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Rebind totem soulmeld 1\/day <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Chakra binds (arms, brow, shoulders) <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Totem chakra bind (double bind) <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Rebind totem soulmeld 2\/day <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Chakra binds (throat, waist) <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 11 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Totem chakra bind (+2 capacity) <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 12 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Rebind totem soulmeld 3\/day <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 13 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Chakra bind (heart) <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 14 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 16 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 18 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Totem embodiment, rebind totem soulmeld 4\/day <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 20 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Magic of Incarnum 29<\/h5>","reference":"Usergen"},{"id":10082,"name":"Samurai","type":"base","alignment":"Any lawful","hit_die":"10","full_text":"<div topic='titel'><p><h3>Samurai<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any lawful.<\/p><\/div><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Ancestral daisho <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus feat<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 \/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Bonus feat<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +16\/+11\/+6\/+1 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +17\/+12\/+7\/+2 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +18\/+13\/+8\/+3 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +19\/+14\/+9\/+4 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +20\/+15\/+10\/+5 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Oriental Adventures 20<\/h5>","reference":"Usergen"},{"id":10083,"name":"Shaman","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Shaman<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Oriental Adventures 22<\/h5>","reference":"Usergen"},{"id":10084,"name":"Shugenja","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Shugenja<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Oriental Adventures 24<\/h5>","reference":"Usergen"},{"id":10085,"name":"Sohei","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Sohei<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Oriental Adventures 27<\/h5>","reference":"Usergen"},{"id":10086,"name":"Wu Jen","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Wu Jen<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Oriental Adventures 30<\/h5>","reference":"Usergen"},{"id":10087,"name":"Barbarian","type":"base","alignment":"","hit_die":"12","full_text":"<div topic='titel'><p><h3>Barbarian<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 12.<\/p><\/div><div topic='STARTING_GOLD' level='8'><p><b>Starting gold:<\/b> 4d4 x 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>All of the following are class features of the barbarian.<\/p>\n\n\t<p><strong>Weapon and Armor Proficiency:<\/strong> A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).<\/p>\n\n\t<p><strong>Fast Movement (Ex):<\/strong> A barbarian&#39;s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian&#39;s speed because of any load carried or armor worn. For example, a human barbarian has a speed of 40 feet, rather than 30 feet, when wearing light or no armor. When wearing medium armor or carrying a medium load, his speed drops to 30 feet. A halfling barbarian has a speed of 30 feet, rather than 20 feet, in light or no armor. When wearing medium armor or carrying a medium load, his speed drops to 20 feet.<\/p>\n\n\t<p><strong>Illiteracy:<\/strong> Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak.<\/p>\n\n\t<p>A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had.<\/p>\n\n\t<p><strong>Rage (Ex):<\/strong> A barbarian can fly into a screaming blood frenzy a certain number of times per day. In a rage, a barbarian gains phenomenal strength and durability but becomes reckless and less able to defend himself. He temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a &#8212;2 penalty to Armor Class.<\/p>\n\n\t<p>The increase in Constitution increases the barbarian&#39;s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are; see Temporary Hit Points, page 146.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character&#39;s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (&#8212;2 penalty to Strength, &#8212;2 penalty to Dexterity, can&#39;t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below).<\/p>\n\n\t<p>A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action (see Initiative, page 136), not in response to someone else&#39;s action. A barbarian can&#39;t, for example, fly into a rage when struck down by an arrow in order to get the extra hit points from the increased Constitution, although the extra hit points would be of benefit if he had gone into a rage earlier in the round, before the arrow struck.<\/p>\n\n\t<p><strong>Uncanny Dodge (Ex):<\/strong> At 2nd level, a barbarian gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.<\/p>\n\n\t<p>If a barbarian already has uncanny dodge from a different class (a barbarian with at least four levels of rogue, for example), he automatically gains improved uncanny dodge (see below) instead.<\/p>\n\n\t<p><strong>Trap Sense (Ex):<\/strong> Starting at 3rd level, a barbarian has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.<\/p>\n\n\t<p><strong>Improved Uncanny Dodge (Ex):<\/strong> At 5th level and higher, a barbarian can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels.<\/p>\n\n\t<p>If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.<\/p>\n\n\t<p><strong>Damage Reduction (Ex):<\/strong> At 7th level, a barbarian gains the ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.<\/p>\n\n\t<p><strong>Greater Rage (Ex):<\/strong> At 11th level, a barbarian&#39;s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at &#8212;2.<\/p>\n\n\t<p><strong>Indomitable Will (Ex):<\/strong> While in a rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.<\/p>\n\n\t<p><strong>Tireless Rage (Ex):<\/strong> At 17th level and higher, a barbarian no longer becomes fatigued at the end of his rage.<\/p>\n\n\t<p><strong>Mighty Rage (Ex):<\/strong> At 20th level, a barbarian&#39;s bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at &#8212;2.<\/p>\n\n\t<h4>Ex-Barbarians<\/h4>\n\n\t<p>A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian. He retains all the other benefits of the class (damage reduction, fast movement, trap sense, and uncanny dodge).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Fast movement, illiteracy, rage 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Uncanny dodge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Trap sense +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Rage 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Improved uncanny dodge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Trap sense +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Damage reduction 1\/&#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Rage 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Trap sense +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Damage reduction 2\/&#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Greater rage <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Rage 4\/day, trap sense +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Damage reduction 3\/&#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Indomitable will <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Trap sense +5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +16\/+11\/+6\/+1 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Damage reduction 4\/&#8212;, rage 5\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +17\/+12\/+7\/+2 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Tireless rage <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +18\/+13\/+8\/+3 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Trap sense +6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +19\/+14\/+9\/+4 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Damage reduction 5\/&#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +20\/+15\/+10\/+5 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Mighty rage, rage 6\/day <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Player's Handbook v.3.5 24<\/h5>","reference":"Usergen"},{"id":10088,"name":"Bard","type":"base","alignment":"Any Nonlawful","hit_die":"6","full_text":"<div topic='titel'><p><h3>Bard<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any Nonlawful.<\/p><\/div><div topic='STARTING_GOLD' level='8'><p><b>Starting gold:<\/b> 4d4 x 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>All of the following are class features of the bard.<\/p>\n\n\t<p><strong>Weapon and Armor Proficiency:<\/strong> A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficient with light armor and shields (except tower shields). <\/p>\n\n\t<p>Because the somantic components required for bard spells are relatively simple, a bard can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a bard wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th><\/th>\n\t\t\t<th style=text-align:center; colspan=7>Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th>0th <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t\t<th>6th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 2 <sup>1<\/sup> <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <sup>1<\/sup> <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <sup>1<\/sup> <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <sup>1<\/sup> <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <sup>1<\/sup> <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <sup>1<\/sup> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td colspan=8><sup>1<\/sup> Provided the bard has a high enough Charisma score to have a bonus spell of this level <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Spells:<\/strong> A bard casts arcane spells (the same type of spells available to sorcerers and wizards), which are drawn from the bard spell list (page 181). He can cast any spell he knows without preparing it ahead of time the way a wizard or cleric must (see below). Every bard spell has a verbal component (singing, reciting, or music). <\/p>\n\n\t<p>To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 fro 1st-level spells and so forth). The Difficulty Class for a saving throw against a bard&#39;s spell is 10 + the spell level + the bard&#39;s Charisma modifier.<\/p>\n\n\t<p>Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: 3-4 The Bard. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1-1: Ability Modifiers and Bonus Spells, page 8). When Table 3-4 indicates that the bard gets 0 spells per day of a given spell level (for instance 1st-level spells for a 2nd-level bard), he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.<\/p>\n\n\t<p>The bard&#39;s selection of spells is extremely limited. A bard begins play knowing four 0-level spells (all called cantrips) of your choice. At most new bard levels, he gains one or more new spells, as indicated on Table 3-5: Bard Spell Known.  (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score; the numbers on Table 3-5 are fixed.)<\/p>\n\n\t<p>Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard &quot;loses&quot; the old spell in exchange for the new one. The new spell&#39;s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level bard spell the bard can cast. For instance, upon reaching 5th-level, a bard could trade in a single 0-level spell (two levels lower than the highest level he can cast, which is 2nd) for a different 0-level spell. At 8t level, he could trade in a single 0-level or 1st-level spell (since he can now cast 3rd-level bard spells) for a different spell of the same level. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.<\/p>\n\n\t<p>As noted above, a bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell&#39;s level.  For example, at 1st level, Gimble the bard can cast two 0-level spells per day for being 1st level (see Table 3-4: The Bard).  However, knows four 0-level spells: <a href=\/spells\/players-handbook-v35--6\/detect-magic--2489\/>detect magic<\/a>, <a href=\/spells\/players-handbook-v35--6\/ghost-sound--2670\/>ghost sound<\/a>, <a href=\/spells\/players-handbook-v35--6\/light--2629\/>light<\/a>, and <a href=\/spells\/players-handbook-v35--6\/read-magic--2511\/>read magic<\/a> (see Table 3-5: Bard Spell Known).  Thus on any given day, he can cast some combination of those four spells a total of two times.  He does not have to decide ahead of time which spells he can cast.<\/p>\n\n\t<p><strong>Bardic Knowledge:<\/strong> A bard picks up a lot of stray knowledge while wondering the land and learning stories from other bards.  He may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>DC <\/th>\n\t\t\t<th>  <\/th>\n\t\t\t<th>  <\/th>\n\t\t\t<th>Type of Knowledge <\/th>\n\t\t\t<th>Examples          <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td>   <\/td>\n\t\t\t<td>   <\/td>\n\t\t\t<td> Common, known by at least a substantial minority of the local population. <\/td>\n\t\t\t<td> A local mayor&#39;s reputation for drinking; common legends about powerful places of mystery. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20 <\/td>\n\t\t\t<td>   <\/td>\n\t\t\t<td>   <\/td>\n\t\t\t<td> Uncommon but available, known by only a few people in the area. <\/td>\n\t\t\t<td> Local priest&#39;s shady past; legends about a powerful magical item. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 25 <\/td>\n\t\t\t<td>   <\/td>\n\t\t\t<td>   <\/td>\n\t\t\t<td> Obscure, known by a few, hard to come by. <\/td>\n\t\t\t<td> A knights family history; legends about a minor place of mystery or magic item. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 30 <\/td>\n\t\t\t<td>   <\/td>\n\t\t\t<td>   <\/td>\n\t\t\t<td> Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don&#39;t understand the significance of the knowledge. <\/td>\n\t\t\t<td> A mighty wizard&#39;s childhood nickname; the history of a petty magical item. <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random. <\/p>\n\n\t<p><strong>Bardic Music:<\/strong> Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.<\/p>\n\n\t<p>Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn&#39;t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component (see Components, page 174), a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.<\/p>\n\n\t<p><em>Countersong (Su)<\/em>: A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack (such as <a href=\/spells\/players-handbook-v35--6\/sound-burst--2650\/>sound burst<\/a> or <a href=\/spells\/players-handbook-v35--6\/command--2536\/>command<\/a> spell) may use the bard&#39;s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard&#39;s Perform check result for the save. Countersong has no effect against effects that don&#39;t allow saves. The bard may keep up the countersong for 10 rounds.<\/p>\n\n\t<p><em>Fascinate (Sp)<\/em>:  A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.<\/p>\n\n\t<p>To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature&#39;s Will save against the effect. If a creature&#39;s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.  Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. <em>Fascinate<\/em> is an enchantment (compulsion), mind-affecting ability.<\/p>\n\n\t<p><em>Inspire Courage (Su)<\/em>:  A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.<\/p>\n\n\t<p><em>Inspire Competence (Su)<\/em>: A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally. Depending on the task the ally has at hand, the bard may use his bardic music to lift the ally&#39;s spirits, to help him or her focus mentally or in some other way.  The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard&#39;s music. The DM may rule that certain uses of this ability are infeasible &#8212; chanting to make the rogue move more quietly, for example, is self-defeating. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can&#39;t inspire competence in himself. Inspire competence is a mind-affecting ability.<\/p>\n\n\t<p><em>Suggestion (Sp)<\/em>: A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a <a href=\/players-handbook-v35--6\/suggestion--2573\/>suggestion<\/a> (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the bard&#39;s concentration on the <em>fascinate<\/em> effect, nor does it allow a second saving throw against the <em>fascinate<\/em> effect.  Making a <em>suggestion<\/em> doesn&#39;t count against a bard&#39;s daily limit on bardic music performances. A Will saving throw (DC 10 + \u00bd bard&#39;s level + bard&#39;s Cha modifier) negates the effect. This ability affects only a single creature (but see <em>mass suggestion<\/em>, below). <em>Suggestion<\/em> is an enchantment (compulsion), mind-affecting, language dependent ability.<\/p>\n\n\t<p><em>Inspire Greatness (Su)<\/em>:  A bard of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target&#39;s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells such as <a href=\/spells\/players-handbook-v35--6\/sleep--2571\/>sleep<\/a>. Inspire greatness is a mind-affecting ability.<\/p>\n\n\t<p><em>Song of Freedom (Sp)<\/em>:  A bard of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character&#39;s bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A bard can&#39;t use song of freedom on himself.<\/p>\n\n\t<p><em>Inspire Heroics (Su)<\/em>:  A bard of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a bard must sing and an ally must hear the bard sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the bard sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.<\/p>\n\n\t<p><em>Mass Suggestion (Sp)<\/em>:  This ability functions like suggestion, above, except that a bard of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.<\/p>\n\n\t<h4>Ex-Bard<\/h4>\n\n\t<p>A bard who becomes lawful in alignment cannot progress in levels as a bard, though he retains all his bard abilities.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=7>Spells per Day <\/th>\n\t\t\t<td><\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>0th <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t\t<th>6th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bardic music, bardic knowledge, countersong, <em>fascinate<\/em>, inspire courage +1 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Inspire competence <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <em>Suggestion<\/em> <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Inspire courage +2 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Inspire greatness <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Song of freedom <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Inspire courage +3 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Inspire heroics <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> <em>Mass suggestion<\/em> <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> Inspire courage+4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Player's Handbook v.3.5 26<\/h5>","reference":"Usergen"},{"id":10089,"name":"Cleric","type":"base","alignment":"Within one step of deity.  Exception: A cleric can only be neutral if his deity is also nuetral.","hit_die":"8","full_text":"<div topic='titel'><p><h3>Cleric<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Within one step of deity.  Exception: A cleric can only be neutral if his deity is also nuetral..<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>All of the following are class features of the cleric.<\/p>\n\n\t<p><strong>Weapon and Armor Proficiency<\/strong>: Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).<\/p>\n\n\t<p>Every deity has a favored weapon (see Deities, page 106), and his or her clerics consider it a point of pride to wield that weapon. A cleric who chooses the War domain receives the Weapon Focus feat related to that weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category. See Chapter 5: Feats for details.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Deity <\/th>\n\t\t\t<th>Alignment <\/th>\n\t\t\t<th>Domains <\/th>\n\t\t\t<th>Typical Worshipers <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Heironeous, god of valor <\/td>\n\t\t\t<td> Lawful good <\/td>\n\t\t\t<td> Good, Law, War <\/td>\n\t\t\t<td> Paladins, fighters, monks <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Moradin, god of the dwarves <\/td>\n\t\t\t<td> Lawful good <\/td>\n\t\t\t<td> Earth, Good, Law, Protection <\/td>\n\t\t\t<td> Dwarves <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Yondalla, goddess of the halflings <\/td>\n\t\t\t<td> Lawful good <\/td>\n\t\t\t<td> Good, Law, Protection <\/td>\n\t\t\t<td> Halflings <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Ehlonna, goddess of the woodlands <\/td>\n\t\t\t<td> Neutral good <\/td>\n\t\t\t<td> Animal, Good, Plant, <\/td>\n\t\t\t<td> Sun Elves gnomes, half-elves, halflings, rangers, druids <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Garl Glittergold, god of the gnomes <\/td>\n\t\t\t<td> Neutral good <\/td>\n\t\t\t<td> Good, Protection, Trickery <\/td>\n\t\t\t<td> Gnomes <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Pelor, god of the sun <\/td>\n\t\t\t<td> Neutral good <\/td>\n\t\t\t<td> Good, Healing, Strength, Sun <\/td>\n\t\t\t<td> Rangers, bards <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Corellon Larethian, god of the elves <\/td>\n\t\t\t<td> Chaotic good <\/td>\n\t\t\t<td> Chaos, Good, Protection, War <\/td>\n\t\t\t<td> Elves, half-elves, bards <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Kord, god of Strength <\/td>\n\t\t\t<td> Chaotic good <\/td>\n\t\t\t<td> Chaos, Good, Luck, Strength <\/td>\n\t\t\t<td> Fighters, barbarians, rogues, athletes <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Wee Jas, goddess of death and magic <\/td>\n\t\t\t<td> Lawful neutral <\/td>\n\t\t\t<td> Death, Law, Magic <\/td>\n\t\t\t<td> Wizards, necromancers, sorcerers <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> St. Cuthbert, god of retribution <\/td>\n\t\t\t<td> Lawful neutral <\/td>\n\t\t\t<td> Destruction, Law, Protection, Strength <\/td>\n\t\t\t<td> Fighters, monks, soldiers <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Boccob, god of magic <\/td>\n\t\t\t<td> Neutral <\/td>\n\t\t\t<td> Knowledge, Magic, Trickery <\/td>\n\t\t\t<td> Wizards, sorcerers, sages <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fharlanghn, god of roads <\/td>\n\t\t\t<td> Neutral <\/td>\n\t\t\t<td> Luck, Protection, Travel <\/td>\n\t\t\t<td> Bards, adventurers, merchants <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Obad-Hai, god of nature <\/td>\n\t\t\t<td> Neutral <\/td>\n\t\t\t<td> Air, Animal, Earth, Fire, Plant, Water <\/td>\n\t\t\t<td> Druids, barbarians, rangers <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Olidammara, god of thieves <\/td>\n\t\t\t<td> Chaotic neutral <\/td>\n\t\t\t<td> Chaos, Luck, Trickery <\/td>\n\t\t\t<td> Rogues, bards, thieves <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Hextor, god of tyranny <\/td>\n\t\t\t<td> Lawful evil <\/td>\n\t\t\t<td> Destruction, Evil, Law, War <\/td>\n\t\t\t<td> Evil fighters, monks <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Nerull, god of death <\/td>\n\t\t\t<td> Neutral evil <\/td>\n\t\t\t<td> Death, Evil, Trickery <\/td>\n\t\t\t<td> Evil necromancers, rogues <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Vecna, god of secrets <\/td>\n\t\t\t<td> Neutral evil <\/td>\n\t\t\t<td> Evil, Knowledge, Magic <\/td>\n\t\t\t<td> Evil wizards, sorcerers, rogues, spies <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Erythnul, god of slaughter <\/td>\n\t\t\t<td> Chaotic evil <\/td>\n\t\t\t<td> Chaos, Evil, Trickery, War <\/td>\n\t\t\t<td> Evil fighters, barbarians, rogues <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Gruumsh, god of the orcs <\/td>\n\t\t\t<td> Chaotic evil <\/td>\n\t\t\t<td> Chaos, Evil, Strength, War <\/td>\n\t\t\t<td> Half-orcs, orcs <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Aura (Ex)<\/strong>: A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity&#39;s alignment (see the detect evil spell for details). Clerics who don&#39;t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.<\/p>\n\n\t<p><strong>Spells<\/strong>: A cleric casts divine spells (the same type of spells available to the druid, paladin, and ranger), which are drawn from the cleric spell list (page 183). However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A cleric must choose and prepare his spells in advance (see below). To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a cleric&#39;s spell is 10 + the spell level + the cleric&#39;s Wisdom modifier.<\/p>\n\n\t<p>Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 3&#8212;7: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table 1&#8212;1: Ability Modifiers and Bonus Spells, page 8). A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells, below).<\/p>\n\n\t<p>Clerics do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them through their own strength of faith or as divine inspiration. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Typically, this hour is at dawn or noon for good clerics and at dusk or midnight for evil ones. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list (page 183), provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.<\/p>\n\n\t<p><strong>Deity, Domains, and Domain Spells<\/strong>: Choose a deity for your cleric. Sample deities are listed on Table 3&#8212;7: Deities and described on page 106&#8212;108. The cleric&#39;s deity influences his alignment, what magic he can perform, his values, and how others see him. You may also choose for your cleric to have no deity.<\/p>\n\n\t<p>If the typical worshipers of a deity include the members of a race, a cleric must be of the indicated race to choose that deity as his own. (The god may have occasional worshipers of other races, but not clerics.)<\/p>\n\n\t<p>When you have chosen an alignment and a deity for your cleric, choose two domains from among those given on Table 3&#8212;7 for the deity. While the clerics of a particular religion are united in their reverence for their deity, each cleric emphasizes different aspects of the deity&#39;s interests. You can select an alignment domain (Chaos, Evil, Good, or Law) for your cleric only if his alignment matches that domain.<\/p>\n\n\t<p>If your cleric is not devoted to a particular deity, you still select two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.<\/p>\n\n\t<p>Each domain gives your cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. Your cleric gets the granted powers of both the domains selected. With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list (page 183), a cleric can prepare it only in his domain spell slot. Domain spells and granted powers are given in Cleric Domains, pages 185&#8212;189.<\/p>\n\n\t<p class=gray-box>For example, Jozan is a 1st-level cleric of Pelor. He chooses Good and Healing (from Pelor&#39;s domain options) as his two domains. He gets the granted powers of both his selected domains. The Good domain allows him to cast all spells with the good descriptor at +1 caster level (as if he were one level higher as a cleric) as a granted power, and it gives him access to protection from evil as a 1st-level domain spell. The Healing domain allows him to cast all healing subschool spells of the conjuration school at +1 caster level as a granted power, and it gives him access to <em>cure light wounds<\/em> as a 1st-level domain spell. When Jozan prepares his spells, he gets one 1st-level spell for being a 1st-level cleric, one bonus 1st-level spell for having a high Wisdom score (15), and one domain spell. The domain spell must be one of the two to which he has access, either <em>protection from evil<\/em> or <em>cure light wounds<\/em>. <\/p>\n\n\t<p><strong>Spontaneous Casting<\/strong>: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can &quot;lose&quot; any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with &quot;cure&quot; in its name). For example, a good cleric who has prepared command (a 1st-level spell) may lose <em>command<\/em> in order to cast <em>cure light wounds<\/em> (also a 1st-level spell). Clerics of good deities can cast cure spells in this way because they are especially proficient at wielding positive energy.<\/p>\n\n\t<p>An evil cleric (or a neutral cleric of an evil deity), on the other hand, can&#39;t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with &quot;inflict&quot; in its name).<\/p>\n\n\t<p>A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player&#39;s choice), depending on whether the cleric is more proficient at wielding positive or negative energy. Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead (see below). Exceptions: All lawful neutral clerics of Wee Jas (goddess of death and magic) convert prepared spells to inflict spells, not cure spells. All clerics of St. Cuthbert (god of retribution) and all nonevil clerics of Obad-Hai (god of nature) convert prepared spells to cure spells, not inflict spells.<\/p>\n\n\t<p><strong>Chaotic, Evil, Good, and Lawful Spells<\/strong>: A cleric can&#39;t cast spells of an alignment opposed to his own or his deity&#39;s (if he has one). For example, a good cleric (or a neutral cleric of a good deity) cannot cast evil spells. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions (see Chapter 11: Spells).<\/p>\n\n\t<p><strong>Turn or Rebuke Undead (Su)<\/strong>: Any cleric, regardless of alignment, has the power to affect undead creatures (such as skeletons, zombies, ghosts, and vampires) by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead, page 159).<\/p>\n\n\t<p>A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures., forcing them to cower in awe of his power. If your character is a neutral cleric of a neutral deity, you must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once you make this choice, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see above). Exceptions: All lawful neutral clerics of Wee Jas (goddess of death and magic) rebuke or command undead. All clerics of St. Cuthbert (god of retribution) and all nonevil clerics of Obad-Hai (god of nature) turn of destroy undead. A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.<\/p>\n\n\t<p><strong>Bonus Languages<\/strong>: A cleric&#39;s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race (see Race and Languages, page 12, and the Speak Language skill, page 82).<\/p>\n\n\t<h4>Ex-Clerics<\/h4>\n\n\t<p>A cleric who grossly violates the code of conduct required by his god (generally by acting in ways opposed to the god&#39;s alignment or purposes) loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a cleric of that god until he atones (see the atonement spell description, page 201).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=10>Spells per Day <sup>1<\/sup>  <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>0th <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t\t<th>6th <\/th>\n\t\t\t<th>7th <\/th>\n\t\t\t<th>8th <\/th>\n\t\t\t<th>9th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Turn or rebuke undead <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1+1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2+1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2+1 <\/td>\n\t\t\t<td> 1+1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3+1 <\/td>\n\t\t\t<td> 2+1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3+1 <\/td>\n\t\t\t<td> 2+1 <\/td>\n\t\t\t<td> 1+1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3+1 <\/td>\n\t\t\t<td> 3+1 <\/td>\n\t\t\t<td> 2+1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4+1 <\/td>\n\t\t\t<td> 3+1 <\/td>\n\t\t\t<td> 2+1 <\/td>\n\t\t\t<td> 1+1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4+1 <\/td>\n\t\t\t<td> 3+1 <\/td>\n\t\t\t<td> 3+1 <\/td>\n\t\t\t<td> 2+1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4+1 <\/td>\n\t\t\t<td> 4+1 <\/td>\n\t\t\t<td> 3+1 <\/td>\n\t\t\t<td> 2+1 <\/td>\n\t\t\t<td> 1+1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4+1 <\/td>\n\t\t\t<td> 4+1 <\/td>\n\t\t\t<td> 3+1 <\/td>\n\t\t\t<td> 3+1 <\/td>\n\t\t\t<td> 2+1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5+1 <\/td>\n\t\t\t<td> 4+1 <\/td>\n\t\t\t<td> 4+1 <\/td>\n\t\t\t<td> 3+1 <\/td>\n\t\t\t<td> 2+1 <\/td>\n\t\t\t<td> 1+1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5+1 <\/td>\n\t\t\t<td> 4+1 <\/td>\n\t\t\t<td> 4+1 <\/td>\n\t\t\t<td> 3+1 <\/td>\n\t\t\t<td> 3+1 <\/td>\n\t\t\t<td> 2+1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5+1 <\/td>\n\t\t\t<td> 5+1 <\/td>\n\t\t\t<td> 4+1 <\/td>\n\t\t\t<td> 4+1 <\/td>\n\t\t\t<td> 3+1 <\/td>\n\t\t\t<td> 2+1 <\/td>\n\t\t\t<td> 1+1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5+1 <\/td>\n\t\t\t<td> 5+1 <\/td>\n\t\t\t<td> 4+1 <\/td>\n\t\t\t<td> 4+1 <\/td>\n\t\t\t<td> 3+1 <\/td>\n\t\t\t<td> 3+1 <\/td>\n\t\t\t<td> 2+1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5+1 <\/td>\n\t\t\t<td> 5+1 <\/td>\n\t\t\t<td> 5+1 <\/td>\n\t\t\t<td> 4+1 <\/td>\n\t\t\t<td> 4+1 <\/td>\n\t\t\t<td> 3+1 <\/td>\n\t\t\t<td> 2+1 <\/td>\n\t\t\t<td> 1+1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5+1 <\/td>\n\t\t\t<td> 5+1 <\/td>\n\t\t\t<td> 5+1 <\/td>\n\t\t\t<td> 4+1 <\/td>\n\t\t\t<td> 4+1 <\/td>\n\t\t\t<td> 3+1 <\/td>\n\t\t\t<td> 3+1 <\/td>\n\t\t\t<td> 2+1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5+1 <\/td>\n\t\t\t<td> 5+1 <\/td>\n\t\t\t<td> 5+1 <\/td>\n\t\t\t<td> 5+1 <\/td>\n\t\t\t<td> 4+1 <\/td>\n\t\t\t<td> 4+1 <\/td>\n\t\t\t<td> 3+1 <\/td>\n\t\t\t<td> 2+1 <\/td>\n\t\t\t<td> 1+1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5+1 <\/td>\n\t\t\t<td> 5+1 <\/td>\n\t\t\t<td> 5+1 <\/td>\n\t\t\t<td> 5+1 <\/td>\n\t\t\t<td> 4+1 <\/td>\n\t\t\t<td> 4+1 <\/td>\n\t\t\t<td> 3+1 <\/td>\n\t\t\t<td> 3+1 <\/td>\n\t\t\t<td> 2+1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5+1 <\/td>\n\t\t\t<td> 5+1 <\/td>\n\t\t\t<td> 5+1 <\/td>\n\t\t\t<td> 5+1 <\/td>\n\t\t\t<td> 5+1 <\/td>\n\t\t\t<td> 4+1 <\/td>\n\t\t\t<td> 4+1 <\/td>\n\t\t\t<td> 3+1 <\/td>\n\t\t\t<td> 3+1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5+1 <\/td>\n\t\t\t<td> 5+1 <\/td>\n\t\t\t<td> 5+1 <\/td>\n\t\t\t<td> 5+1 <\/td>\n\t\t\t<td> 5+1 <\/td>\n\t\t\t<td> 4+1 <\/td>\n\t\t\t<td> 4+1 <\/td>\n\t\t\t<td> 4+1 <\/td>\n\t\t\t<td> 4+1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td colspan=16><sup>1<\/sup> In addition to the stated number of spells per day for 1st- through 9th-level spells, a cleric gets a domain spell for each spell level, starting at 1st. The &quot;+1&quot; in the entries on this table represents that spell. Domain spells are in addition to any bonus spells the cleric may receive for having a high Wisdom score. <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Player's Handbook v.3.5 30<\/h5>","reference":"Usergen"},{"id":10090,"name":"Druid","type":"base","alignment":"One aspect must be Neutral ","hit_die":"8","full_text":"<div topic='titel'><p><h3>Druid<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> One aspect must be Neutral .<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>All of the following are class features of the druid.<\/p>\n\n\t<p><strong>Weapon and Armor Proficiency<\/strong>: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).<\/p>\n\n\t<p>Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the <em>ironwood<\/em> spell so that it functions as though it were steel. See the <em>ironwood<\/em> spell description, page 246) Druids are proficient with shields (except tower shields) but must use only wooden ones.<\/p>\n\n\t<p>A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.<\/p>\n\n\t<p><strong>Spells<\/strong>: A druid casts divine spells (the same type of spells available to the cleric, paladin, and ranger), which are drawn from the druid spell list (page 189). Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A druid must choose and prepare her spells in advance (see below).<\/p>\n\n\t<p>To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a druid\u2019s spell is 10 + the spell level + the druid\u2019s Wisdom modifier.<\/p>\n\n\t<p>Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 3\u20138: The Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1\u20131: Ability Modifiers and Bonus Spells, page8). She does not have access to any domain spells or granted powers, as a cleric does.<\/p>\n\n\t<p>A druid prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). A druid may prepare and cast any spell on the druid spell list (page 189), provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.<\/p>\n\n\t<p><strong>Spontaneous Casting<\/strong>: A druid can channel stored spell energy into summoning spells that she hasn\u2019t prepared ahead of time. She can \u201close\u201d a prepared spell in order to cast any <em>summon nature\u2019s ally<\/em> spell of the same level or lower. For example, a druid who has prepared <em>repel vermin<\/em> (a 4th-level spell) may lose <em>repel vermin<\/em> in order to cast <em>summon nature\u2019s ally IV<\/em> (also a 4th-level spell).<\/p>\n\n\t<p><strong>Chaotic, Evil, Good, and Lawful Spells<\/strong>: A druid can\u2019t cast spells of an alignment opposed to her own or her deity\u2019s (if she has one). For example, a neutral good druid cannot cast evil spells. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions (see Chapter 11: Spells).<\/p>\n\n\t<p><strong>Bonus Languages<\/strong>: A druid\u2019s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race (see Race and Languages, page 12, and the Speak Language skill, page 82).<\/p>\n\n\t<p>A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn\u2019t take up a language slot.Druids are forbidden to teach this language to nondruids. Druidic has its own alphabet.<\/p>\n\n\t<p><strong>Animal Companion (Ex)<\/strong>: A druid may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the DM\u2019s campaign takes place wholly or partly in an aquatic environment, the DM may add the following creatures to the druid\u2019s list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind.<\/p>\n\n\t<p>A 1st-level druid\u2019s companion is completely typical for its kind except as noted in the sidebar on page 36. As a druid advances in level, the animal\u2019s power increases as shown on the table in the sidebar.<\/p>\n\n\t<p>If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.<\/p>\n\n\t<p>A druid of 4th level or higher may select from alternative lists of animals (see the sidebar). Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character\u2019s druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character\u2019s druid level and compare the result with the druid level entry on the table in the sidebar to determine the animal companion\u2019s powers. (If this adjustment would reduce the druid\u2019s effective level to 0 or lower, she can\u2019t have that animal as a companion.) For example, a 6th-level druid could select a leopard as an animal companion. The leopard would have characteristics and special abilities as if the druid were 3rd level (taking into account the \u20133 adjustment) instead of 6th level.<\/p>\n\n\t<p><strong>Nature Sense (Ex)<\/strong>: A druid gains a +2 bonus on Knowledge (nature) and Survival checks.<\/p>\n\n\t<p><strong>Wild Empathy (Ex)<\/strong>: A druid can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check made to improve the attitude of a person (see Chapter 4: Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.<\/p>\n\n\t<p>To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.<\/p>\n\n\t<p>A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 (such as a basilisk or a girallon), but she takes a \u20134 penalty on the check.<\/p>\n\n\t<p><strong>Woodland Stride (Ex)<\/strong>: Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.<\/p>\n\n\t<p><strong>Trackless Step (Ex)<\/strong>: Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.<\/p>\n\n\t<p><strong>Resist Nature\u2019s Lure (Ex)<\/strong>: Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey (such as dryads, pixies, and sprites).<\/p>\n\n\t<p><strong>Wild Shape (Su)<\/strong>: At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type (see  the Monster Manual). This ability functions like the alternate form special ability (see the Monster Manual), except as noted here.  Effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn\u2019t provoke an attack of opportunity.  Each time you use wild shape, you regain lost hit points as if you had rested for a night.  <\/p>\n\n\t<p>Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid&#39;s feet.<\/p>\n\n\t<p>The form chosen must be that of an animal the druid is familiar with. For example, a druid who has never been outside a temperate forest could not become a polar bear.<\/p>\n\n\t<p>A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)<\/p>\n\n\t<p>A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table 3\u20138: The Druid. In addition, she gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level. The new form\u2019s Hit Dice can\u2019t exceed the character\u2019s druid level. For instance, a druid can\u2019t take the form of a dire bear (a Large creature that always has at least 12 HD) until 12th level, even though she can begin taking Large forms at 8th level.<\/p>\n\n\t<p>At 12th level, a druid becomes able to use wild shape to change into a plant creature, such as a shambling mound, with the same size restrictions as for animal forms. (A druid can\u2019t use this ability to take the form of a plant that isn\u2019t a creature, such as a tree or a rose bush.)<\/p>\n\n\t<p>At 16th level, a druid becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the druid gains all the elemental\u2019s extraordinary, supernatural, and spell-like abilities. She also gains the elemental\u2019s feats for as long as she maintains the wild shape, but she retains her own creature type (humanoid, in most cases).<\/p>\n\n\t<p>At 18th level, a druid becomes able to assume elemental form twice per day, and at 20th level she can do so three times per day. At 20th level, a druid may use this wild shape ability to change into a Huge elemental.<\/p>\n\n\t<p><strong>Venom Immunity (Ex)<\/strong>: At 9th level, a druid gains immunity to all poisons.<\/p>\n\n\t<p><strong>A Thousand Faces (Su)<\/strong>: At 13th level, a druid gains the ability to change her appearance at will, as if using the <em>disguise self<\/em> (page 222) spell.  This affects the druid\u2019s body but not her possessions. It is not an illusory effect, but a minor physical alteration of the druid\u2019s appearance, within the limits described for the spell.<\/p>\n\n\t<p><strong>Timeless Body (Ex)<\/strong>: After attaining 15th level, a druid no longer takes ability score penalties for aging (see Table 6\u20135: Aging Effects, page 109) and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.<\/p>\n\n\t<h4>Ex-Druids<\/h4>\n\n\t<p>A druid who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a nondruid loses all spells and druid abilities (including her animal companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a druid until she atones (see the atonement spell description, page 201).<\/p>\n\n\t<h4><span class=caps>THE<\/span> DRUID\u2019S <span class=caps>ANIMAL<\/span> <span class=caps>COMPANION<\/span><\/h4>\n\n\t<p>A druid\u2019s animal companion is superior to a normal animal of its kind and has special powers, as described below.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Class Level <\/th>\n\t\t\t<th>Bonus HD <\/th>\n\t\t\t<th>Nat Armor Adj.  <\/th>\n\t\t\t<th>Str\/Dex Adj. <\/th>\n\t\t\t<th>Bonus Tricks <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st-2nd <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> Link, share spells <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd-5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> Evasion <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th-8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> Devotion <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th-11th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> Multiattack <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th-14th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th-17th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> Improved Evasion <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18-20th <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Animal Companion Basics<\/strong>: Use the base statistics for a creature of the companion\u2019s kind, as given in the Monster Manual, but make the following changes.<\/p>\n\n\t<p><em>Class Level<\/em>: The character\u2019s druid level. The druid\u2019s class levels stack with levels of any other classes that are entitled to an animal companion (such as the ranger) such for the purpose of determining the companion\u2019s abilities and the alternative lists available to the character.<\/p>\n\n\t<p><em>Bonus HD<\/em>: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion\u2019s base attack and base save bonuses. An animal companion\u2019s base attack bonus is the same as that of a druid of a level equal to the animal\u2019s HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal\u2019s HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster\u2019s Hit Dice (see the Monster Manual).<\/p>\n\n\t<p><em>Natural Armor Adj.<\/em>: The number noted here is an improvement to the animal companion\u2019s existing natural armor bonus.<\/p>\n\n\t<p><em>Str\/Dex Adj.<\/em>: Add this value to the animal companion\u2019s Strength and Dexterity scores. <\/p>\n\n\t<p><em>Bonus Tricks<\/em>: The value given in this column is the total number of \u201cbonus\u201d tricks that the animal knows in addition to any that the druid might choose to teach it (see the Handle Animal skill, page 74). These bonus tricks don\u2019t require any training time or Handle Animal checks, and they don\u2019t count against the normal limit of tricks known by the animal. The druid selects these bonus tricks, and once selected, they can\u2019t be changed.<\/p>\n\n\t<p><em>Link (Ex)<\/em>: A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn\u2019t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.<\/p>\n\n\t<p><em>Share Spells (Ex)<\/em>: At the druid\u2019s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires. Additionally, the druid may cast a spell with a target of \u201cYou\u201d on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion\u2019s type (animal). <\/p>\n\n\t<p><em>Evasion (Ex)<\/em>: If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw. <\/p>\n\n\t<p><em>Devotion (Ex)<\/em>: An animal companion\u2019s devotion to its master is so complete that it gains a +4 morale bonus on Will saves against enchantment spells and effects.<\/p>\n\n\t<p><em>Multiattack<\/em>: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks (see the Monster Manual for details on this feat) and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a \u20135 penalty.<\/p>\n\n\t<p><em>Improved Evasion (Ex)<\/em>: When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.<\/p>\n\n\t<h4><span class=caps>ALTERNATIVE<\/span> <span class=caps>ANIMAL<\/span> <span class=caps>COMPANIONS<\/span><\/h4>\n\n\t<p>As explained in the text on page 35, a druid of sufficiently high level can select her animal companion from one of the following lists, applying the indicated adjustment to the druid\u2019s level (in parentheses) for purposes of determining the companion\u2019s characteristics and special abilities.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th colspan=2>4th Level or Higher (Level \u20133) <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Ape (animal) <\/td>\n\t\t\t<td> Dire weasel <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Bear, black (animal) <\/td>\n\t\t\t<td> Leopard (animal) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Bison (animal) <\/td>\n\t\t\t<td> Lizard, monitor (animal) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Boar (animal) <\/td>\n\t\t\t<td> Shark, Large <sup>1<\/sup> (animal) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Cheetah (animal) <\/td>\n\t\t\t<td> Snake, constrictor (animal) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Crocodile (animal) <sup>1<\/sup> <\/td>\n\t\t\t<td> Snake, Large viper (animal) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Dire badger <\/td>\n\t\t\t<td> Wolverine (animal) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Dire bat <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th colspan=2>7th Level or Higher (Level \u20136) <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Bear, brown (animal) <\/td>\n\t\t\t<td> Dire wolverine <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Crocodile, giant (animal) <\/td>\n\t\t\t<td> Elasmosaurus <sup>1<\/sup> (dinosaur) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Deinonychus (dinosaur) <\/td>\n\t\t\t<td> Lion (animal) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Dire ape <\/td>\n\t\t\t<td> Rhinoceros (animal) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Dire boar <\/td>\n\t\t\t<td> Snake, Huge viper (animal) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Dire wolf <\/td>\n\t\t\t<td> Tiger (animal) <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th colspan=2>10th Level or Higher (Level \u20139) <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Bear, polar (animal) <\/td>\n\t\t\t<td> Shark, Huge <sup>1<\/sup> (animal) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Dire lion <\/td>\n\t\t\t<td> Snake, giant constrictor (animal) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Megaraptor (dinosaur) <\/td>\n\t\t\t<td> Whale, orca <sup>1<\/sup> (animal) <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th colspan=2>13th Level or Higher (Level \u201312) <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Dire bear <\/td>\n\t\t\t<td> Elephant (animal) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Octopus, giant <sup>1<\/sup> (animal) <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th colspan=2>16th Level or Higher (Level \u201315) <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Dire shark <sup>1<\/sup> <\/td>\n\t\t\t<td> Triceratops (dinosaur) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Dire tiger <\/td>\n\t\t\t<td> Tyrannosaurus (dinosaur) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Squid, giant <sup>1<\/sup> (animal)) <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><sup>1<\/sup> Available only in an aquatic environment.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=10>Spells per Level <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>0th <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t\t<th>6th <\/th>\n\t\t\t<th>7th <\/th>\n\t\t\t<th>8th <\/th>\n\t\t\t<th>9th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Animal companion, nature sense, wild empathy <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Woodland stride <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Trackless step <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Resist nature\u2019s lure <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Wild shape (1\/day) <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Wild shape (2\/day) <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Wild shape (3\/day) <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Wild shape (Large) <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Venom immunity <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Wild shape (4\/day) <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Wild shape (Tiny) <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Wild shape (plant) <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> A thousand faces <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Wild shape (5\/day) <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Timeless body, wild shape (Huge) <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> Wild shape (elemental 1\/day) <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> Wild shape (6\/day, elemental 2\/day) <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> Wild shape (elemental 3\/day, Huge elemental) <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Player's Handbook v.3.5 33<\/h5>","reference":"Usergen"},{"id":10091,"name":"Fighter","type":"base","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Fighter<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>All of the following are class features of the fighter.<\/p>\n\n\t<p><strong>Weapon and Armor Proficiency<\/strong>: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).<\/p>\n\n\t<p><strong>Bonus Feats<\/strong>: At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats on Table 5\u20131: Feats (page 90). A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. (See Chapter 5: Feats for descriptions of feats and their prerequisites.)<\/p>\n\n\t<p>These bonus feats are in addition to the feat that a character of any class gets from advancing levels (see Table 3\u20132: Experience and Level-Dependent Benefits, page 22). A fighter is not limited to the list of fighter bonus feats when choosing these feats.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +16\/+11\/+6\/+1 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +17\/+12\/+7\/+2 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +18\/+13\/+8\/+3 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +19\/+14\/+9\/+4 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +20\/+15\/+10\/+5 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Player's Handbook v.3.5 37<\/h5>","reference":"Usergen"},{"id":10092,"name":"Monk","type":"base","alignment":"Any Lawful","hit_die":"8","full_text":"<div topic='titel'><p><h3>Monk<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any Lawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>All of the following are class features of the monk. <\/p>\n\n\t<p><strong>Weapon and Armor Proficiency<\/strong>: Monks are proficient with certain basic peasant weapons and some special weapons that are part of monk training. The weapons with which a monk is proficient are club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. (See Chapter 7: Equipment for descriptions of these weapons.) Monks are not proficient with any armor or shields&#8212;in fact, many of the monk&#39;s special powers require unfettered movement. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.<\/p>\n\n\t<p><strong>AC Bonus (Ex)<\/strong>: A monk is highly trained at dodging blows, and she has a sixth sense that lets her avoid even unanticipated attacks. When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.<\/p>\n\n\t<p><strong>Flurry of Blows (Ex)<\/strong>: When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a &#8212;2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table 3&#8212;10: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to &#8212;1, and at 9th level it disappears. A monk must use a full attack action (see page 143) to strike with a flurry of blows.<\/p>\n\n\t<p>When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. For example, at 6th level, the monk Ember could make one attack with her unarmed strike at an attack bonus of +3 and one attack with a special monk weapon at an attack bonus of +3. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus \u00d7 1-1\/2 or \u00d7 1\/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can&#39;t use any weapon other than a special monk weapon as part of a flurry of blows.<\/p>\n\n\t<p>In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so. For example, an 8th-level monk could make two attacks with the quarterstaff (one with each end) at a +5 attack bonus and one with an unarmed strike at a +0 attack bonus, or she could attack with one end of the quarterstaff and one unarmed strike each at a +5 attack bonus, and with the other end of the quarterstaff at a +0 attack bonus, or she could attack with one end of the quarterstaff and one unarmed strike at a +5 attack bonus each, and with the other end of the quarterstaff at a +0 attack bonus.  She cannot, however, wield any other weapon at the same time that she uses a quarterstaff.<\/p>\n\n\t<p>When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.<\/p>\n\n\t<p><strong>Unarmed Strike<\/strong>: Monks are highly trained in fighting unarmed, giving them considerable advantages when doing so. At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk&#39;s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.<\/p>\n\n\t<p>Usually a monk&#39;s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A monk&#39;s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons (such as the magic fang and magic weapon spells). A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table 3&#8212;10: The Monk. The unarmed damage on Table 3&#8212;10 is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th>Damage (Small Monk) <\/th>\n\t\t\t<th>Damage (Large Monk) <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st&#8212;3rd <\/td>\n\t\t\t<td> 1d4 <\/td>\n\t\t\t<td> 1d8 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th&#8212;7th <\/td>\n\t\t\t<td> 1d6 <\/td>\n\t\t\t<td> 2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th&#8212;11th <\/td>\n\t\t\t<td> 1d8 <\/td>\n\t\t\t<td> 2d8 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th&#8212;15th <\/td>\n\t\t\t<td> 1d10 <\/td>\n\t\t\t<td> 3d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th&#8212;19th <\/td>\n\t\t\t<td> 2d6 <\/td>\n\t\t\t<td> 3d8 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> 2d8 <\/td>\n\t\t\t<td> 4d8 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Bonus Feat<\/strong>: At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. (See Chapter 5: Feats for descriptions.) A monk need not have any of the prerequisites normally required for these feats to select them.<\/p>\n\n\t<p><strong>Evasion (Ex)<\/strong>: A monk of 2nd level or higher can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon&#39;s fiery breath or a fireball), she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk (such as one who is unconscious or paralysed) does not gain the benefit of evasion.<\/p>\n\n\t<p><strong>Fast Movement (Ex)<\/strong>: At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table 3&#8212;10. A monk in armor (even light armor) or carrying a medium or heavy load loses this extra speed.<\/p>\n\n\t<p><strong>Still Mind (Ex)<\/strong>: A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment, since her meditation and training improve her resistance to mind-affecting attacks.<\/p>\n\n\t<p><strong>Ki Strike (Su)<\/strong>: At 4th level, a monk&#39;s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction (see Damage Reduction, page 291 of the Dungeon Master&#39;s Guide). Ki strike improves with the character&#39;s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness (see Smashing an Object, page 165).<\/p>\n\n\t<p><strong>Slow Fall (Ex)<\/strong>: At 4th level or higher, a monk within arm&#39;s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk&#39;s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm. See the Special column on Table 3&#8212;10 for details.<\/p>\n\n\t<p><strong>Purity of Body (Ex)<\/strong>: At 5th level, a monk gains control over her body&#39;s immune system. She gains immunity to all diseases except for supernatural and magical diseases (such as mummy rot and lycanthropy).<\/p>\n\n\t<p><strong>Wholeness of Body (Su)<\/strong>: At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses. <\/p>\n\n\t<p><strong>Improved Evasion (Ex)<\/strong>: At 9th level, a monk&#39;s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks such as a dragon&#39;s breath weapon or a fireball, but henceforth she takes only half damage on a failed save. A helpless monk (such as one who is unconscious or paralysed) does not gain the benefit of improved evasion.<\/p>\n\n\t<p><strong>Diamond Body (Su)<\/strong>: At 11th level, a monk is in such firm control of her own metabolism that she gains immunity to poisons of all kinds.<\/p>\n\n\t<p><strong>Abundant Step (Su)<\/strong>: At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her monk level (rounded down).<\/p>\n\n\t<p><strong>Diamond Soul (Ex)<\/strong>: At 13th level, a monk gains spell resistance equal to her current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level; see Spell Resistance, page 177) that equals or exceeds the monk&#39;s spell resistance.<\/p>\n\n\t<p><strong>Quivering Palm (Su)<\/strong>: Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1\/2 the monk&#39;s level + the monk&#39;s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.<\/p>\n\n\t<p><strong>Timeless Body (Ex)<\/strong>: Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.<\/p>\n\n\t<p><strong>Tongue of the Sun and Moon (Ex)<\/strong>: A monk of 17th level or higher can speak with any living creature. <\/p>\n\n\t<p><strong>Empty Body (Su)<\/strong>: At 19th level, a monk gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.<\/p>\n\n\t<p><strong>Perfect Self<\/strong>: At 20th level, a monk has tuned her body with skill and quasi-magical abilities to the point that she becomes a magical creature. She is forevermore treated as an outsider (an extraplanar creature) rather than as a humanoid for the purpose of spells and magical effects. For instance, charm person does not affect her. Additionally, the monk gains damage reduction 10\/magic, which allows her to ignore the first 10 points of damage from any attackmade by a nonmagical weapon or by any natural attack made by a creature that doesn&#39;t have similar damage reduction (see Damage Reduction, page 291 of the Dungeon Master&#39;s Guide). Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type.<\/p>\n\n\t<h4>Ex-Monks<\/h4>\n\n\t<p>A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities.<\/p>\n\n\t<p>Like a member of any other class, a monk may be a multiclass character, but multiclass monks face a special restriction. A monk who gains a new class or (if already multiclass) raises another class by a level may never again raise her monk level, though she retains all her monk abilities.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th>Flurry <\/th>\n\t\t\t<th>Unarmed  <\/th>\n\t\t\t<th>AC <\/th>\n\t\t\t<th>Unarmored <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Damage <\/th>\n\t\t\t<th>Bonus <\/th>\n\t\t\t<th>Speed Bonus <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bonus feat, flurry of blows, unarmed strike <\/td>\n\t\t\t<td> &#8212;2\/&#8212;2 <\/td>\n\t\t\t<td> 1d6 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 ft <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus feat, evasion <\/td>\n\t\t\t<td> &#8212;1\/&#8212;1 <\/td>\n\t\t\t<td> 1d6 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 ft <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Still mind <\/td>\n\t\t\t<td> +0\/+0 <\/td>\n\t\t\t<td> 1d6 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +10 ft <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Ki strike (magic), slow fall 20 ft. <\/td>\n\t\t\t<td> +1\/+1 <\/td>\n\t\t\t<td> 1d8 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +10 ft <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Purity of body <\/td>\n\t\t\t<td> +2\/+2 <\/td>\n\t\t\t<td> 1d8 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +10 ft <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Bonus feat, slow fall 30 ft. <\/td>\n\t\t\t<td> +3\/+3 <\/td>\n\t\t\t<td> 1d8 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +20 ft <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Wholeness of body <\/td>\n\t\t\t<td> +4\/+4 <\/td>\n\t\t\t<td> 1d8 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +20 ft <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Slow fall 40 ft. <\/td>\n\t\t\t<td> +5\/+5\/+0 <\/td>\n\t\t\t<td> 1d10 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +20 ft <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Improved evasion <\/td>\n\t\t\t<td> +6\/+6\/+1 <\/td>\n\t\t\t<td> 1d10 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +30 ft <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Ki strike (lawful), slow fall 50 ft. <\/td>\n\t\t\t<td> +7\/+7\/+2 <\/td>\n\t\t\t<td> 1d10 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +30 ft <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Diamond body, greater flurry <\/td>\n\t\t\t<td> +8\/+8\/+8\/+3 <\/td>\n\t\t\t<td> 1d10 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +30 ft <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Abundant step, slow fall 60 ft. <\/td>\n\t\t\t<td> +9\/+9\/+9\/+4 <\/td>\n\t\t\t<td> 2d6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +40 ft <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Diamond soul <\/td>\n\t\t\t<td> +9\/+9\/+9\/+4 <\/td>\n\t\t\t<td> 2d6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +40 ft <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Slow fall 70 ft. <\/td>\n\t\t\t<td> +10\/+10\/+10\/+5 <\/td>\n\t\t\t<td> 2d6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +40 ft <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Quivering palm <\/td>\n\t\t\t<td> +11\/+11\/+11\/+6\/+1 <\/td>\n\t\t\t<td> 2d6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +50 ft <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> Ki strike (adamantine), slow fall 80 ft. <\/td>\n\t\t\t<td> +12\/+12\/+12\/+7\/+2 <\/td>\n\t\t\t<td> 2d8 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +50 ft <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> Timeless body, tongue of the sun and moon <\/td>\n\t\t\t<td> +12\/+12\/+12\/+7\/+2 <\/td>\n\t\t\t<td> 2d8 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +50 ft <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> Slow fall 90 ft. <\/td>\n\t\t\t<td> +13\/+13\/+13\/+8\/+3 <\/td>\n\t\t\t<td> 2d8 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +60 ft <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> Empty body <\/td>\n\t\t\t<td> +14\/+14\/+14\/+9\/+4 <\/td>\n\t\t\t<td> 2d8 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +60 ft <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> Perfect self, slow fall any distance <\/td>\n\t\t\t<td> +15\/+15\/+15\/+10\/+5 <\/td>\n\t\t\t<td> 2d10 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +60 ft <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Player's Handbook v.3.5 39<\/h5>","reference":"Usergen"},{"id":10093,"name":"Paladin","type":"base","alignment":"Lawful Good","hit_die":"10","full_text":"<div topic='titel'><p><h3>Paladin<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful Good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>All of the following are class features of the paladin.<\/p>\n\n\t<p><strong>Weapon and Armor Proficiency<\/strong>: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).<\/p>\n\n\t<p><strong>Aura of Good (Ex)<\/strong>: The power of a paladin\u2019s aura of good (see the detect good spell) is equal to her paladin level, just like the aura of a cleric of a good deity.<\/p>\n\n\t<p><strong>Detect Evil (Sp)<\/strong>: At will, a paladin can use detect evil, as the spell.<\/p>\n\n\t<p><strong>Smite Evil (Su)<\/strong>: Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. For example, a 13th-level paladin armed with a longsword would deal 1d8+13 points of damage, plus any additional bonuses for high Strength or magical affects that would normally apply. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.<\/p>\n\n\t<p>At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table 3\u201312: The Paladin, to a maximum of five times per day at 20th level. <\/p>\n\n\t<p><strong>Divine Grace (Su)<\/strong>: At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.<\/p>\n\n\t<p><strong>Lay on Hands (Su)<\/strong>: Beginning at 2nd level, a paladin with a  Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level \u00d7 her Charisma bonus. For example, a 7th-level paladin with a 16 Charisma (+3 bonus) can heal 21 points of damage per day. A paladin may choose to divide her healing among multiple recipients, and she doesn\u2019t have to use it all at once. Using lay on hands is a standard action.<\/p>\n\n\t<p>Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn\u2019t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.<\/p>\n\n\t<p><strong>Aura of Courage (Su)<\/strong>: Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if she is unconscious or dead.<\/p>\n\n\t<p><strong>Divine Health<\/strong>: At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy).<\/p>\n\n\t<p><strong>Turn Undead (Su)<\/strong>: When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would. (See Turn or Rebuke Undead, page 159.)<\/p>\n\n\t<p><strong>Spells<\/strong>: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells (the same type of spells available to the cleric, druid, and ranger), which are drawn from the paladin spell list (page 191). A paladin must choose and prepare her spells in advance.<\/p>\n\n\t<p>To prepare or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the spell level (Wis 11 for 1st-level spells, Wis 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a paladin\u2019s spell is 10 + the spell level + the paladin\u2019s Wisdom modifier.<\/p>\n\n\t<p>Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 3\u201312: The Paladin. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1\u20131: Ability Modifiers and Bonus Spells, page 8). When Table 3\u201312 indicates that the paladin gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 4th-level paladin), she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level The paladin does not have access to any domain spells or granted powers, as a cleric does.<\/p>\n\n\t<p>A paladin prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A paladin may prepare and cast any spell on the paladin spell list (page 191), provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. <\/p>\n\n\t<p>Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is one-half her paladin level.<\/p>\n\n\t<p><strong>Special Mount (Sp)<\/strong>: Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil (see the sidebar). This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for Small paladin).<\/p>\n\n\t<p>Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action.<\/p>\n\n\t<p>The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service (if it has grown too old to join her crusade, for instance). Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed )including barding, saddle, saddlebags, and the like). Calling a mount is a conjuration (calling) effect. Equal to a spell level 1\/3 the paladin level. Should the paladin\u2019s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not  summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a \u20131 penalty on attack and weapon damage rolls.<\/p>\n\n\t<p><strong>Remove Disease (Sp)<\/strong>: At 6th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).<\/p>\n\n\t<p><strong>Code of Conduct<\/strong>: A paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act. Additionally, a paladin\u2019s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.<\/p>\n\n\t<p><strong>Associates<\/strong>: While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers, or cohorts who are lawful good.<\/p>\n\n\t<h4>Ex-Paladins<\/h4>\n\n\t<p>A paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all paladin spells and abilities (including the service of the paladin\u2019s mount, but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description, page 201), as appropriate.<\/p>\n\n\t<p>Like a member of any other class, a paladin may be a multiclass character, but multiclass paladins face a special restriction. A paladin who gains a level in any class other than paladin may never again raise her paladin level, though she retains all her paladin abilities. The path of the paladin requires a constant heart. If a character adopts this class, she must pursue it to the exclusion of all other careers. Once she has turned off the path, she may never return.<\/p>\n\n\t<h4>The paladin&#39;s mount<\/h4>\n\n\t<p>The paladin\u2019s mount is superior to a normal mount of its kind and has special powers, as described below. The standard mount for a Medium paladin is a heavy warhorse, and the standard mount for a Small paladin is a warpony (see below for statistics). Your DM may work with you to select another kind of mount, such as a riding dog (for a halfling paladin) or a Large shark (for a paladin in an aquatic campaign). A paladin\u2019s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal\u2019s HD, base attack bonus, saves, skill points, and feats).<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Paladin Level <\/th>\n\t\t\t<th>Bonus HD <\/th>\n\t\t\t<th>Natural Armor Adj. <\/th>\n\t\t\t<th>Str Adj. <\/th>\n\t\t\t<th>Int <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th\u20137th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> Empathic link, improved evasion, share spells, share saving throws <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th\u201310th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> Improved speed <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th\u201314th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> <em>Command<\/em> creatures of its kind <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th\u201320th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> Spell resistance <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Paladin\u2019s Mount Basics<\/strong>: Use the base statistics for a creature of the mount\u2019s kind, as given in the Monster Manual, but make changes to take into account the attributes and characteristics summarized on the table and described below.<\/p>\n\n\t<p><em>Bonus HD<\/em>: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount\u2019s base attack and base save bonuses. A special mount\u2019s base attack bonus is equal to that of a cleric of a level equal to the mount\u2019s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal\u2019s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster\u2019s Hit Dice (see the Monster Manual).<\/p>\n\n\t<p><em>Natural Armor Adj.<\/em>: The number on the table is an improvement to the mount\u2019s existing natural armor bonus. It represents the preternatural toughness of a paladin\u2019s mount.<\/p>\n\n\t<p><em>Str Adj<\/em>.: Add this figure to the mount\u2019s Strength score.<\/p>\n\n\t<p><em>Int<\/em>: The mount\u2019s Intelligence score.<\/p>\n\n\t<p><em>Empathic Link (Su)<\/em>: The paladin has an empathic link with her mount out to a distance of up to 1 mile. The paladin cannot see through the mount\u2019s eyes, but they can communicate empathically. Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.<\/p>\n\n\t<p>Because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a master and his familiar (see Familiars, page 52).<\/p>\n\n\t<p><em>Improved Evasion (Ex)<\/em>: When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.<\/p>\n\n\t<p><em>Share Spells<\/em>: At the paladin\u2019s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount. The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of \u201cYou\u201d on her mount (as a touch range spell) instead of on herself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mount\u2019s type (magical beast).<\/p>\n\n\t<p><em>Share Saving Throws<\/em>: For each of its saving throws, the mount uses its own base save bonus or the paladin\u2019s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn\u2019t share any other bonuses on saves that the master might have (such as from magic items or feats).<\/p>\n\n\t<p><em>Improved Speed (Ex)<\/em>: The mount\u2019s speed increases by 10 feet.<\/p>\n\n\t<p><em>Command (Sp)<\/em>: Once per day per two paladin levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it\u2019s being ridden at the time (in combat, for instance). If the check fails, the ability does not work that time, but it still counts against the mount\u2019s daily uses. Each target may attempt a Will save (DC 10 + 1\/2 paladin\u2019s level + paladin\u2019s Cha modifier) to negate the effect.<\/p>\n\n\t<p><em>Spell Resistance (Ex)<\/em>: A mount\u2019s spell resistance equals its master\u2019s paladin level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level; see Spell Resistance, page 177) that equals or exceeds the mount\u2019s spell resistance.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=4>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Aura of good, <em>detect evil<\/em>, smite evil 1\/day <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Divine grace, lay on hands <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Aura of courage, divine health <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Turn undead <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Smite evil 2\/day, special mount <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Remove disease<\/em> 1\/week <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Remove disease<\/em> 2\/week <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Smite evil 3\/day <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Remove disease<\/em> 3\/week <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <em>Remove disease<\/em> 4\/week, smite evil 4\/day <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +16\/+11\/+6\/+1 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +17\/+12\/+7\/+2 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +18\/+13\/+8\/+3 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <em>Remove disease<\/em> 5\/week <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +19\/+14\/+9\/+4 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +20\/+15\/+10\/+5 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Smite evil 5\/day <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Player's Handbook v.3.5 42<\/h5>","reference":"Usergen"},{"id":10094,"name":"Ranger","type":"base","alignment":"Any","hit_die":"8","full_text":"<div topic='titel'><p><h3>Ranger<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>All of the following are class features of the ranger.<\/p>\n\n\t<p><strong>Weapon and Armor Proficiency:<\/strong> A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).<\/p>\n\n\t<p><strong>Favored Enemy (Ex):<\/strong> At 1st level, a ranger may select a type of creature from among those given on Table 3&#8212;14: Ranger Favored Enemies. Due to his extensive study on his chosen type of foe and training in the proper techniques for combating such creatures, the ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.<\/p>\n\n\t<p>At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. For example, a 5th-level ranger has two favored enemies; against one he gains a +4 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks and weapon damage rolls, and against the other he has a +2 bonus. At 10th level, he has three favored enemies, and he gains an additional +2 bonus, which he can allocate to the bonus against any one of his three favored enemies. Thus, his bonuses could be either +4, +4, +2 or +6, +2, +2.<\/p>\n\n\t<p>If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy (for instance, devils are both evil outsiders and lawful outsiders), the ranger&#39;s bonuses do not stack; he simply uses whichever bonus is higher. See the Monster Manual for more information on types of creatures.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Type (Subtype) <\/th>\n\t\t\t<th>Examples <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Aberration  <\/td>\n\t\t\t<td> beholder  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Animal  <\/td>\n\t\t\t<td> bear  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Construct  <\/td>\n\t\t\t<td> golem  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Dragon  <\/td>\n\t\t\t<td> black dragon <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Elemental  <\/td>\n\t\t\t<td> invisible stalker <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fey  <\/td>\n\t\t\t<td> dryad  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Giant  <\/td>\n\t\t\t<td> ogre  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Humanoid (aquatic) <\/td>\n\t\t\t<td> merfolk  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Humanoid (dwarf) <\/td>\n\t\t\t<td> dwarf  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Humanoid (elf) <\/td>\n\t\t\t<td> elf  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Humanoid (goblinoid) <\/td>\n\t\t\t<td> hobgoblin  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Humanoid (gnoll) <\/td>\n\t\t\t<td> gnoll  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Humanoid (gnome) <\/td>\n\t\t\t<td> gnome  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Humanoid (halfling) <\/td>\n\t\t\t<td> halfling  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Humanoid (human) <\/td>\n\t\t\t<td> human  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Humanoid (orc) <\/td>\n\t\t\t<td> orc  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Humanoid (reptilian) <\/td>\n\t\t\t<td> kobold  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Magical beast <\/td>\n\t\t\t<td> displacer beast <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Monstrous humanoid <\/td>\n\t\t\t<td> minotaur  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Ooze  <\/td>\n\t\t\t<td> gelatinous cube <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Outsider (air) <\/td>\n\t\t\t<td> arrowhawk  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Outsider (chaotic) <\/td>\n\t\t\t<td> demon  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Outsider (earth) <\/td>\n\t\t\t<td> xorn  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Outsider (evil) <\/td>\n\t\t\t<td> devil  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Outsider (fire) <\/td>\n\t\t\t<td> salamander  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Outsider (good) <\/td>\n\t\t\t<td> angel  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Outsider (lawful) <\/td>\n\t\t\t<td> formian  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Outsider (native) <\/td>\n\t\t\t<td> tiefling  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Outsider (water) <\/td>\n\t\t\t<td> tojanida  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Plant  <\/td>\n\t\t\t<td> shambling mound <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Undead  <\/td>\n\t\t\t<td> zombie  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Vermin monstrous <\/td>\n\t\t\t<td> monstrous spider <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Track:<\/strong> A ranger gains Track (see page 101) as a bonus feat.<\/p>\n\n\t<p><strong>Wild Empathy (Ex):<\/strong> A ranger can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check to improve the attitude of a person (see page 72). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.<\/p>\n\n\t<p>To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.<\/p>\n\n\t<p>The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 (such as a basilisk or a girallon), but he takes a &#8212;4 penalty on the check.<\/p>\n\n\t<p><strong>Combat Style (Ex):<\/strong> At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character&#39;s class features but does not restrict his selection of feats or special abilities in any way. If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.<\/p>\n\n\t<p>If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.<\/p>\n\n\t<p>The benefits of the ranger&#39;s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.<\/p>\n\n\t<p><strong>Endurance:<\/strong> A ranger gains Endurance (see page 93) as a bonus feat at 3rd level.<\/p>\n\n\t<p><strong>Animal Companion (Ex):<\/strong> At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the DM&#39;s campaign takes place wholly or partly in an aquatic environment, the DM may add the following creatures to the ranger&#39;s list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. (For instance, an aquatic creature can&#39;t adventure with a ranger on land and shouldn&#39;t be selected by a nonaquatic character without extenuating circumstances). In most cases, the animal companion functions as a mount, sentry, scout, or hunting animal, rather than as a protector.<\/p>\n\n\t<p>This ability functions like the druid ability of the same name (see page 35), except that the ranger&#39;s effective druid level is one-half his ranger level. For example, the animal companion of a 4th-level ranger would be the equivalent of a 2nd-level druid&#39;s animal companion. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Thus, he must be at least an 8th-level ranger to select from the druid&#39;s list of 4th-level animal companions, and if he chooses one of those animals, his effective druid level would be reduced by 3, to 1st level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.<\/p>\n\n\t<p><strong>Spells:<\/strong> Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells (the same type of spells available to the cleric, druid, and paladin), which are drawn from the ranger spell list (page 191). A ranger must choose and prepare his spells in advance (see below).<\/p>\n\n\t<p>To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level (Wis 11 for 1st-level spells, Wis 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a ranger&#39;s spell is 10 + the spell level + the ranger&#39;s Wisdom modifier.<\/p>\n\n\t<p>Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 3&#8212;13: The Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table 1&#8212;1: Ability Modifiers and Bonus Spells, page 8). When Table 3&#8212;13 indicates that the ranger gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 4th-level ranger), he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The ranger does not have access to any domain spells or granted powers, as a cleric does.<\/p>\n\n\t<p>A ranger prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.<\/p>\n\n\t<p>Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is one-half his ranger level. <\/p>\n\n\t<p><strong>Improved Combat Style (Ex)<\/strong>: At 6th level, a ranger&#39;s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat (page 97), even if he does not have the normal prerequisites for that feat.<\/p>\n\n\t<p>If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat (page 96), even if he does not have the normal prerequisites for that feat.<\/p>\n\n\t<p>As before, the benefits of the ranger&#39;s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.<\/p>\n\n\t<p><strong>Woodland Stride (Ex):<\/strong> Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.<\/p>\n\n\t<p>However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.<\/p>\n\n\t<p><strong>Swift Tracker (Ex):<\/strong> Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal &#8212;5 penalty. He takes only a &#8212;10 penalty (instead of the normal &#8212;20) when moving at up to twice normal speed while tracking.<\/p>\n\n\t<p><strong>Evasion (Ex):<\/strong> At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon&#39;s fiery breath or a fireball), he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger (such as one who is unconscious or paralysed) does not gain the benefit of evasion.<\/p>\n\n\t<p><strong>Combat Style Mastery (Ex):<\/strong> At 11th level, a ranger&#39;s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat (page 96), even if he does not have the normal prerequisites for that feat.<\/p>\n\n\t<p>If the ranger selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat (page 95), even if he does not have the normal prerequisites for that feat. <\/p>\n\n\t<p>As before, the benefits of the ranger&#39;s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.<\/p>\n\n\t<p><strong>Camouflage (Ex):<\/strong> A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn&#39;t grant cover or concealment.<\/p>\n\n\t<p><strong>Hide in Plain Sight (Ex):<\/strong> While in any sort of natural terrain, a ranger of 17th level or higher can use the Hide skill even while being observed.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=4>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> 1st favored enemy, Track, wild empathy <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Combat style <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Endurance <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Animal companion <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> 2nd favored enemy <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Improved combat style <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Woodland stride <\/td>\n\t\t\ttd> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Swift tracker <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Evasion <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> 3rd favored enemy <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Combat style mastery <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Camouflage <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> 4th favored enemy <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +16\/+11\/+6\/+1 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +17\/+12\/+7\/+2 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Hide in plain sight <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +18\/+13\/+8\/+3 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +19\/+14\/+9\/+4 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +20\/+15\/+10\/+5 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> 5th favored enemy, <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Player's Handbook v.3.5 46<\/h5>","reference":"Usergen"},{"id":10095,"name":"Rogue","type":"base","alignment":"Any","hit_die":"6","full_text":"<div topic='titel'><p><h3>Rogue<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 8.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.<\/p>\n\n\t<p><strong>Sneak Attack<\/strong>: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Basically, the rogue&#39;s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. (See Table 8&#8212;5: Attack Roll Modifiers and Table 8&#8212;6: Armor Class Modifiers, page 151, for combat situations in which the rogue flanks an opponent or the opponent loses his Dexterity bonus to AC.) Ranged attacks can count as sneak attacks only if the target is within 30 feet. A rogue can&#39;t strike with deadly accuracy from beyond that range.<\/p>\n\n\t<p>With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual &#8212;4 penalty, because she must make optimal use of her weapon in order to execute a sneak attack. (See Nonlethal Damage, page 146.)<\/p>\n\n\t<p>A rogue can sneak attack only living creatures with discernible anatomies&#8212;undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment (see page 152) or striking the limbs of a creature whose vitals are beyond reach.<\/p>\n\n\t<p><strong>Trapfinding<\/strong>: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.<\/p>\n\n\t<p>Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.  <\/p>\n\n\t<p>A rogue who beats a trap&#39;s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.<\/p>\n\n\t<p><strong>Evasion (Ex)<\/strong>: At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon&#39;s fiery breath or a fireball), she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.<\/p>\n\n\t<p><strong>Trap Sense (Ex)<\/strong>: At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.<\/p>\n\n\t<p><strong>Uncanny Dodge (Ex)<\/strong>: Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.<\/p>\n\n\t<p>If a rogue already has uncanny dodge from a different class (a rogue with at least two levels of barbarian, for example), she automatically gains improved uncanny dodge (see below) instead.<\/p>\n\n\t<p><strong>Improved Uncanny Dodge (Ex)<\/strong>: A rogue of 8th level or higher can no longer be flanked; she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.<\/p>\n\n\t<p>If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.<\/p>\n\n\t<p><strong>Special Abilities<\/strong>: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options.<\/p>\n\n\t<p><em>Crippling Strike (Ex)<\/em>: A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.<\/p>\n\n\t<p><em>Defensive Roll (Ex)<\/em>: The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll&#8212; if she is denied her Dexterity bonus to AC, she can&#39;t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the  rogue&#39;s evasion ability does not apply to the defensive roll.<\/p>\n\n\t<p><em>Improved Evasion (Ex)<\/em>: This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks such as a dragon&#39;s breath weapon or a fireball, henceforth she henceforth takes only half damage on a failed save. A helpless rogue (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion.<\/p>\n\n\t<p><em>Opportunist (Ex)<\/em>: Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue&#39;s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can&#39;t use the opportunist ability more than once per round.<\/p>\n\n\t<p><em>Skill Mastery<\/em>: The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.<\/p>\n\n\t<p><em>Slippery Mind (Ex)<\/em>: This ability represents the rogue&#39;s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.<\/p>\n\n\t<p><em>Feat<\/em>: A rogue may gain a bonus feat in place of a special ability.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Sneak attack +1d6, trapfinding <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Evasion <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sneak attack +2d6, trap sense +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Uncanny dodge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sneak attack +3d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Trap sense +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sneak attack +4d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Improved uncanny dodge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sneak attack +5d6, trap sense +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Special ability <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sneak attack +6d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Trap sense +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Sneak attack +7d6, special ability <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Sneak attack +8d6, trap sense +5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Special ability <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Sneak attack +9d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Trap sense +6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Sneak attack +10d6, special ability <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Player's Handbook v.3.5 49<\/h5>","reference":"Usergen"},{"id":10096,"name":"Sorcerer","type":"base","alignment":"Any","hit_die":"4","full_text":"<div topic='titel'><p><h3>Sorcerer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>All of the following are class features of the sorcerer.<\/p>\n\n\t<p><strong>Weapon and Armor Proficiency:<\/strong> Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer&#39;s arcane gestures, which can cause his spells with somatic components to fail.<\/p>\n\n\t<p><strong>Spells:<\/strong> A sorcerer casts arcane spells (the same type of spells available to bards and wizards), which are drawn primarily from the sorcerer\/wizard spell list (page 192). He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).<\/p>\n\n\t<p>To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a sorcerer&#39;s spell is 10 + the spell level + the sorcerer&#39;s Charisma modifier.<\/p>\n\n\t<p>Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 3&#8212;16: The Sorcerer. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1&#8212;1: Ability Modifiers and Bonus Spells, page 8).<\/p>\n\n\t<p>A sorcerer&#39;s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells (also called cantrips) and two 1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on Table 3&#8212;17: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on Table 3&#8212;17 are fixed.) These new spells can be common spells chosen from the sorcerer\/wizard spell list (page 192), or they can be unusual spells that the sorcerer has gained some understanding of by study. For example, a sorcerer with a scroll or spellbook detailing an unusual sorcerer\/wizard spell (one not on the sorcerer\/wizard spell list in this book) could select that spell as one of his new spells for attaining a new level, provided that it is of the right spell level. The sorcerer can&#39;t use this method of spell acquisition to learn spells at a faster rate, however.<\/p>\n\n\t<p>Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the sorcerer &quot;loses&quot; the old spell in exchange for the new one. The new spell&#39;s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level sorcerer spell the sorcerer can cast. For instance, upon reaching 4th-level, a sorcerer could trade in a single 0-level spell (two spell levels below the highest-level sorcerer spell he can cast, which is 2nd) for a different 0-level spell. At 6th level, he could trade in a single 0-level or 1st-level spell (since he now can cast 3rd-level sorcerer spells) for a different spell of the same level. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.<\/p>\n\n\t<p>Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. For example, at 1st level, the sorcerer Hennet can cast four 1st-level spells per day&#8212;three for being 1st level (see Table 3&#8212;16: The Sorcerer), plus one thanks to his Charisma score of 15 (see Table 1&#8212; 1: Ability Modifiers and Bonus Spells, page 8). However, he knows only two 1st-level spells: magic missile and sleep (see Table 3&#8212;17: Sorcerer Spells Known). Thus, on any given day, he can cast some combination of the two spells a total of four times. He does not have to decide ahead of time which spells he&#39;ll cast.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th colspan=1><\/th>\n\t\t\t<th style=text-align:center; colspan=10>Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th>0th <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t\t<th>6th <\/th>\n\t\t\t<th>7th <\/th>\n\t\t\t<th>8th <\/th>\n\t\t\t<th>9th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Familiar:<\/strong> A sorcerer can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.<\/p>\n\n\t<p>The sorcerer chooses the kind of familiar he gets. As the sorcerer advances in level, his familiar also increases in power.<\/p>\n\n\t<p>If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a sorcerer&#39;s experience point total can never go below 0 as the result of a familiar&#39;s demise or dismissal. <\/p>\n\n\t<p class=gray-box>For example, suppose that Hennet is a 3rd-level sorcerer with 3,230 XP when his owl familiar is killed by a bugbear. Hennet makes a successful saving throw, so he loses 300 XP, dropping him below 3,000 XP and back to 2nd level (see the Dungeon Master&#39;s Guide for rules for losing levels). A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.<\/p>\n\n\t<p>A character with more than one class that grants a familiar may have only one familiar at a time.<\/p>\n\n\t<h4>Familiars<\/h4>\n\n\t<p>Familiars are magically linked to their masters. In some sense, the familiar and the master are practically one being. That&#39;s why, for example, the master can cast a personal range spell on a familiar even though he can normally cast such a spell only on himself. A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by a sorcerer or wizard. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type. Only a normal, unmodified animal may become a familiar. Thus, a druid\/sorcerer can&#39;t use her animal companion as a familiar.<\/p>\n\n\t<p>A familiar also grants special abilities to its master (a sorcerer or wizard), as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other. <\/p>\n\n\t<p>Levels of different classes that are entitled to familiars (such as sorcerer and wizard) stack for the purpose of determining any familiar abilities that depend on the master&#39;s level.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Familiar <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Bat <\/td>\n\t\t\t<td> Master gains a +3 bonus on Listen checks <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Cat <\/td>\n\t\t\t<td> Master gains a +3 bonus on Move Silently checks <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Hawk <\/td>\n\t\t\t<td> Master gains a +3 bonus on Spot checks in bright light <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Lizard <\/td>\n\t\t\t<td> Master gains a +3 bonus on Climb checks <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Owl <\/td>\n\t\t\t<td> Master gains a +3 bonus on Spot checks in shadows <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Rat <\/td>\n\t\t\t<td> Master gains a +2 bonus on Fortitude saves <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Raven <sup>1<\/sup> <\/td>\n\t\t\t<td> Master gains a +3 bonus on Appraise checks <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Snake <sup>2<\/sup> <\/td>\n\t\t\t<td> Master gains a +3 bonus on Bluff checks <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Toad <\/td>\n\t\t\t<td> Master gains +3 hit points <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Weasel <\/td>\n\t\t\t<td> Master gains a +2 bonus on Reflex saves <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><sup>1<\/sup> A raven familiar can speak one language of its master&#39;s choice as a supernatural ability.<br \/><sup>2<\/sup> Tiny viper.<\/p>\n\n\t<p><strong>Familiar Basics:<\/strong> Use the basic statistics for a creature of the familiar&#39;s kind, as given in the Monster Manual, but make the following changes:<\/p>\n\n\t<p><em>Hit Dice:<\/em> For the purpose of effects related to number of Hit Dice, use the master&#39;s character level or the familiar&#39;s normal HD total, whichever is higher.<\/p>\n\n\t<p><em>Hit Points:<\/em> The familiar has one-half the master&#39;s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice. For example, at 2nd level, Hennet has 9 hit points, so his familiar has 4.<\/p>\n\n\t<p><em>Attacks:<\/em> Use the master&#39;s base attack bonus, as calculated from all his classes. Use the familiar&#39;s Dexterity or Strength modifier, whichever is greater, to get the familiar&#39;s melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar&#39;s kind.<\/p>\n\n\t<p><em>Saving Throws:<\/em> For each saving throw, use either the familiar&#39;s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master&#39;s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn&#39;t share any of the other bonuses that the master might have on saves (from magic items or feats, for example).<\/p>\n\n\t<p><em>Skills:<\/em> For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master&#39;s skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar&#39;s total skill modifiers, some skills (such as Craft) may remain beyond the familiar&#39;s ability to use.<\/p>\n\n\t<p><strong>Familiar Ability Descriptions:<\/strong> All familiars have special abilities (or impart abilities to their masters) depending on the master&#39;s combined level in classes that grant familiars, as shown on the table below. The abilities given on the table are cumulative.<\/p>\n\n\t<p><em>Natural Armor Adj.:<\/em> The number noted here is an improvement to the familiar&#39;s existing natural armor bonus. It represents the preternatural toughness of a spellcaster&#39;s familiar.<\/p>\n\n\t<p><em>Int:<\/em> The familiar&#39;s Intelligence score. Familiars are as smart as people, though not necessarily as smart as smart people.<\/p>\n\n\t<p><em>Alertness (Ex):<\/em> The presence of the familiar sharpens its master&#39;s senses. While a familiar is within arm&#39;s reach, the master gains the Alertness feat (page 89).<\/p>\n\n\t<p><em>Improved Evasion (Ex):<\/em> When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.<\/p>\n\n\t<p><em>Share Spells:<\/em> At the master&#39;s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.  If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of &quot;You&quot; on his familiar (as a touch range spell) instead of on himself. A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar&#39;s type (magical beast). <\/p>\n\n\t<p><em>Empathic Link (Su):<\/em> The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar&#39;s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content (such as fear, hunger, happiness, curiosity) can be communicated. Note that the low Intelligence of a low-level master&#39;s familiar limits what the creature is able to communicate or understand, and even intelligent familiars see the world differently from humans, so misunderstandings are always possible.<\/p>\n\n\t<p>Because of this empathic link, the master has the same connection to an item or place that his familiar does. For instance, if his familiar has seen a room, the master can teleport into that room as if he has seen it too.<\/p>\n\n\t<p><em>Deliver Touch Spells (Su):<\/em> If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the &quot;toucher.&quot; The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates. <\/p>\n\n\t<p><em>Speak with Master (Ex):<\/em> If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.<\/p>\n\n\t<p><em>Speak with Animals of Its Kind (Ex):<\/em> If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.<\/p>\n\n\t<p><em>Spell Resistance (Ex):<\/em> If the master is 11th level or higher, a familiar gains spell resistance equal to the master&#39;s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level; see Spell Resistance, page 177) that equals or exceeds the familiar&#39;s spell resistance.<\/p>\n\n\t<p><em>Scry on Familiar (Sp):<\/em> If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Master Class Level <\/th>\n\t\t\t<th>Natural Armor Adj. <\/th>\n\t\t\t<th>Int <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st&#8212;2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> Alertness, improved evasion, share spells, empathic link <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd&#8212;4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td>Deliver touch spells <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th&#8212;6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> Speak with master <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th&#8212;8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> Speak with animals of its kind <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th&#8212;10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th&#8212;12th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> 11<\/td>\n\t\t\t<td>  Spell resistance <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th&#8212;14th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> 12 <\/td>\n\t\t\t<td>Scry on familiar <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th&#8212;16th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> 13 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th&#8212;18th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td>14 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th&#8212;20th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> 15 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t<\/table><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=10>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>0th  <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t\t<th>6th <\/th>\n\t\t\t<th>7th <\/th>\n\t\t\t<th>8th <\/th>\n\t\t\t<th>9th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Summon Familiar <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 \/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Player's Handbook v.3.5 51<\/h5>","reference":"Usergen"},{"id":10097,"name":"Wizard","type":"base","alignment":"Any","hit_die":"4","full_text":"<div topic='titel'><p><h3>Wizard<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>All of the following are class features of the wizard.<\/p>\n\n\t<p><strong>Weapon and Armor Proficiency:<\/strong> Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard&#39;s movements, which can cause her spells with somatic components to fail.<\/p>\n\n\t<p><strong>Spells:<\/strong> A wizard casts arcane spells (the same type of spells available to sorcerers and bards), which are drawn from the sorcerer\/wizard spell list (page 192). A wizard must choose and prepare her spells ahead of time (see below).<\/p>\n\n\t<p>To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a wizard&#39;s spell is 10 + the spell level + the wizard&#39;s Intelligence modifier.<\/p>\n\n\t<p>Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. <br \/>Her base daily spell allotment is given on Table 3&#8212;18: The Wizard. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1&#8212;1: Ability Modifiers and Bonus Spells, page 8).<\/p>\n\n\t<p>Unlike a bard or sorcerer, a wizard may know any number of spells (see Writing a New Spell into a Spellbook, page 179). She must choose and prepare her spells ahead of time by getting a good night&#39;s sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare (see Preparing Wizard Spells, page 177).<\/p>\n\n\t<p><strong>Bonus Languages:<\/strong> A wizard may substitute Draconic for one of the bonus languages available to the character because of her race (see Chapter 2: Races). Many ancient tomes of magic are written in Draconic, and apprentice wizards often learn it as part of their studies.<\/p>\n\n\t<p><strong>Familiar:<\/strong> A wizard can obtain a familiar in exactly the same manner as a sorcerer can. See the sorcerer description and the accompanying Familiars sidebar for details.<\/p>\n\n\t<p><strong>Scribe Scroll:<\/strong> At 1st level, a wizard gains Scribe Scroll as a bonus feat. This feats enables her to create magic schools (see Scribe Scroll, page 99, and Creating Magic Items, page 282 of the Dungeon Master&#39;s Guide).<\/p>\n\n\t<p><strong>Bonus Feats:<\/strong> At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. (See Chapter 5 for descriptions of feats and their prerequisites.)<\/p>\n\n\t<p>These bonus feats are in addition to the feat that a character of any class gets every three levels (as given on Table 3&#8212;2: Experience and Level-Dependent Benefits, page 22). The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats. <\/p>\n\n\t<p><strong>Spellbooks:<\/strong> A wizard must study her spellbook each day to prepare her spells (see Preparing Wizard Spells, page 177). She cannot prepare any spell not recorded in her spellbook, except for read magic, which all wizards can prepare from memory.<\/p>\n\n\t<p>A wizard begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or schools, if any; see School Specialization, page 57) plus three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has (see Table 1&#8212;1: Ability Modifiers and Bonus Spells, page 8), the spellbook holds one additional 1st-level spell of your choice. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. For example, when a wizard attains 5th level, she can cast 3rd-level spells. At this point, she can add two new 3rd-level spells to her spellbook, or one 2nd-level spell and one 3rd-level spell, or any combination of two spells between 1st and 3rd level. At any time, a wizard can also add spells found in other wizards&#39; spellbooks to her own (see Adding Spells to a Wizard&#39;s Spellbook, page 178).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th colspan=10>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>0th <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t\t<th>6th <\/th>\n\t\t\t<th>7th <\/th>\n\t\t\t<th>8th <\/th>\n\t\t\t<th>9th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Summon familiar, Scribe scroll <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Player's Handbook v.3.5 55<\/h5>","reference":"Usergen"},{"id":10098,"name":"Beguiler","type":"base","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Beguiler<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Beguilers are proficient with all simple weapons plus the hand crossbow, rapier, shortbow, and short sword. Beguilers are proficient with light armor, but not with shields.<\/p>\n\n\t<p><strong>Spells:<\/strong> A beguiler casts arcane spells, which are drawn from the beguiler spell list on page 11. When you gain access to a new level of spells, you automatically know all the spells for that level on the beguiler&#39;s spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known list. You also have the option of adding to your existing spell list through your advanced learning class feature (see below) as you increase in level.<\/p>\n\n\t<p>To cast a beguiler spell, you must have an Intelligence score of 10 + the spell&#39;s level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a beguiler&#39;s spell is 10 + the spell&#39;s level + the beguiler&#39;s Int modifier. Like other spellcasters, a beguiler can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given on Table 1&#8212;1. In addition, you receive bonus spells for a high Intelligence score (PH 8). <\/p>\n\n\t<p>A beguiler need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.<\/p>\n\n\t<p><strong>Armored Mage (Ex):<\/strong> Normally, armor of any type interferes with an arcane spellcaster&#39;s gestures, which can cause your spells to fail if those spells have a somatic component. A beguiler&#39;s limited focus and specialized training, however, allow you to avoid any chance of arcane spell failure as long as you restrict yourself to light armor. This training does not extend to any other form of armor, nor does this ability apply to spells gained from other spellcasting classes.<\/p>\n\n\t<p><strong>Trapfinding:<\/strong> Beguilers can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.<\/p>\n\n\t<p>Beguilers can use the Disable Device skill to disarm magic traps. A magic trap typically has a DC of 25 + the level of the spell used to create it.<\/p>\n\n\t<p>A beguiler who beats a trap&#39;s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his allies) without disarming it.<\/p>\n\n\t<p><strong>Cloaked Casting (Ex):<\/strong> Starting at 2nd level, a beguiler&#39;s spells become more effective when cast against an unwary foe. You gain a +1 bonus to the spell&#39;s save DC when you cast a spell that targets any foe who would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). <\/p>\n\n\t<p>At 8th level, you gain a +2 bonus on rolls made to overcome the spell resistance of any affected target.<\/p>\n\n\t<p>At 14th level, the bonus to your spell&#39;s save DC increases to +2. <\/p>\n\n\t<p>At 20th level, you become able to automatically overcome the spell resistance of any affected target.<\/p>\n\n\t<p><strong>Surprise Casting (Ex):<\/strong> Starting at 2nd level, when you successfully use the Bluff skill to feint in combat, your target is denied its Dexterity bonus (if it has one) to AC for the next melee attack you make against it or the next spell you cast. You must remain in melee with the target, and the attack must be made or the spell cast on or before your next turn. The target is not considered flat-footed and therefore can make attacks of opportunity against you if you do not cast defensively.<\/p>\n\n\t<p>At 6th level, you gain the ability to feint in combat as a move action instead of a standard action. If you have the Improved Feint feat, you can now feint in combat as a swift action.<\/p>\n\n\t<p><strong>Advanced Learning (Ex):<\/strong> At 3rd level, you can add a new spell to your list, representing the result of personal study and experimentation. The spell must be a sorcerer\/wizard spell of the enchantment or illusion school and of a level no higher than that of the highest-level spell you already know. Once a new spell is selected, it is forever added to your spell list and can be cast just like any other spell on your list.<\/p>\n\n\t<p>You gain another new spell at 7th, 11th, 15th, and 19th level.<\/p>\n\n\t<p><strong>Silent Spell:<\/strong> At 5th level, you gain Silent Spell as a bonus feat. <\/p>\n\n\t<p><strong>Still Spell:<\/strong> At 10th level, you gain Still Spell as a bonus feat.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th colspan=10>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t\t<th>0th <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t\t<th>6th <\/th>\n\t\t\t<th>7th <\/th>\n\t\t\t<th>8th <\/th>\n\t\t\t<th>9th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Armored mage, trapfinding <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212;  <\/td>\n\t\t\t<td> &#8212;  <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td>  &#8212;  <\/td>\n\t\t\t<td> &#8212;  <\/td>\n\t\t\t<td> &#8212;  <\/td>\n\t\t\t<td> &#8212;  <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Cloaked casting (+1 DC), surprise casting <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Advanced learning <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Silent Spell <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Surprise casting (move action) <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Advanced learning <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Cloaked casting (+2 to overcome SR) <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Still Spell <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Advanced learning <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Cloaked casting (+2 DC) <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Advanced learning <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> Advanced learning <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> Cloaked casting (overcomes SR) <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Player's Handbook II 6<\/h5>","reference":"Usergen"},{"id":10099,"name":"Dragon Shaman","type":"base","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Dragon Shaman<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Dragon shamans are proficient with simple weapons, with light and medium armor, and with shields (except tower shields).<\/p>\n\n\t<p><strong>Bonus Languages:<\/strong> A dragon shaman&#39;s bonus language options include Draconic.<\/p>\n\n\t<p><strong>Draconic Aura (Su):<\/strong> You can channel the mighty powers of dragonkind to project an aura that grants you and nearby allies a special benefit.<\/p>\n\n\t<p>Projecting an aura is a swift action (see page 4), and you can only project one draconic aura at a time. An aura remains in effect until you use a free action to dismiss it or you activate another aura in its place. You can have a draconic aura active continually; thus, an aura can be in effect at the start of an encounter even before you take your first turn. <\/p>\n\n\t<p>Unless otherwise noted, your draconic aura affects all allies within 30 feet (including yourself) with line of effect to you. Your aura is dismissed if you become unconscious or are slain, but otherwise it remains in effect even if you are incapable of acting.<\/p>\n\n\t<p>The bonus granted by your aura begins at +1 and increases to +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level. As a 1st-level dragon shaman, you know how to project three auras chosen from the list below. At every odd- numbered level after that, you learn one additional draconic aura of your choice, until all seven auras are known at 9th level. Each time you activate a draconic aura, you can choose from any of the auras that you know.<\/p>\n\n\t<p><em>Energy Shield:<\/em> Any creature striking you or your ally with a natural attack or a nonreach melee weapon is dealt 2 points of energy damage for each point of your aura bonus. The energy type is that of your totem dragon&#39;s damage-dealing breath weapon (see below). <\/p>\n\n\t<p><em>Power:<\/em> Bonus on melee damage rolls equal to your aura bonus.<\/p>\n\n\t<p><em>Presence:<\/em> Bonus on Bluff, Diplomacy, and Intimidate checks equal to your aura bonus.<\/p>\n\n\t<p><em>Resistance:<\/em> Resistance to your totem dragon&#39;s energy type equal to 5 \u00d7 your aura bonus.<\/p>\n\n\t<p><em>Senses:<\/em> Bonus on Listen and Spot checks, as well as on initiative checks, equal to your aura bonus.<\/p>\n\n\t<p><em>Toughness:<\/em> DR 1\/magic for each point of your aura bonus (up to 5\/magic at 20th level).<\/p>\n\n\t<p><em>Vigor:<\/em> Fast healing 1 for each point of your aura bonus, but only affects characters at or below one-half their full normal hit points.<\/p>\n\n\t<p><strong>Totem Dragon:<\/strong> You must choose a totem dragon from among the true dragons appearing in the <em>Monster Manual<\/em> (black, blue, brass, bronze, copper, gold, green, red, silver, or white). You must choose a dragon whose alignment is within one step of yours, as described in the following table. You gain additional class skills and a particular sort of breath weapon based on the dragon you select as your totem.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Totem Dragon <\/th>\n\t\t\t<th>Acceptable Alignment  <\/th>\n\t\t\t<th>Class Skills  <\/th>\n\t\t\t<th>Breath Weapon Energy Type <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Black  <\/td>\n\t\t\t<td> NE, CE, CN <\/td>\n\t\t\t<td> Hide, Move Silently, Swim <\/td>\n\t\t\t<td> Line of acid <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Blue  <\/td>\n\t\t\t<td> NE, LE, LN  <\/td>\n\t\t\t<td> Bluff, Hide, Spellcraft  <\/td>\n\t\t\t<td> Line of electricity <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Brass  <\/td>\n\t\t\t<td> NG, CG, CN <\/td>\n\t\t\t<td> Bluff, Gather Information, Survival <\/td>\n\t\t\t<td> Line of fire <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Bronze  <\/td>\n\t\t\t<td> NG, LG, LN  <\/td>\n\t\t\t<td> Disguise, Survival, Swim  <\/td>\n\t\t\t<td> Line of electricity <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Copper  <\/td>\n\t\t\t<td> NG, CG, CN  <\/td>\n\t\t\t<td> Bluff, Hide, Jump  <\/td>\n\t\t\t<td> Line of acid <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Gold  <\/td>\n\t\t\t<td> NG, LG, LN  <\/td>\n\t\t\t<td> Disguise, Heal, Swim <\/td>\n\t\t\t<td> Cone of fire <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Green  <\/td>\n\t\t\t<td> NE, LE, LN  <\/td>\n\t\t\t<td> Bluff, Hide, Move Silently  <\/td>\n\t\t\t<td> Cone of acid <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Red <\/td>\n\t\t\t<td> NE, CE, CN  <\/td>\n\t\t\t<td> Appraise, Bluff, Jump <\/td>\n\t\t\t<td> Cone of fire <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Silver  <\/td>\n\t\t\t<td> NG, LG, LN  <\/td>\n\t\t\t<td> Bluff, Disguise, Jump <\/td>\n\t\t\t<td> Cone of cold <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> White  <\/td>\n\t\t\t<td> NE, CE, CN  <\/td>\n\t\t\t<td> Hide, Move Silently, Swim <\/td>\n\t\t\t<td> Cone of cold <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Skill Focus:<\/strong> At 2nd level, you gain Skill Focus as a bonus feat. You must apply the feat to one of the three class skills granted by your chosen totem dragon. For example, a blue dragon shaman can select Skill Focus (Bluff), Skill Focus (Hide), or Skill Focus (Spellcraft).<\/p>\n\n\t<p>At 8th level, and again at 16th level, you gain Skill Focus in another of the class skills granted by your chosen totem dragon. If you already have Skill Focus in all three of the skills associated with your totem dragon, you gain Skill Focus in any other dragon shaman class skill.<\/p>\n\n\t<p><strong>Draconic Adaptation (Ex or Sp):<\/strong> At 3rd level, you take on an aspect of your totem dragon. Some adaptations are extraordinary abilities that are always active; others are spell- like abilities that you can activate at will. Spell-like abilities have a caster level equal to your class level and a save DC equal to 10 + spell level + Cha modifier.<\/p>\n\n\t<p>Black&#8212;Water Breathing (Ex): You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).<br \/>Blue&#8212; <em>Ventriloquism (Sp):<\/em> As the spell (at will).<br \/>Brass&#8212; <em>Endure Elements (Sp):<\/em> As the spell, except you can only target yourself (at will).<br \/>Bronze&#8212;Water Breathing (Ex): You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).<br \/>Copper&#8212; <em>Spider Climb (Sp):<\/em> As the spell, except you can only target yourself (at will).<br \/>Gold&#8212;Water Breathing (Ex): You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).<br \/>Green&#8212;Water Breathing (Ex): You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).<br \/>Red&#8212;Treasure Seeker (Ex): You gain a +5 competence bonus on Appraise and Search checks (always active).<br \/>Silver&#8212; <em>Feather Fall (Sp):<\/em> As the spell, except you can only target yourself (at will). <br \/>White&#8212;Icewalker (Ex): You can walk across icy surfaces without reducing your speed or making Balance checks (always active).<\/p>\n\n\t<p>At 13th level, you can choose as a swift action (see page 4) to share the effect of your draconic adaptation with any or all allies within 30 feet. In the case of spell-like abilities, you must make this decision when you activate the ability. The benefit lasts until you spend a free action to rescind it or (if the effect has a limited duration) the effect ends, whichever comes first.<\/p>\n\n\t<p><strong>Breath Weapon (Su):<\/strong> At 4th level, you gain a breath weapon corresponding to your totem dragon. Regardless of the area one affects or the type of energy damage it deals, all breath weapons deal 2d6 points of damage, plus an extra 1d6 points of damage for every two additional class levels (3d6 at<br \/>6th level, 4d6 at 8th level, and so forth). A successful Reflex save halves the damage dealt; the save DC is equal to 10 + 1\/2 your dragon shaman level + your Con modifier. Just like a true dragon, once you breathe you must wait 1d4 rounds before you can use your breath weapon again. <\/p>\n\n\t<p>Cone-shaped breath weapons extend out to 15 feet at 4th level, increasing to 30 feet at 12th level and to 60 feet at 20th level. Line-shaped breath weapons are 30 feet long at 4th level, increasing to 60 feet at 12th level and to 120 feet at 20th level.<\/p>\n\n\t<p><strong>Draconic Resolve (Ex):<\/strong> At 4th level, you gain immunity to paralysis and sleep effects. You also become immune to the frightful presence of dragons.<\/p>\n\n\t<p><strong>Touch of Vitality (Su):<\/strong> At 6th level, you can heal the wounds of living creatures (your own or those of others) by touch. Each day you can heal a number of points of damage equal to twice your class level \u00d7 your Charisma bonus. For example, a 7th-level dragon shaman with a Charisma score of 14 (+2 bonus) can heal 28 points of damage. You can choose to divide your healing among multiple recipients, and you don&#39;t have to use it all at once. Using your touch of vitality is a standard action. It has no effect on undead.<\/p>\n\n\t<p>Beginning at 11th level, you can choose to spend some of the healing bestowed by your touch of vitality to remove other harmful conditions affecting the target.<\/p>\n\n\t<p>For every 5 points of your healing ability you expend, you can cure 1 point of ability damage or remove the dazed, fatigued, or sickened condition from one individual.<\/p>\n\n\t<p>For every 10 points of your healing ability you expend, you can remove the exhausted, nauseated, poisoned, or stunned condition from one individual.<\/p>\n\n\t<p>For every 20 points of your healing ability you expend, you can remove a negative level or the blinded, deafened, or diseased condition from one individual.<\/p>\n\n\t<p>You can remove a condition (or more than one condition) and heal damage with the same touch, so long as you expend the required number of points. For example, if you wanted to heal 12 points of damage and remove the blinded and exhausted conditions from a target, you would have to expend 42 points (12 hit points restored plus 20 points for blinded plus 10 points for exhausted).<\/p>\n\n\t<p><strong>Natural Armor (Ex):<\/strong> At 7th level, your skin thickens, developing faint scales. Your natural armor bonus improves by 1. At 12th level, this improvement increases to +2, and at 17th level to +3.<\/p>\n\n\t<p><strong>Energy Immunity (Ex):<\/strong> At 9th level, you gain immunity to the energy type of the breath weapon you gained at 4th level.<\/p>\n\n\t<p><strong>Commune with Dragon Spirit (Sp):<\/strong> At 14th level, you gain the ability to contact your dragon totem directly to ask questions of it. This is the equivalent of casting a commune spell, except that it has no material component, focus, or XP cost and allows only one question per three class levels. After using this ability, you cannot use it again for seven days.<\/p>\n\n\t<p><strong>Draconic Wings (Ex):<\/strong> At 19th level, you grow a pair of wings that resemble those of your totem dragon. They allow flight at a speed of 60 feet (good maneuverability). You can even fly while carrying a medium load, though your fly speed drops to 40 feet in this case.<\/p>\n\n\t<p>If you already have wings, you can choose whether these draconic wings replace your own.<\/p>\n\n\t<h4>Ex-Dragon Shamans<\/h4>\n\n\t<p>Dragon shamans who change alignment could lose their powers. If a dragon shaman changes to an alignment still appropriate to the dragon to which he is already dedicated, nothing happens. However, if the dragon shaman changes to an alignment inappropriate for his chosen dragon, he immediately loses all abilities granted by the dragon shaman class and becomes an ex-dragon shaman.<\/p>\n\n\t<p>An ex-dragon shaman can choose a new color or metallic hue of true dragon to emulate and thus regain the powers granted by the class. To switch to a new totem dragon, he must find a dragon shaman of higher level who is dedicated to that dragon type. The higher-level dragon shaman must willingly expend all her touch of vitality on the ex-dragon shaman each day for a week. At the end of the week, the ex-dragon shaman gains the class features of a dragon shaman dedicated to the newly chosen totem dragon, including exchanging the focus of any class-granted Skill Focus feats. Most dragon shamans who are asked to perform this service demand payment in the form of some great deed. This deed might be a demand that the ex-dragon shaman retrieve magic items that will add to his sponsor&#39;s power or simply a short quest to prove the ex-dragon shaman&#39;s worth.<\/p>\n\n\t<p>Dragon shamans can go through the same process to switch chosen totem dragons even if they don&#39;t change alignment. If a dragon shaman has an alignment appropriate for a different true dragon color or hue, the shaman can switch to that kind of dragon through a process identical to the one described above for ex-dragon shamans.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t\t<th>Draconic Auras Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Draconic aura +1, totem dragon <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Skill Focus <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Draconic adaptation <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Breath weapon (2d6; 15-ft. cone or 30-ft. line), draconic resolve <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Draconic aura +2 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Breath weapon (3d6), touch of vitality (heal wounds0 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Natural armor +1 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Breath weapon (4d6), Skill Focus <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Energy Immunity <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Breath weapon (5d6), draconic aura +3 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Touch of vitality (remove conditions) <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Breath weapon (6d6; 30-ft. cone or 60-ft. line), natural armor +2 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Draconic adaptation (share with allies) <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Breath weapon (7d6), commune with dragon spirit <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Draconic aura +4 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> Breath weapon (8d6), Skill Focus <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> Natural armor +3 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> Breath weapons (9d6) <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> Draconic wings <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> Breath weapon (10d6; 60-ft. cone or 120-ft. line), draconic aura +5 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Player's Handbook II 11<\/h5>","reference":"Usergen"},{"id":10100,"name":"Duskblade","type":"base","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Duskblade<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Pro?ciency:<\/strong> Duskblades are pro?cient with all martial weapons, as well as all armors and shields (except tower shields).<\/p>\n\n\t<p><strong>Spells:<\/strong> You cast arcane spells, which are drawn from the duskblade spell list on page 98. You can cast any spell you know without preparing it ahead of time.<\/p>\n\n\t<p>To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Dif?culty Class for a saving throw against your spell is 10 + the spell level + your Int modi?er.<\/p>\n\n\t<p>You can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on Table 1\u20133. In addition, you receive bonus spells per day if you have a high Intelligence score (see Table 1\u20131: Ability Modi?ers and Bonus Spells, page 8 of the <em>Player\u2019s Handbook<\/em>).<\/p>\n\n\t<p><strong>Spells Known:<\/strong> You begin play knowing two 0-level spells and two 1st-level spells, chosen from the duskblade spell list. You also know one additional 0-level spell for each point of Intelligence bonus.<br \/>Each time you gain a new class level, you learn one additional spell of any level you can cast, chosen from the duskblade spell list.<\/p>\n\n\t<p>Upon reaching 5th level, and at every subsequent odd-numbered level, you can choose to learn a new spell in place of one you already know. In effect, you lose access to the old spell in exchange for gaining the new one. The new spell\u2019s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell you can cast. For instance, upon reaching 9th level, you could trade in a single 1st-level spell (two levels below the highest-level spell you can cast, which is 3rd) for a different 1st-level spell. You can swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that you gain new spells known for the level.<\/p>\n\n\t<p>You need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.<\/p>\n\n\t<p><strong>Arcane Attunement (Sp):<\/strong> You can use the spell-like powers <em>dancing lights<\/em>, <em>detect magic<\/em>, <em>?are<\/em>, <em>ghost sound<\/em>, and <em>read magic<\/em> a combined total of times per day equal to 3 + your Int modi?er. These spell-like powers do not count against your total of spells known or spells per day.<\/p>\n\n\t<p><strong>Armored Mage (Ex):<\/strong> Normally, armor of any type interferes with an arcane spellcaster\u2019s gestures, which can cause spells to fail if those spells have a somatic component. A duskblade\u2019s limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class.<\/p>\n\n\t<p>At 4th level, you learn to use medium armor with no chance of arcane spell failure.<\/p>\n\n\t<p>At 7th level, you learn to use a heavy shield with no chance of arcane spell failure.<\/p>\n\n\t<p><strong>Combat Casting:<\/strong> At 2nd level, you gain Combat Casting as a bonus feat.<\/p>\n\n\t<p><strong>Arcane Channeling (Su):<\/strong> Beginning at 3rd level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved. <\/p>\n\n\t<p>At 13th level, you can cast any touch spell you know as part of a full attack action, and the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round.<\/p>\n\n\t<p><strong>Quick Cast:<\/strong> Beginning at 5th level, you can cast one spell each day as a swift action, so long as the casting time of the spell is 1 standard action or less.<\/p>\n\n\t<p>You can use this ability twice per day at 10th level, three times per day at 15th level, and four times per day at 20th level.<\/p>\n\n\t<p><strong>Spell Power (Ex):<\/strong> Starting at 6th level, you can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain a +2 bonus on your caster level check to overcome spell resistance for the remainder of the encounter. This bonus increases to +3 at 11th level, to +4 at 16th level, and to +5 at 18th level.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th colspan=10>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t\t<th>0th <\/th>\n\t\t\t<th>1st  <\/th>\n\t\t\t<th>2nd  <\/th>\n\t\t\t<th>3rd  <\/th>\n\t\t\t<th>4th  <\/th>\n\t\t\t<th>5th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Arcane attunement<\/em>, armored mage (light) <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Combat Casting <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Arcane channeling <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Armored mage (medium) <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Quick cast 1\/day <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Spell power +2 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Armored mage (heavy shield) <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Quick cast 2\/day <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Spell power +3 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Arcane channeling (full attack) <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Quick cast 3\/day <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +16\/+11\/+6\/+1 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> Spell power +4 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +17\/+12\/+7\/+2 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +18\/+13\/+8\/+3 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> Spell power +5 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +19\/+14\/+9\/+4 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +20\/+15\/+10\/+5 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> Quick cast 4\/day <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Player's Handbook II 19<\/h5>","reference":"Usergen"},{"id":10101,"name":"Knight","type":"base","alignment":"Lawful","hit_die":"12","full_text":"<div topic='titel'><p><h3>Knight<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 12.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful.<\/p><\/div><div topic='STARTING_GOLD' level='8'><p><b>Starting gold:<\/b> 6d4 x 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Knights are proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and all shields (except tower shields).<\/p>\n\n\t<p><strong>Knight&#39;s Challenge:<\/strong> Your dauntless fighting spirit plays a major role in your fighting style, as important as the strength of your arm or the sharpness of your blade. In battle, you use the force of your personality to challenge your enemies. You can call out a foe, shouting a challenge that boosts his confidence, or issue a general challenge that strikes fear into weak opponents and compels strong opponents to seek you out for personal combat. By playing on your enemies&#39; ego, you can manipulate your foes.<\/p>\n\n\t<p>You can use this ability a number of times per day equal to 1\/2 your class level + your Charisma bonus (minimum once per day). As you gain levels, you gain a number of options that you can use in conjunction with this ability. <\/p>\n\n\t<p>Even if you and your foes lack a shared language, you can still effectively communicate through body language, tone, and certain oaths and challenges you learn from a variety of different tongues.<\/p>\n\n\t<p><em>Fighting Challenge (Ex):<\/em>  As a swift action, you can issue a challenge against a single opponent. The target of this ability must have an Intelligence of 5 or higher, have a language of some sort, and have a CR greater than or equal to your character level minus 2. If it does not meet these requirements, a use of this ability is expended without effect. <\/p>\n\n\t<p>If the target does meet the conditions given above, you gain a +1 morale bonus on Will saves and a +1 morale bonus on attack rolls and damage rolls against the target of this ability. You fight with renewed vigor and energy by placing your honor and reputation on the line. If your chosen foe reduces you to 0 or fewer hit points, you lose two uses of your knight&#39;s challenge ability for the day because of the blow to your ego and confidence from this defeat.<\/p>\n\n\t<p>The effect of a fighting challenge lasts for a number of rounds equal to 5 + your Charisma bonus (if any). <\/p>\n\n\t<p>If you are capable of issuing a knight&#39;s challenge more than once per day, you can use this ability more than once in a single encounter. If your first chosen foe is defeated or flees the area, you can issue a new challenge to a different foe. You cannot switch foes if your original target is still active.<\/p>\n\n\t<p>At 7th level, the bonus you gain from this ability increases to +2. At 13th level, it rises to +3. At 19th level, it increases to +4.<\/p>\n\n\t<p><em>Test of Mettle (Ex):<\/em> Starting at 4th level, you can shout a challenge to all enemies, calling out for the mightiest among them to face you in combat. Any target of this ability must have a language of some sort and an Intelligence score of 5 or higher. Creatures that do not meet these requirements are immune to the test of mettle. You must have line of sight and line of effect to the targets of this ability.<\/p>\n\n\t<p>As a swift action, you can expend one use of your knight&#39;s challenge ability to cause all your enemies within 100 feet with a CR greater than or equal to your character level minus 2 to make Will saves (DC 10 + 1\/2 your class level + your Cha modifier). Creatures that fail this save are forced to attack you with their ranged or melee attacks in preference over other available targets. If a foe attacks by casting a spell or using a supernatural ability, he must target you with the attack or include you in the effect&#39;s area.<\/p>\n\n\t<p>An opponent compelled to act in this manner is not thrown into a mindless rage and does not have to move to attack you in melee if doing so would provoke attacks of opportunity against him. In such a case, he can use ranged attacks against you or attack any opponents he threatens as normal. If anyone other than you attacks the target, the effect of the test of mettle ends for that specific target.<\/p>\n\n\t<p>If you are reduced to 0 or fewer hit points by an opponent forced to attack you due to this ability, you gain one additional use of your knight&#39;s challenge ability for that day. This additional use comes from increased confidence and the knowledge that you have proved your mettle as a knight against your enemies by calling out foes even against overwhelming odds. This additional use disappears if you have not used it by the start of the next day. You can only gain one additional use of your knight&#39;s challenge ability in this manner per day.<\/p>\n\n\t<p>The effect of a test of mettle lasts for a number of rounds equal to 5 + your Charisma bonus (if any). Whether a creature fails or succeeds on its save against your test of mettle, it can only be targeted by this effect once per day.<\/p>\n\n\t<p><em>Call to Battle (Ex):<\/em> Starting at 8th level, you become an inspiring figure on the battlefield. When all seems lost, you are a beacon of hope who continues to fight on despite the odds. No cause is yet lost when a knight still battles on its name.<\/p>\n\n\t<p>As a swift action, you can expend one use of your knight&#39;s challenge ability to grant an ally another save against a fear effect. The target gains a bonus on this save equal to your Charisma bonus (if any). If the target succeeds on this save, he gains the benefit for a successful save against the attack or spell. This ability reflects your talent to inspire your allies in the face of a daunting foe. For example, Lidda fails her save against a lich&#39;s fear spell. On his next action, Sir Agrivail uses his call to battle ability to grant Lidda another save. If she succeeds, she immediately shrugs off the effect of the fear spell.<\/p>\n\n\t<p><em>Daunting Challenge (Ex):<\/em> Starting at 12th level, you can call out opponents, striking fear into the hearts of your enemies. In this manner you separate the strong-minded from the weak-willed, allowing you to focus on opponents that are worthy foes.<\/p>\n\n\t<p>As a swift action, you can expend one use of your knight&#39;s challenge ability to issue a daunting challenge. This ability affects all creatures within 100 feet of you that have a CR less than your character level minus 2. Targets must be able to hear you, speak or understand a language of some sort, and have an Intelligence score of 5 or more. All targets who meet these conditions must make Will saves (DC 10 + 1\/2 your class level + your Cha modifier) or become shaken.<\/p>\n\n\t<p>Whether a creature fails or succeeds on its save against your daunting challenge, it can only be targeted by this effect once per day.<\/p>\n\n\t<p><em>Bond of Loyalty (Ex):<\/em> Starting at 16th level, your loyalty to your comrades endures even in the face of powerful magic. You can expend one use of your knight&#39;s challenge ability to make an additional saving throw against a mind- affecting spell or ability. You can use this ability once per round as a free action and can continue to use it even if an opponent is controlling your actions with a mind-affecting spell or ability.<\/p>\n\n\t<p><em>Loyal Beyond Death (Ex):<\/em> At 20th level, if you are reduced to 0 or fewer hit points by an effect that otherwise leaves your body intact, you can expend one use of your knight&#39;s challenge ability to remain conscious and continue to act for 1 more round before dying. You can use this ability even if your hit point total is &#8212;10 or lower. If your body is somehow destroyed before your next action (such as by disintegrate), then you cannot act. You can continue to expend uses of your knight&#39;s challenge ability to survive from round to round until you run out of uses. If you receive healing that leaves you with more than &#8212;10 hit points, you survive (or fall unconscious, as appropriate to your new hit point total) when you stop using this ability. Otherwise, death overtakes you when you run out of uses of your knight&#39;s challenge ability.<\/p>\n\n\t<p><strong>The Knight&#39;s Code:<\/strong> You fight not only to defeat your foes but to prove your honor, demonstrate your fighting ability, and win renown across the land. The stories that arise from your deeds are just as important to you as the deeds them- selves. A good knight hopes that her example encourages others to lead righteous lives. A neutral knight wishes to uphold the cause of his liege (if he has one) and win glory. An evil knight seeks to win acclaim across the land and increase her own personal power. The knight&#39;s code focuses on fair play: A victory achieved through pure skill is more difficult, and hence wins more glory, than one achieved through trickery or guile.<\/p>\n\n\t<ul>\n\t\t<li>A knight does not gain a bonus on attack rolls when flanking. You still confer the benefit of a flanking position to your ally, but you forgo your own +2 bonus on attack rolls. You can choose to keep the +2 bonus, but doing so violates your code of honor (see below).<\/li>\n\t\t<li>A knight never strikes a flat-footed opponent. Instead, you allow your foe to ready himself before attacking.<\/li>\n\t\t<li>A knight never deals lethal damage against a helpless foe. You can strike such a foe, but only with attacks that deal nonlethal damage.<\/li>\n\t<\/ul>\n\n\t<p>If you violate any part of this code, you lose one use of your knight&#39;s challenge ability for the day. If your knight&#39;s challenge ability is not available when you violate the code (for example, if you have exhausted your uses for the day), you take a &#8212;2 penalty on attack rolls and saves for the rest of that day. Your betrayal of your code of conduct undermines the foundation of confidence and honor that drives you forward.<\/p>\n\n\t<p>While you cleave to your view of honor, chivalry, and pursuit of glory, you do not force your views on others. You might chide a rogue for sneaking around a battlefield, but you recognize (and perhaps even feel a bit smug about) the reality that not everyone is fit to follow the knight&#39;s path.<\/p>\n\n\t<p><strong>Mounted Combat:<\/strong> At 2nd level, you gain Mounted Combat as a bonus feat.<\/p>\n\n\t<p><strong>Shield Block (Ex):<\/strong> Starting at 2nd level, you excel in using your armor and shield to frustrate your enemy&#39;s attacks. During your action, designate a single opponent as the target of this ability. Your shield bonus to AC against that foe increases by 1, as you move your shield to deflect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss.<\/p>\n\n\t<p>This shield bonus increases to +2 at 11th level and +3 at 20th level.<\/p>\n\n\t<p><strong>Bulwark of Defense (Ex):<\/strong> When you reach 3rd level, an opponent that begins its turn in your threatened area treats all the squares that you threaten as difficult terrain. Your strict vigilance and active defensive maneuvers force your opponents to move with care.<\/p>\n\n\t<p><strong>Armor Mastery (Ex):<\/strong> Starting at 4th level, you are able to wear your armor like a second skin and ignore the standard speed reduction for wearing medium armor. Starting at 9th level, you ignore the speed reduction imposed by heavy armor as well.<\/p>\n\n\t<p><strong>Bonus Feat:<\/strong> At 5th level, you gain a bonus feat chosen from the following list: Animal Affinity, Diehard, Endurance, Great Fortitude, Iron Will, Quick Draw, Ride-By Attack, Spirited Charge, Trample, or Weapon Focus (lance). You must still meet any prerequisites for the feat. You gain an additional bonus feat from this list at 10th level and again at 15th level.<\/p>\n\n\t<p><strong>Vigilant Defender (Ex):<\/strong> Starting at 5th level, you stand your ground against all enemies, warding the spot where you make your stand to prevent foes from slipping past and attacking those you protect. If an opponent attempts to use the Tumble skill to move through your threatened area or your space without provoking attacks of opportunity, the Tumble check DC to avoid your attacks of opportunity increases by an amount equal to your class level.<\/p>\n\n\t<p><strong>Shield Ally (Ex):<\/strong> Starting at 6th level, as an immediate action you can opt to absorb part of the damage dealt to an adjacent ally. Each time this ally takes damage from a physical attack before your next turn, you can take half this damage only absorb damage from physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects.<\/p>\n\n\t<p><strong>Improved Shield Ally (Ex):<\/strong> At 14th level, your ability to absorb damage increases. Once per round you can absorb all the damage from a single attack directed against an adjacent ally. In addition, you continue to absorb half the damage from other physical attacks on an adjacent ally, if you so choose. You must decide whether to use this ability after the attacker determines that an attack has succeeded but before he rolls damage.<\/p>\n\n\t<p><strong>Impetuous Endurance (Ex):<\/strong> Starting at 17th level, your fighting spirit enables you to push your body beyond the normal limits of endurance. You no longer automatically fail a saving throw on a roll of 1. You might still fail the save if your result fails to equal or beat the DC.<\/p>\n\n\t<h4><span class=caps>EX-KNIGHTS<\/span><\/h4>\n\n\t<p>A knight who is no longer lawful loses the benefits of her knight&#39;s challenge ability. As a result, she cannot use class features that require her to expend uses of the knight&#39;s challenge ability, such as fighting challenge, test of mettle, and call to battle. She no longer takes penalties for violating her code of conduct.<\/p>\n\n\t<p>A knight can regain her status by returning to a lawful alignment.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Fighting challenge +1, knight&#39;s challenge, knight&#39;s code <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Mounted Combat, shield block +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bulwark of defense <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Armor mastery (medium), test of mettle <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus feat, vigilant defender <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Shield ally <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Fighting challenge +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Call to battle <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Armor mastery (heavy) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Shield block +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Daunting challenge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Fighting challenge +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Improved shield ally <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +16\/+11\/+6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> Bond of loyalty <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +17\/+12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> Impetuous endurance <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +18\/+13\/+8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +19\/+14\/+9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> Fighting challenge +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +20\/+15\/+10\/+5 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> Loyal beyond death, shield block +3 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Player's Handbook II 24<\/h5>","reference":"Usergen"},{"id":10102,"name":"Barbarian","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Barbarian<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Sandstorm 44<\/h5>","reference":"Usergen"},{"id":10103,"name":"Cleric","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Cleric<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Sandstorm 45<\/h5>","reference":"Usergen"},{"id":10104,"name":"Druid","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Druid<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Sandstorm 47<\/h5>","reference":"Usergen"},{"id":10105,"name":"Paladin","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Paladin<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Sandstorm 48<\/h5>","reference":"Usergen"},{"id":10106,"name":"Ranger","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Ranger<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Sandstorm 48<\/h5>","reference":"Usergen"},{"id":10107,"name":"Sorcerer","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Sorcerer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Sandstorm 49<\/h5>","reference":"Usergen"},{"id":10108,"name":"Wizard","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Wizard<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Sandstorm 49<\/h5>","reference":"Usergen"},{"id":10109,"name":"Urban Adept","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Urban Adept<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Sharn: City of Towers 167<\/h5>","reference":"Usergen"},{"id":10110,"name":"Binder","type":"base","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Binder<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='STARTING_GOLD' level='8'><p><b>Starting gold:<\/b> 5d4\u00d710.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Profi ciency<\/strong>: As a binder, you gain profi ciency with all simple weapons and with light armor, but not with shields.<\/p>\n\n\t<p><strong>Soul Binding (Su)<\/strong>: Through special methods known only to binders, you can contact a vestige and make a pact with it. At 1st level, you can make a pact with one vestige at a time. At higher levels, you can form and maintain pacts with multiple vestiges simultaneously, as shown on Table 1&#8212;1. You must complete the summoning and binding process with each separately, so each has its normal chance to infl uence you. You bear the physical sign of binding for each one. Your effective binder level, or <span class=caps>EBL<\/span> (your binder class level plus any soul binding bonuses you receive from prestige classes or other sources), determines the maximum level of vestige you can summon, as well as all other functions related to binding vestiges. This value equates to your binder class level, as given on Table 1&#8212;1, for this purpose. If the vestige you are trying to contact is of a higher level than your indicated maximum, you cannot summon it.<\/p>\n\n\t<p>To contact a vestige, you must draw its unique seal visibly on a surface (generally the ground), making the image at least 5 feet across. Drawing a seal requires the ability to mark a surface and 1 minute of concentration, and the act provokes attacks of opportunity. A seal not used within 1 minute of its drawing loses all potency, and you must draw a new one to contact the vestige. A vestige might also have other requirements for contact, as noted in its entry (see The Vestiges, page 16).<\/p>\n\n\t<p>Once the seal is drawn, you must perform a ritual requiring a full-round action to summon the corresponding vestige. During this time, you must touch the seal and call out to the vestige using both its name and its title. The ritual fails if you cannot be heard (for example, if you are within the area of a silence spell). Otherwise, a manifestation of the vestige appears in the seal&#39;s space as soon as you fi nish the ritual. This image is not the actual vestige; it is merely a figment an illusion that cannot harm or be harmed by any creature. Creatures that interact with the image or study it carefully automatically recognize it as illusory. The summoned image ignores everyone but you. If you fail to address it within 1 round, it disappears. The vestige speaks in whatever language you used to call it.<\/p>\n\n\t<p>To make a pact with your summoned vestige, you must make a binding check (1d20 + your effective binder level + your Cha modifi er). This process requires 1 minute, but you can choose to make a rushed binding check as a full-round action at a &#8212;10 penalty. The DC for this check is provided in the description of each vestige (see pages 16&#8212;49). You must make your perilous pact alone; others cannot aid you in any way.<\/p>\n\n\t<p>Whether the binding check succeeds or fails, you gain the powers granted by the vestige for 24 hours. During that time, you cannot rid yourself of the vestige unless you possess the Expel Vestige feat. Success or failure does, however, determine other aspects of the pact. If you fail the binding check, the vestige influences your personality and your actions, and you are said to have made a poor pact. (Specifically, the vestige&#39;s presence changes your general demeanor, and it can force you to perform or refrain from certain actions.) If your binding check is successful, the vestige has no control over your actions and does not influence your personality. In this case, you are said to have made a good pact.<\/p>\n\n\t<p>While under the infl uence of a vestige, you must adhere to its requirements to the best of your ability. If you are conscious and free-willed, and you encounter a situation in which you cannot or will not refrain from a prohibited action or perform a required one, you take a &#8212;1 penalty on attack rolls, saving throws, and checks until that vestige leaves you. If you are infl uenced by more than one vestige, you must act according to all their infl uences. If you fail to fulfi ll the requirements of more than one vestige or disobey a single vestige more than once, the penalties stack.<\/p>\n\n\t<p>As long as you are bound to a vestige, you manifest a specifi c physical sign of its presence, as given in its entry. This sign is real, not an illusory or shapechanging effect, and someone using true seeing perceives it just as it is. You can hide a sign by mundane or magical means without penalty, or you can prevent it from appearing at all if you have the suppress sign ability.<\/p>\n\n\t<p>Vestiges are bound to your soul by the pact. They cannot be targeted or expelled by any means except the Expel Vestige feat, nor can they be suppressed except by an antimagic fi eld or similar effect.<\/p>\n\n\t<p>The Diffi culty Class for a saving throw against any supernatural power granted by a vestige is 10 + 1\/2 your effective binder level + your Cha modifi er.<\/p>\n\n\t<p><strong>Suppress Sign (Ex)<\/strong>: At 2nd level and higher, when you make a good pact, you can choose not to exhibit the physical sign that normally accompanies a pact with a vestige. You can suppress or reveal the sign at will as a swift action. With a poor pact, you gain the powers of the vestige, but you cannot suppress its sign. You show it for the duration of the pact and are infl uenced by it as normal.<\/p>\n\n\t<p><strong>Bonus Feats<\/strong>: At 4th level, and again at 11th and 18th level, you gain a bonus feat of your choice from the following list: Armor Profi ciency (medium), Armor Profi ciency (heavy), Diligent, Investigator, Martial Weapon Profi ciency, Negotiator, Persuasive, Shield Profi ciency, and the feats presented in this chapter. Feats not described in this book can be found in the Player&#39;s Handbook. These feats are in addition to those normally gained for attaining higher levels, but you must still meet any prerequisites for the bonus feats you choose.<\/p>\n\n\t<p><strong>Pact Augmentation (Su)<\/strong>: Beginning at 2nd level, you can draw additional power from the vestiges you bind. As long as you are bound to at least one vestige, you can choose one ability from the following list. Each time you rebind a vestige, you also reselect your pact augmentation ability.<\/p>\n\n\t<p>As you attain higher levels, you can make additional selections from the list. You gain one additional ability at 5th, 10th, 16th, and 20th level (to a maximum of five selections at 20th level). You can choose a single ability multiple times, and their effects stack. For instance, at 16th level you could choose bonus hit points twice and damage reduction twice, gaining +10 hit points and damage reduction 2\/&#8212;.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Pact Augmentation Abilities <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +5 hit points <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Energy resistance 5 (acid, cold, electricity, fire, or sonic) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +1 insight bonus on saving throws <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Damage reduction 1\/&#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +1 insight bonus to Armor Class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +1 insight bonus on attack rolls <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +1 insight bonus on damage rolls <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +2 insight bonus on initiative checks <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Soul Guardian (Su)<\/strong>: Beginning at 6th level, you have immunity to fear effects as long as you are bound to a vestige. As you attain higher binder levels, the vestige guards its time with you even more jealously, granting you protection from additional effects that would harm your soul and life energy for as long as the pact lasts.<\/p>\n\n\t<p>At 9th level, you gain the slippery mind ability, which allows you to wriggle free from magical effects that would otherwise control or compel you. If you fail your saving throw against an enchantment spell or effect, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw.<\/p>\n\n\t<p>At 13th level, you gain immunity to energy drain and negative levels.<\/p>\n\n\t<p>When you attain 19th level, your bound vestiges completely protect your mind, granting you immunity to all mind-affecting spells and abilities.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Level <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Soul binding (1 vestige) <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Pact augmentation (1 ability), suppress sign <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 2nd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 2nd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Pact augmentation (2 abilities) <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Soul guardian (immune to fear) <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 4th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Soul binding (2 vestiges) <\/td>\n\t\t\t<td> 4th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Soul guardian (slippery mind) <\/td>\n\t\t\t<td> 4th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Pact augmentation (3 abilities) <\/td>\n\t\t\t<td> 5th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 5th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +8  <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Soul guardian (immune to energy drain and negative levels) <\/td>\n\t\t\t<td> 6th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Soul binding (3 vestiges) <\/td>\n\t\t\t<td> 6th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 7th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> Pact augmentation (4 abilities) <\/td>\n\t\t\t<td> 7th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 8th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 8th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> Soul guardian (mind blank) <\/td>\n\t\t\t<td> 8th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> Pact augmentation (5 abilities), soul binding (4 vestiges) <\/td>\n\t\t\t<td> 8th <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Tome of Magic 9<\/h5>","reference":"Usergen"},{"id":10111,"name":"Shadowcaster","type":"base","alignment":"Any","hit_die":"6","full_text":"<div topic='titel'><p><h3>Shadowcaster<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='STARTING_GOLD' level='8'><p><b>Starting gold:<\/b> 3d4X10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> You are proficient with all simple weapons.  You are not proficient with any type of armor or shield.  Armor of any type interferes with your gestures, which can cause your mysteries to fail when they function as spells.<\/p>\n\n\t<p><strong>Fundamentals of Shadow (Su):<\/strong>  As a shadowcaster, you must master certain basic powers before proceeding to deeper secrets of shadow.  These powers, known as fundamentals, function as supernatural abilities usable three time per day.  You begin play with three fundamentals and gain an additional fundamental at 4th level and every four additional levels beyond 4th.  At 14th level, you can use your fundamentals an unlimited number of times per day.  You can, when gaining a new level, choose a new fundamental in place of another mystery.  When choosing a fundamental, you can &quot;relearn&quot; an already known fundamental, thus gaining another set of uses of that fundamental per day.  The save DC of any fundamental is equal to 10 + your Cha modifier.<\/p>\n\n\t<p><strong>Mysteries and Paths:<\/strong>  You do not cast spells as other classes do, but instead invoke mystical secrets called mysteries.  You know one mystery at 1st level and gain one additional mystery every class level.  Up to 6th level, you can learn only apprentice mysteries.  At 7th level, you gain access to initiate mysteries, and at 13th level you become able to use master mysteries.  You can choose your new mystery from any category you have access to (including fundamentals).  For instance, at 8th level, you could select either a fundamental, an apprentice mystery, or an initiate mystery.<\/p>\n\n\t<p>Shadow magic progresses in very specific stages.  You may not &quot;jump ahead&quot; in a path, although you need not complete a path if you do not wish to.  Within a category (apprentice, initiate, master), you can only learn mysteries of a new level if you have learned at least two mysteries of a previous level, and you must know all previous mysteries within a path to select a mystery from that path.  For example, you cannot learn <em>congress of shadows<\/em>(the second mystery of the Ebon Whispers path) until you know at least two 1st-level mysteries, one of which must be <em>voice of shadow<\/em>(the first mystery of that path).  However, you can always select the first msytery in a path of a category you have access to, even if you didn&#39;t complete the lower category paths.  For example, you could learn the shadow vision mystery, the first one (4th level) in the Initiate of the Veil of Shadows path, even if you know no 3rd level mysteries (all of which are in the Apprentice category).<\/p>\n\n\t<p>Mysteries represent thought patterns and formulae so alien that other spells seem simple in comparison.  As you progress, however, you connection to the Plane of Shadow grows stronger, and your mysteries become more ingrained in your essence.  When you are capable of casting only apprentice mysteries, you cast them as though they were arcane spells.  They all have somatic components, armor-based spell failure chance, and are subject to interruption (but they do not require material components, foci, or verbal components).  Whenever you cast a mystery as an arcane spell, observers can make a DC 15 Spot Check to note that your shadow is making different gestures from the ones you make when you cast the mystery.<\/p>\n\n\t<p>At 7th level, when you become capable of casting initiate mysteries (whether or not you choose to learn any your apprentice mysteries become so much a part of you that they now function as spell-like abilities, and they no longer require somatic components.  You new initiate mysteries (when you learn them) function as arcane spells and follow the rules described above. <\/p>\n\n\t<p>When you reach 13th level and become capable of casting master mysteries, another chance occurs.  Your master mysteries now function as arcane spells, and your initiate mysteries function as spell-like abilities.  Your apprentice  mysteries become supernatural abilities.<\/p>\n\n\t<p>You can learn a mystery more than once.  Each time you relearn a mystery, you gain another set of uses of that mystery per day.<\/p>\n\n\t<p>You can use each mystery you know a certain number of times per day depending on whether it is cast as a spell(once), a spell-like ability(two times), or a supernatural ability(three times).  The allotments per level are given on Table 2-2, but only apply if you are able to cast mysteries of the level indicated.  For example, if you choose breadth over depth and know no 4th-level mysteries as a 7th-level shadowcaster, you cannot take advantage of the one use per mystery per day detailed in the table.  Unlike spellcasters, you don&#39;t get bonus mysteries for a high ability score.  Although you do not prepare spells, you must rest for 8 hours and meditate for 15 minutes each day to regain use of mysteries just as a sorcerer or bard must rest and meditate to regain use of spell slots.<\/p>\n\n\t<p>In order to cast a mystery, you must have an Intelligence score of at last 10 + the mystery&#39;s level.  The save DC for your mysteries equals 10 + mystery level + your Cha modifier.  Even though as a shadowcaster you do not &quot;cast spells&quot; in the traditional sense, your levels in this class count for the purposes of determining your overall caster level.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th colspan=1><\/th>\n\t\t\t<th style=text-align:center; colspan=9>Mystery Level <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Class Level <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t\t<th>6th <\/th>\n\t\t\t<th>7th <\/th>\n\t\t\t<th>8th <\/th>\n\t\t\t<th>9th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Bonus Feats:<\/strong> Beginning at 2nd level, you gain bonus feats equal to half the total number of paths you have access to, rounded down.  For instance, most shadowcasters know the first mystery of two different paths at 2nd level, so they gain one bonus feat.  If you learn the first mystery of a third path at 3rd level, you still have only one bonus feat, but if you learn the first mystery of yet another path at 4th level, you know four paths, and therefore gain a second bonus feat.  Thus, you have a choice: fully mastery fewer paths and gain access to more high-level mysteries, or branch out into more paths and gain more feats but fewer high-level mysteries.  You do not gain a new bonus feat for repeating a path you already know, and fundamentals do not apply for the purpose of bonus feats. <\/p>\n\n\t<p>You must meet the prerequisite(if any) in order to select a feat as a bonus feat.  The list of feats you can select includes any metamagic feat (as described in the <em>Player&#39;s Handbook<\/em>), Favored Mystery, Greater Path Focus, Nocturnal Caster, Path Focus, Shadow Vision, and any metashadow feat.<\/p>\n\n\t<p><strong>Umbral Sight(Su):<\/strong> when you reach 3rd level, your vision extends slightly into the Plane of Shadow.  You gain darkvision out to 30 feet. If you already have darkvision, or gain it from another source, the effective distance of that vision is increased by 30 feet.  At 11th level, you become able to see perfectly in complete darkness, even magical darkness, out to 60 feet.<\/p>\n\n\t<p><strong>Sustaining Shadow(Ex):<\/strong>  When you reach 5th level, your bond to the Plane of Shadow allows you to absorb dark energies, mitigating certain biological needs.  You need eat only a single meal per week to maintain health.  At 10th level, you only need 1 hour of sleep per night (but you must still rest for 8 hours to regain your mysteries for the next day).  At 1th level, you can immunity to nonmagical diseases and poisons.  Finally, at 20th level, you no longer need to breathe, and need never eat or sleep.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Fundamentals of shadow, apprentice mysteries <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus feat; see text <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Umbral Sight (darkvision 30ft) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus fundamental <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Sustaining Shadow (eat 1 meal\/week) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Apprentice mysteries(spell-like), initiate mysteries <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Bonus Fundamental <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Sustaining Shadow(sleep 1 hour\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Umbral Sight(see in darkness 60ft <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Bonus Fundamental <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Apprentice mysteries(supernatural), initiate mysteries(spell-like), master mysteries <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Unlimited use of fundamentals <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Sustaining Shadow(immune to poison\/disease) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> Bonus fundamental <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> Bonus fundamental, sustaining shadow(no need to breathe, eat, or sleep) <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Tome of Magic 111<\/h5>","reference":"Usergen"},{"id":10112,"name":"Truenamer","type":"base","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Truenamer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='STARTING_GOLD' level='8'><p><b>Starting gold:<\/b> 4d4\u00d710 gp.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: You are proficient with simple weapons and with light armor, but not with shields.<\/p>\n\n\t<p><strong>Known Personal Truename<\/strong>: You know your own personal truename. You cannot pronounce it automatically; doing so requires a Truespeak check with a DC equal to 15 + (2 \u00d7 your Hit Dice) + 2. Because it&#39;s your personal truename, you get a +4 bonus on the Truespeak check.<\/p>\n\n\t<p><strong>Utterances (Sp)<\/strong>: You have the ability to speak utterances, powerful combinations of truenames that can alter the world around you in fundamental ways. Utterances exist in three lexicons: The Lexicon of the Evolving Mind, the Lexicon of the Crafted Tool, and the Lexicon of the Perfected Map. You begin play knowing one utterance from the 1st level of the Lexicon of the Evolving Mind, and you gain one utterance from this lexicon at each truenamer level you attain. You gain access to higher levels of utterances at the levels indicated on the table below. When you gain access to higher-level utterances, you can choose an utterance from that level or from a lower level, if you wish.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th style=text-align:center; colspan=4>Maximum Utterance Level Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th> Lexicon of the Evolving Mind <\/th>\n\t\t\t<th>Lexicon of the Crafted Tool <\/th>\n\t\t\t<th>Lexicon of the Perfected Map <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> 2nd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> 2nd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> 2nd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> 2nd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> 4th <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>Each utterance represents hundreds of truenames in your repertoire. When you gain the word of bolstering, for example, you say thanthan&#39;ku&#39;ul-hrasechni when you&#39;re delivering it on your elf ranger ally and yanu-shankrini&#39;qalaasha when you&#39;re delivering it on your gnome rogue friend.<\/p>\n\n\t<p>The Difficulty Class for a saving throw against your utterances is 10 + 1\/2 your truenamer level + your Cha modifier.<\/p>\n\n\t<p>Beginning at 4th level, you also gain access to the 1st-level utterances of the Lexicon of the Crafted Tool, allowing you to alter objects with your truenames. You gain access to higher-level utterances from this lexicon at 7th, 11th, 15th, and 19th levels, as indicated on Table 3&#8212;3.<\/p>\n\n\t<p>Beginning at 8th level, you gain access to the 1st-level utterances of the Lexicon of the Perfected Map, allowing you to alter places with your truenames. You gain access to higher-level utterances from this lexicon at 12th, 16th, and 20th levels, as indicated on the table above.<\/p>\n\n\t<p>See page 232 for the rules on successfully speaking utterances.<\/p>\n\n\t<p><strong>Knowledge Focus (Ex)<\/strong>: As a truenamer, you spend a great deal of time studying the world around you in an effort to learn new truenames. At the levels indicated on Table 3&#8212;2, you gain a permanent +3 bonus on a Knowledge skill of your choice. Each time you gain this ability, you can apply it to a different Knowledge skill, or to the same Knowledge skill, if you want to focus on a particular area of expertise.<\/p>\n\n\t<p><strong>Truename Research<\/strong>: At 6th level, you gain Truename Research as a bonus feat. See page 229 for details.<\/p>\n\n\t<p><strong>Bonus Recitation Feat<\/strong>: By repeating your own personal truename over and over with a particular inflection, you can achieve various healing effects starting at 8th level. Choose one recitation feat from those given later in the chapter. You must still meet the prerequisites for the bonus feat to take it.<\/p>\n\n\t<p>At 15th level, you gain a second bonus recitation feat.<\/p>\n\n\t<p><strong>See the Named (Su)<\/strong>: Beginning at 9th level, you have the ability to see a creature from afar whose personal truename you know. This ability works as the scrying spell, but does not require a mirror or pool of water to function. Instead, you must make a Truespeak check for the creature as normal (see page 196 for information on making a Truespeak check to affect a creature). If your check is successful, the creature does not get a save to resist the ability, but you can view the subject for only 1 round. You can use this ability once per day.<\/p>\n\n\t<p><strong>Sending (Su)<\/strong>: Beginning at 13th level, you can speak to creatures whose personal truenames you know from a great distance. You must make a successful Truespeak check (DC 15 + 2 \u00d7 target&#39;s CR) to use this ability. If successful, you can send a message to the subject as a sending spell (caster level equal to your truenamer level). You can use this ability three times per day.<\/p>\n\n\t<p><strong>Speak unto the Masses (Su)<\/strong>: At 17th level, you have the ability to affect a number of creatures of the same creature type with a single, powerful utterance. You can only affect creatures of the same type (humanoids, giants, or dragons, for example) with a single use of this ability, although you could use it against a different group of a different creature type each round. No two of the creatures you wish to affect with your utterance can be more than 30 feet apart, and the base DC for your Truespeak check is equal to the most powerful (highest CR or most Hit Dice, if you are affecting PCs) creature in the group. For each creature you wish to affect with the utterance beyond the first, the DC of your Truespeak check increases by 2.<\/p>\n\n\t<p>The Law of Resistance (see page 233) applies to utterances altered with speak unto the masses. As a result, additional uses of an utterance modified with speak unto the masses might be more difficult, even if you then want to use the utterance on a single creature later in the day. For example, if you attempted to use an utterance against four fire giants (each CR 10), the DC would be 15 + (2 \u00d7 10) + 6, or 41. If your attempt was successful, and you later tried to use that same utterance against a single marut (CR 15), the Law of Resistance applies, and the DC would be 15 + (2 \u00d7 15) + 2, or 47.<\/p>\n\n\t<p><strong>Say My Name and I Am There (Su)<\/strong>: At 20th level, you develop a truename&#8212;not your personal truename, but a sort of true nickname&#8212;that is invested with cosmic power such that others who speak it can conjure you forth. Whenever someone successfully says this truename, you can appear at that creature&#39;s location as if taken there by a word of recall spell. You know who is saying your truename, and you can choose not to be transported if you wish. The nickname is often one or two syllables taken from your personal truename. A creature speaking your true nickname need not make a Truespeak check to do so.<\/p>\n\n\t<p>Most truenamers with this ability teach the truename to their friends and allies so they can be called when needed.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=3>&#8212;&#8212;&#8212;&#8212;&#8212;Utterances Known&#8212;&#8212;&#8212;&#8212;&#8212; <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Lexicon of the <\/th>\n\t\t\t<th>Evolving Mind Lexicon of the Crafted <\/th>\n\t\t\t<th>Tool Lexicon of the Perfected Map <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Known personal truename <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Knowledge focus <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Truename Research <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Knowledge focus <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Bonus recitation feat <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> See the named 1\/day <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Knowledge focus <\/td>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 11 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 12 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Sending <\/td>\n\t\t\t<td> 13 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Knowledge focus <\/td>\n\t\t\t<td> 14 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Bonus recitation feat <\/td>\n\t\t\t<td> 15 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 16 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> Speak unto the masses <\/td>\n\t\t\t<td> 17 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 18 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 19 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> Say my name and I am there <\/td>\n\t\t\t<td> 20 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Tome of Magic 198<\/h5>","reference":"Usergen"},{"id":10113,"name":"Crusader","type":"base","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Crusader<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='STARTING_GOLD' level='8'><p><b>Starting gold:<\/b> 6d4 x 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: As a crusader, you are proficient with simple weapons, martial weapons, light, medium, and heavy armor, and all shields.<\/p>\n\n\t<p><strong>Maneuvers<\/strong>: You begin your career with knowledge of five martial maneuvers. The disciplines available to you are Devoted Spirit, Stone Dragon, and White Raven. Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by crusaders is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one. You learn additional maneuvers at higher levels, as shown on Table 1\u20131. You must meet a maneuver\u2019s prerequisite to learn it. See Table 3\u20131, page 39, to determine the highest-level maneuvers you can learn. Upon reaching 4th level, and at every even-numbered crusader level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th style=text-align:center; colspan=2>Highest Level Maneuvers Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Initiator Level <\/th>\n\t\t\t<th>Maneuvers Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st-2nd <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd-4th <\/td>\n\t\t\t<td> 2nd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th-6th <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th-8th <\/td>\n\t\t\t<td> 4th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th-10th <\/td>\n\t\t\t<td> 5th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th-12th <\/td>\n\t\t\t<td> 6th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th-14th <\/td>\n\t\t\t<td> 7th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th-16th <\/td>\n\t\t\t<td> 8th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th+ <\/td>\n\t\t\t<td> 9th <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Maneuvers Readied<\/strong>: You can ready all five maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready maneuvers by praying for 5 minutes. The maneuvers you choose remain readied until you decide to pray again and change them. You need not sleep or rest for any long period of time in order to ready your maneuvers; any time you spend 5 minutes in prayer, you can change your readied maneuvers. You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below). Crusaders are unique among martial adepts, relying on f lashes of divine inspiration to use their martial maneuvers. As such, you do not control access to your readied maneuvers. Before you take your first action in an encounter, two of your readied maneuvers (randomly determined) are granted to you. The rest of your readied maneuvers are withheld, currently inaccessible. At the end of each turn, one previously withheld maneuver (again, randomly determined) is granted to you, and thus becomes accessible for your next turn and subsequent turns. You can freely choose to initiate any maneuver that is currently granted when your turn begins, but you cannot initiate a withheld maneuver. If you choose not to employ a maneuver in a given round, your currently granted maneuvers remain available, and a previously withheld maneuver is granted, as described above. In other words, it doesn\u2019t matter if you use your maneuvers or not\u2014at the end of each of your turns, one withheld maneuver from your selection of readied maneuvers is granted to you. Over the course of a few rounds, all your maneuvers will eventually be granted. If, at the end of your turn, you cannot be granted a maneuver because you have no withheld maneuvers remaining, you recover all expended maneuvers, and a new pair of readied maneuvers is granted to you. Randomly determine which of your maneuvers are granted and which are withheld. At the end of your next turn, a withheld maneuver is granted to you, and the whole process of divine inspiration begins again. You begin an encounter with an additional granted maneuver at 10th level (bringing your total to three), and again at 20th level (bringing your total to four). <\/p>\n\n\t<p><strong>Stances Known<\/strong>: You begin play with knowledge of one 1st-level stance from the Devoted Spirit, Stone Dragon, or White Raven discipline. At 2nd, 8th, and 14th level, you can choose an additional stance. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.<\/p>\n\n\t<p><strong>Steely Resolve (Ex)<\/strong>: Your supreme dedication and intense focus allow you to temporarily set aside the pain and hindering effects of injuries. When an opponent strikes you, the injury does not immediately affect you. You have a delayed damage pool that allows you to forestall the effects of many injuries. This pool begins at 0 with each encounter. When you are attacked, any hit point damage the blow deals is added to your delayed damage pool. At the end of your next turn, you take damage equal to the total stored in your delayed damage pool, which then resets to 0. Any healing you receive can either increase your current hit point total as normal or reduce the total damage in your delayed damage pool. When you receive healing, you choose whether it affects your damage pool, your hit points, or both (you can split the amount of healing as you wish). Most crusaders opt to keep as much damage in their delayed damage pool as possible to maximize the benefit of their furious counterstrike ability (see below). Special effects tied to an attack, such as energy drain, stun, and so forth, still affect you as normal, and their effects are not delayed by this ability. For example, if you are bitten by a venomous spider, you must still attempt a Fortitude save against the poison immediately, even though the bite damage shifts into your delayed damage pool. By the same token, any other special attack that imposes a condition, such as a medusa\u2019s petrifying gaze, takes immediate effect on you. At 1st level, your delayed damage pool can hold up to 5 points of damage. Any damage beyond that comes off your hit points as normal. The maximum damage your pool holds increases by 5 at 4th, 8th, 12th, 16th, and 20th level.<\/p>\n\n\t<p><strong>Furious Counterstrike (Ex)<\/strong>: You can channel the pain of your injuries into a boiling rage that lets you lash out at your enemies with renewed vigor and power. Each attack that strikes you only pushes you onward to greater glory. During your turn, you gain a bonus on attack rolls and damage rolls equal to the current value of your delayed damage pool (see steely resolve, above) divided by 5, and rounding down (minimum +1). You can only gain a maximum bonus on attack rolls and damage rolls of +6 from furious counterstrike. Use the table below to quickly determine the attack bonus and damage bonus from furious counterstrike, based on the amount of damage in your delayed damage pool. This ability\u2019s benefits last until the end of your turn.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Delayed Damage Pool Points <\/th>\n\t\t\t<th>Furious Counterstrike Bonus <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1-9 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10-14 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15-19 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20-24 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 25-29 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 30+ <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>Indomitable Soul (Ex): Beginning at 2nd level, you draw upon the power of your unwavering faith to steel yourself against the enemies you face. Your personality, energy, and dedication to your faith make it possible for you to shrug off attacks that target your willpower. You add your Charisma bonus (if any) as a bonus on Will saves. This bonus does not stack with that from a paladin\u2019s divine grace ability.<\/p>\n\n\t<p><strong>Zealous Surge (Ex)<\/strong>: Your boundless energy and dedication to your cause allow you to throw off the effect of a special attack, spell, or other attack that would otherwise hinder or harm you. Once per day, from 3rd level on, you can opt to reroll a single saving throw. You must abide by the result of the new, second saving throw, even if it is lower than the first. This ability does not require an action. You simply decide to use it after seeing the result of your saving throw roll but before the DM tells you if it fails or succeeds.<\/p>\n\n\t<p><strong>Smite (Ex)<\/strong>: Driven by the courage of your convictions and the ironclad strength of your beliefs, you can strike back at those who dare stand against your cause. Starting at 6th level, once per day, you can concentrate all your anger, hatred, and determination into a single attack. On the next melee attack you make, you gain a bonus on your attack roll equal to your Charisma bonus (if any) and a bonus on damage equal to your crusader level. At 18th level, you gain an additional use of smite per day.<\/p>\n\n\t<p><strong>Die Hard (Ex)<\/strong>: At 10th level, you gain Die Hard as a bonus feat.<\/p>\n\n\t<p><strong>Mettle (Ex)<\/strong>: You can resist magical attacks with greater effectiveness than other warriors. Beginning at 13th level, by drawing on your boundless energy and dedication to your cause, you can shrug off effects that would hinder even the toughest warrior. If you succeed on a Fortitude or Will save against an attack that would normally produce a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), you instead negate the effect. You do not gain the benefit of mettle when you are unconscious or sleeping.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Maneuvers Known <\/th>\n\t\t\t<th>Maneuvers Readied <\/th>\n\t\t\t<th>Stances Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Furious counterstrike, steely resolve 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 (2) <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Indomitable soul <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 (2) <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Zealous surge <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 (2) <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Steely resolve 10 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 (2) <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 5 (2) <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Smite 1\/day <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 5 (2) <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 5 (2) <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Steely resolve 15 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 5 (2) <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 5 (2) <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Die hard <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 6 (3) <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> 6 (3) <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Steely resolve 20 <\/td>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> 6 (3) <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Mettle <\/td>\n\t\t\t<td> 11 <\/td>\n\t\t\t<td> 6 (3) <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 11 <\/td>\n\t\t\t<td> 6 (3) <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 12 <\/td>\n\t\t\t<td> 6 (3) <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +16\/+11\/+6\/+1 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Steely resolve 25 <\/td>\n\t\t\t<td> 12 <\/td>\n\t\t\t<td> 6 (3) <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +17\/+12\/+7\/+2 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 13 <\/td>\n\t\t\t<td> 6 (3) <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +18\/+13\/+8\/+3 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Smite 2\/day <\/td>\n\t\t\t<td> 13 <\/td>\n\t\t\t<td> 6 (3) <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +19\/+14\/+9\/+4 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 14 <\/td>\n\t\t\t<td> 6 (3) <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +20\/+15\/+10\/+5 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Steely resolve 30 <\/td>\n\t\t\t<td> 14 <\/td>\n\t\t\t<td> 7 (4) <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Tome of Battle: The Book of Nine Swords 8<\/h5>","reference":"Usergen"},{"id":10114,"name":"Swordsage","type":"base","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Swordsage<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>Of all three martial adept classes, swordsages learn and can ready the most maneuvers. This advantage gives them unparalleled versatility in a given encounter. In one battle, a swordsage might fulfi ll the role of the rogue, lurking in shadows and striking when foes are least prepared. In another, he might be scorching enemies with area attacks, much like a wizard. In still another fight, he might tear an enemy  apart with his bare hands, matching a barbarian&#39;s ferocity with his own distinctive style of  bloodthirstiness. Whatever the occasion, a swordsage is able to contribute, often in completely unexpected ways.<\/p>\n\n\t<p><strong>Weapon and Armor Proficiency:<\/strong> As a swordsage, you are proficient with simple weapons, martial melee weapons (including those that can be used as thrown weapons), and light armor, but not with  shields.<\/p>\n\n\t<p><strong>Maneuvers:<\/strong> You begin your career with knowledge of six martial maneuvers. The disciplines  available to you are Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon, and Tiger Claw.<\/p>\n\n\t<p>Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied,  below). A maneuver usable by swordsages is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke  attacks of opportunity when you initiate one.<\/p>\n\n\t<p>You learn additional maneuvers at higher levels, as shown on Table 1&#8212;2. You must meet a maneuver&#39;s prerequisite to learn it. See Table 3&#8212;1, page 39, to determine the highest-level maneuvers you can learn.<\/p>\n\n\t<p>Upon reaching 4th level, and at every even-numbered swordsage level after that (6th, 8th, 10th, and  so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest- level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.<\/p>\n\n\t<p><strong>Maneuvers Readied:<\/strong> You can ready four of your six maneuvers known at 1st level, and as you  advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. You ready your maneuvers by meditating and exercising for 5 minutes. The maneuvers you choose remain readied until you decide to meditate again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in meditation, you can change your readied maneuvers.<\/p>\n\n\t<p>You begin an encounter with all your readied maneuvers unexpended, regardless of how many times  you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).<\/p>\n\n\t<p>You can recover an expended maneuver by using a fullround action to quickly meditate. Doing this does not provoke attacks of opportunity. If you complete your meditation, you can choose one  expended maneuver to refresh. It is now available for use in a subsequent round. <\/p>\n\n\t<p><strong>Stances Known:<\/strong> You begin play with knowledge of one 1st-level stance from any discipline open to you. At 2nd, 5th, 9th, 14th, and 20th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. <\/p>\n\n\t<p>Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.<\/p>\n\n\t<p><strong>AC Bonus:<\/strong> Starting at 2nd level, you can add your Wisdom modifier as a bonus to Armor Class, so long as you wear light armor, are unencumbered, and do not use a shield. This bonus to AC applies  even against touch attacks or when you are flat-footed. However, you lose this bonus when you are immobilized or helpless.<\/p>\n\n\t<p><strong>Discipline Focus (Ex):<\/strong> As a swordsage, you can focus your training to take advantage of each  discipline&#39;s fighting  style. Each time you gain the discipline focus ability, select one of the six  swordsage disciplines to which that focus applies. You can select a different discipline each time you gain discipline focus, but you must know at least one martial maneuver from the selected discipline.  Even if you select a different discipline at higher levels, your discipline choice for earlier abilities does not change.<\/p>\n\n\t<p>This focus manifests in the following ways.<\/p>\n\n\t<p><em>Weapon Focus:<\/em> At 1st level, you gain the benefit of the Weapon Focus feat for weapons associated  with the chosen discipline. See the discipline descriptions in Chapter 4.<\/p>\n\n\t<p><em>Insightful Strikes:<\/em> At 4th level, you can add your Wisdom modifier as a bonus on damage rolls  whenever you execute a strike from the chosen discipline. At 12th level, you can choose a second  discipline to which this ability applies.<\/p>\n\n\t<p><em>Defensive Stance:<\/em> At 8th level, you gain a +2 bonus on saving throws whenever you adopt a stance  from the chosen discipline. At 16th level, you can choose a second discipline to which this ability applies.<\/p>\n\n\t<p>You gain a +2 bonus on Martial Lore checks made regarding a maneuver in a discipline in which you have discipline focus.<\/p>\n\n\t<p><strong>Quick to Act (Ex):<\/strong> You gain a +1 bonus on initiative checks. This bonus increases by 1 at 5th, 10th,  15th, and 20th level.<\/p>\n\n\t<p><strong>Sense Magic (Su):<\/strong> Beginning at 7th level, you can spend 10 minutes focusing upon a weapon or suit  of armor. If you succeed on a level check (DC 10 + the caster level of the weapon or armor),  you can identify the properties of that item, including its enhancement bonus and special abilities. This ability does not reveal the properties of artifacts or legacy weapons, though it does indicate that such items are significantly powerful.<\/p>\n\n\t<p><strong>Evasion (Ex):<\/strong> At 9th level, you can avoid even magical and unusual attacks with great agility. If you  make a successful Reflex saving throw against an attack that normally deals damage on a  successful save, you instead take no damage. Evasion can be used only if you are wearing light armor  or no armor. If you are helpless, you do not gain the benefit of evasion.<\/p>\n\n\t<p><strong>Improved Evasion (Ex):<\/strong> From 17th level on, you gain the benefit of improved evasion. You still take no damage if you make a successful Reflex save against an attack, and even if you fail the Reflex  save, you take only half damage from the attack. If you are helpless, you do not gain the benefit of improved evasion.<\/p>\n\n\t<p><strong>Dual Boost (Ex):<\/strong> When you reach 20th level, you can use two boost maneuvers simultaneously.  whenever you initiate a boost maneuver, you can also initiate any other boost maneuver that you know as a free action. Both boosts you initiate are expended normally. You can use this ability three times per day.<\/p>\n\n\t<h4>Adaptation<\/h4>\n\n\t<p>The name &quot;swordsage&quot; naturally implies a character who carries a sword or weapon of some kind. However, a swordsage works very well as a supernatural martial artist of almost any school or origin. To create a monklike character with a tremendous array of fantastic moves and strikes, give the swordsage the monk&#39;s unarmed strike progression and remove his light armor proficiency. If you   prefer, you could instead emphasize the magical talents of the swordsage by giving the swordsage the ability to learn arcane spells in place of maneuvers of equivalent level. In general, spells from the schools of abjuration, evocation, and transmutation are most appropriate for a swordsage of this type, especially spells with a range of personal or touch. The arcane spell is &quot;cast&quot; as if it were a martial  maneuver. In this case, you should remove the class&#39;s light armor proficiency and reduce the  swordsage&#39;s Hit Die to d6.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th>Base Attack Bonus <\/th>\n\t\t\t<th>Fort Save <\/th>\n\t\t\t<th>Ref Save <\/th>\n\t\t\t<th>Will Save <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Maneuvers Known <\/th>\n\t\t\t<th>Maneuvers Readied <\/th>\n\t\t\t<th>Stances Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Quick to act +1, discipline focus (weapon focus) <\/td>\n\t\t\t<td style=text-align:center;>6 <\/td>\n\t\t\t<td style=text-align:center;>4 <\/td>\n\t\t\t<td style=text-align:center;>1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> AC Bonus <\/td>\n\t\t\t<td style=text-align:center;>7<\/td>\n\t\t\t<td style=text-align:center;>4 <\/td>\n\t\t\t<td style=text-align:center;>2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td style=text-align:center;> &#8212; <\/td>\n\t\t\t<td style=text-align:center;>8<\/td>\n\t\t\t<td style=text-align:center;>5 <\/td>\n\t\t\t<td style=text-align:center;>2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Discipline focus (insightful strike) <\/td>\n\t\t\t<td style=text-align:center;>9 <\/td>\n\t\t\t<td style=text-align:center;>5 <\/td>\n\t\t\t<td style=text-align:center;>2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Quick to act +2 <\/td>\n\t\t\t<td style=text-align:center;>10 <\/td>\n\t\t\t<td style=text-align:center;>6 <\/td>\n\t\t\t<td style=text-align:center;>3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td style=text-align:center;> &#8212; <\/td>\n\t\t\t<td style=text-align:center;>11 <\/td>\n\t\t\t<td style=text-align:center;>6 <\/td>\n\t\t\t<td style=text-align:center;>3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Sense magic <\/td>\n\t\t\t<td style=text-align:center;>12 <\/td>\n\t\t\t<td style=text-align:center;>6 <\/td>\n\t\t\t<td style=text-align:center;>3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Discipline focus (defensive stance <\/td>\n\t\t\t<td style=text-align:center;>13 <\/td>\n\t\t\t<td style=text-align:center;>7 <\/td>\n\t\t\t<td style=text-align:center;>3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Evasion <\/td>\n\t\t\t<td style=text-align:center;>14 <\/td>\n\t\t\t<td style=text-align:center;>7 <\/td>\n\t\t\t<td style=text-align:center;>4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td>Quick to act +3 <\/td>\n\t\t\t<td style=text-align:center;>15 <\/td>\n\t\t\t<td style=text-align:center;>8 <\/td>\n\t\t\t<td style=text-align:center;>4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td style=text-align:center;> &#8212; <\/td>\n\t\t\t<td style=text-align:center;>16 <\/td>\n\t\t\t<td style=text-align:center;>8 <\/td>\n\t\t\t<td style=text-align:center;>4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Discipline focus (insightful strike) <\/td>\n\t\t\t<td style=text-align:center;>17 <\/td>\n\t\t\t<td style=text-align:center;>8 <\/td>\n\t\t\t<td style=text-align:center;>4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +10\/+5<\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td style=text-align:center;> &#8212; <\/td>\n\t\t\t<td style=text-align:center;>18 <\/td>\n\t\t\t<td style=text-align:center;>9 <\/td>\n\t\t\t<td style=text-align:center;>4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +10\/+5<\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td style=text-align:center;> &#8212; <\/td>\n\t\t\t<td style=text-align:center;>19 <\/td>\n\t\t\t<td style=text-align:center;>9 <\/td>\n\t\t\t<td style=text-align:center;>5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Quick to act +4 <\/td>\n\t\t\t<td style=text-align:center;>20 <\/td>\n\t\t\t<td style=text-align:center;>10 <\/td>\n\t\t\t<td style=text-align:center;>5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> Discipline focus (defensive stance) <\/td>\n\t\t\t<td style=text-align:center;>21 <\/td>\n\t\t\t<td style=text-align:center;>10 <\/td>\n\t\t\t<td style=text-align:center;>5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> Improved evasion <\/td>\n\t\t\t<td style=text-align:center;>22 <\/td>\n\t\t\t<td style=text-align:center;>10 <\/td>\n\t\t\t<td style=text-align:center;>5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td style=text-align:center;> &#8212; <\/td>\n\t\t\t<td style=text-align:center;>23 <\/td>\n\t\t\t<td style=text-align:center;>11 <\/td>\n\t\t\t<td style=text-align:center;>5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td style=text-align:center;> &#8212; <\/td>\n\t\t\t<td style=text-align:center;>24 <\/td>\n\t\t\t<td style=text-align:center;>11 <\/td>\n\t\t\t<td style=text-align:center;>5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> Dual boost 3\/day, quick to act +5 <\/td>\n\t\t\t<td style=text-align:center;>25 <\/td>\n\t\t\t<td style=text-align:center;>12 <\/td>\n\t\t\t<td style=text-align:center;>6 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Tome of Battle: The Book of Nine Swords 15<\/h5>","reference":"Usergen"},{"id":10115,"name":"Warblade","type":"base","alignment":"","hit_die":"12","full_text":"<div topic='titel'><p><h3>Warblade<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 12.<\/p><\/div><div topic='STARTING_GOLD' level='8'><p><b>Starting gold:<\/b> 5d4 x 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: You are proficient with simple and martial melee weapons (including those that can be used as thrown weapons), light and medium armor, and all shields except tower shields.<\/p>\n\n\t<p><strong>Maneuvers<\/strong>: You begin your career with knowledge of three martial maneuvers. The disciplines available to you are Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven. Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by warblades is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one. You learn additional maneuvers at higher levels, as shown on Table 1\u20133. You must meet a maneuver\u2019s prerequisite to learn it. See Table 3\u20131, page 39, to determine the highest-level maneuvers you can learn. Upon reaching 4th level, and at every even-numbered warblade level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level. <\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th style=text-align:center; colspan=2>Highest-Level Maneuvers Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Initiator Level <\/th>\n\t\t\t<th>Maneuver Level <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st-2nd <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd-4th <\/td>\n\t\t\t<td> 2nd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th-6th <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th-8th <\/td>\n\t\t\t<td> 4th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th-10th <\/td>\n\t\t\t<td> 5th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th-12th <\/td>\n\t\t\t<td> 6th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th-14th <\/td>\n\t\t\t<td> 7th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th-16th <\/td>\n\t\t\t<td> 8th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th+ <\/td>\n\t\t\t<td> 9th <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Maneuvers Readied<\/strong>: You can ready all three of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers. You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below). You can recover all expended maneuvers with a single swift action, which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round (such as executing a quick, harmless flourish with your weapon). You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.<\/p>\n\n\t<p><strong>Stances Known<\/strong>: You begin play with knowledge of one 1st level stance from any discipline open to warblades. At 4th, 10th, and 16th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.<\/p>\n\n\t<p><strong>Battle Clarity (Ex)<\/strong>: You can enter a state of almost mystical awareness of the battlefield around you. As long as you are not flat-footed, you gain an insight bonus equal to your Intelligence bonus (maximum equals your warblade level) on your Reflex saves.<\/p>\n\n\t<p><strong>Weapon Aptitude (Ex)<\/strong>: Your training with a wide range of weaponry and tactics gives you great skill with particular weapons. You qualify for feats that usually require a minimum number of fighter levels (such as Weapon Specialization) as if you had a fighter level equal to your warblade level \u20132. For example, as a 6th-level warblade, you could take Weapon Specialization, since you\u2019re treated as being a 4th-level fighter for this purpose. These effective fighter levels stack with any actual fighter levels you have. Thus, a fighter 2\/warblade 4 would also qualify for Weapon Specialization. You also have the flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon (such as Weapon Focus). You must have the newly designated weapon available during your practice session to make this change. For example, if you wish to change the designated weapon for your Weapon Focus feat from greatsword to longsword, you must have a longsword available to practice with during your practice session. You can adjust any number of your feats in this way, and you don\u2019t have to adjust them all in the same way.  However, you can\u2019t change the weapon choices in such a way that you no longer meet the prerequisite for some other feat you possess. For instance, if you have both Weapon Focus (longsword) and Weapon Specialization (longsword), you can\u2019t change the designated weapon for Weapon Focus unless you also change the weapon for Weapon Specialization in the same way.<\/p>\n\n\t<p><strong>Uncanny Dodge (Ex)<\/strong>: At 2nd level, you gain the ability to react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if you are immobilized. If you already have uncanny dodge from a different class (barbarian or rogue, for example), you automatically gain improved uncanny dodge (see below) instead.<\/p>\n\n\t<p><strong>Battle Ardor (Ex)<\/strong>: The sheer love of battle lends uncanny strength to your blows. Starting at 3rd level, you gain an insight bonus equal to your Intelligence bonus on rolls made to confirm critical hits.<\/p>\n\n\t<p><strong>Bonus Feat<\/strong>: At 5th level, you gain a bonus feat from the list given below. You must meet the prerequisite for the feat you select. Every four levels thereafter (at 9th, 13th, and 17th level), you choose another bonus feat from the list.<\/p>\n\n\t<p><em>Bonus Feat List<\/em>: Acrobatic, Agile, Athletic, Blade Meditation <sup>1<\/sup>, Blind-Fight, Combat Reflexes, Diehard, Endurance, Great Fortitude, Improved Initiative, Iron Will, Ironheart <sup>1<\/sup>, Lightning Reflexes, Quick Draw, Run, Stone Power <sup>1<\/sup>, Tiger Blooded <sup>1<\/sup>, Unnerving Calm <sup>1<\/sup>, White Raven Defense <sup>1<\/sup>. <br \/><sup>1<\/sup> New feats described in Chapter 2.<\/p>\n\n\t<p><strong>Battle Cunning (Ex)<\/strong>: Your instinct for seizing the moment gives you a significant advantage over foes unprepared for your attack. At 7th level, you gain an insight bonus equal to your Intelligence bonus on melee damage rolls against flat-footed or flanked opponents.<\/p>\n\n\t<p><strong>Battle Skill (Ex)<\/strong>: You anticipate your enemies\u2019 ploys and tactics. At 11th level, you gain an insight bonus equal to your Intelligence bonus on any check made to oppose an enemy\u2019s bull rush, disarm, feint, overrun, sunder, or trip attempt.<\/p>\n\n\t<p><strong>Battle Mastery (Ex)<\/strong>: You notice the most subtle openings and cues offered by your opponents. At 15th level, you gain an insight bonus equal to your Intelligence bonus on melee attack rolls and melee damage rolls made whenever you make an attack of opportunity.<\/p>\n\n\t<p><strong>Improved Uncanny Dodge (Ex)<\/strong>: At 6th level and higher, you can no longer be flanked; you can react to opponents on opposite sides of you as easily as you can react to a single attacker. See the barbarian class feature (PH 26) for more information.<\/p>\n\n\t<p><strong>Stance Mastery (Ex)<\/strong>: At 20th level, you can have two stances active simultaneously. When you use a swift action to initiate or change your stance, you can initiate or change one or both stances.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Maneuvers Known <\/th>\n\t\t\t<th>Maneuvers Readied <\/th>\n\t\t\t<th>Stances Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Battle clarity (Reflex saves), weapon aptitude <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Uncanny dodge <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Battle ardor (critical confirmation <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Improved uncanny dodge <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Battle cunning (damage) <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Battle skill (opposed checks) <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus Feat <\/td>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Battle mastery (attacks of opportunity) <\/td>\n\t\t\t<td> 11 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +16\/+11\/+6\/+1 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 11 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +17\/+12\/+7\/+2 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 12 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +18\/+13\/+8\/+3 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 12 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +19\/+14\/+9\/+4 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 13 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +20\/+15\/+10\/+5 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Stance mastery <\/td>\n\t\t\t<td> 13 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Tome of Battle: The Book of Nine Swords 20<\/h5>","reference":"Usergen"},{"id":10116,"name":"Bardic Sage","type":"base","alignment":"Neutral good, neutral or neutral evil. ","hit_die":"6","full_text":"<div topic='titel'><p><h3>Bardic Sage<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Neutral good, neutral or neutral evil. .<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Alignment:<\/strong> A bardic sage who becomes chaotic or lawful cannot progress in levels as a bardic sage, though he retains all his bardic sage abilities.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Base Saves and Bonuses:<\/strong> The bardic sage has good Will saves, but has poor Fortitude and Reflex saves.<\/p>\n\n\t<p>The bardic sage has all the standard bard class features, except as noted below.<\/p>\n\n\t<p><strong>Spellcasting:<\/strong> A bardic sage learns and casts spells as a normal bard, with a few exceptions. In addition to the normal number of spells known, a bardic sage knows one divination spell of each spell level he is capable of casting. For example, a 1st- level bardic sage knows four 0-level bard spells plus one 0-level bard spell of the divination school (such as <em>detect magic<\/em>, know direction_, or <em>read magic<\/em>). The bardic sage\u2019s number of spells per day does not change.<\/p>\n\n\t<p>To learn or cast a spell, a bardic sage must have an Intelligence score (not Charisma score) equal to at least 10 + the spell level. All other spellcasting factors, including bonus spells and save DCs, are still determined using the bardic sage\u2019s Charisma score.<\/p>\n\n\t<p>Add the following spells to the bardic sage\u2019s class spell list: 1st\u2014 <em>detect chaos\/evil\/good\/law<\/em>; 2nd\u2014 <em>zone of truth<\/em>; 3rd\u2014 <em>arcane sight<\/em>; 4th\u2014 <em>analyze dweomer<\/em> (lowered from 6th), <em>sending<\/em>; 5th\u2014 <em>contact other plane<\/em>, <em>greater scrying<\/em> (lowered from 6th); 6th\u2014 <em>true seeing<\/em>, <em>vision<\/em>.<\/p>\n\n\t<p><strong>Bardic Knowledge:<\/strong> A bardic sage gains a +2 bonus on all bardic knowledge checks.<\/p>\n\n\t<p><strong>Bardic Music:<\/strong> A bardic sage\u2019s powers of inspiration are not as persistent as those of a traditional bard. His ability to inspire courage, inspire greatness, or inspire heroics lasts only 3 rounds after the ally can no longer hear the bardic sage sing, rather than the normal 5 rounds.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=7>Spells per Day <\/th>\n\t\t\t<td><\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>0th <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t\t<th>6th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bardic music, bardic knowledge, countersong, <em>fascinate<\/em>, inspire courage +1 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Inspire competence <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <em>Suggestion<\/em> <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Inspire courage +2 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Inspire greatness <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Song of freedom <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Inspire courage +3 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Inspire heroics <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> <em>Mass suggestion<\/em> <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> Inspire courage+4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Unearthed Arcana 49<\/h5>","reference":"Usergen"},{"id":10117,"name":"Battle Sorcerer","type":"base","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Battle Sorcerer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: At 1st level, a battle sorcerer gains proficiency with any light or one-handed martial weapon of the character&#39;s choice. She also gains proficiency with light armor.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: A battle sorcerer can cast sorcerer spells derived from her class levels of battle sorcerer while in light armor without the normal arcane spell failure chance.<\/p>\n\n\t<p>A battle sorcerer has fewer daily spell slots than a standard sorcerer. Subtract one spell per day from each spell level on Table 3&#8212;16: The Sorcerer, page 52 of the Player&#39;s Handbook (to a minimum of zero spells per day). For example, a 1st-level battle sorcerer may cast four 0-level spells and two 1st-level spells per day (plus bonus spells, if any).<\/p>\n\n\t<p>A battle sorcerer knows fewer spells per spell level than a standard sorcerer. Subtract one spell known from each spell level on Table 3&#8212;17: Sorcerer Spells Known, page 54 of the Player&#39;s Handbook (to a minimum of one spell per spell level). For example, a 4th-level battle sorcerer knows five 0-level spells, two 1st-level spells, and one 2nd-level spell. When she reaches 5th level, the battle sorcerer learns one additional 1st-level spell, but doesn&#39;t learn an additional 2nd-level spell (since two minus one is one).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<p><strong>Base Attack Bonus<\/strong>: The battle sorcerer uses the base attack bonus progression of the cleric.<\/p>\n\n\t<p><strong>Class Skills<\/strong>: Remove Bluff from the battle sorcerer&#39;s class skill list. Add Intimidate to the battle sorcerer&#39;s class skill list.<\/p><br\/><h5>Reference: Unearthed Arcana 56<\/h5>","reference":"Usergen"},{"id":10118,"name":"Cloistered Cleric","type":"base","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Cloistered Cleric<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Profi ciency<\/strong>: Cloistered clerics are profi cient with simple weapons and with light armor.<\/p>\n\n\t<p><strong>Lore (Ex)<\/strong>: Thanks to long hours of study, a cloistered cleric has a wide range of stray knowledge. This ability is identical to the bard&#39;s bardic knowledge class feature, using the cloistered cleric&#39;s class level in place of the bard level.<\/p>\n\n\t<p><strong>Deity, Domains, and Domain Spells<\/strong>: Most cloistered clerics worship deities associated with knowledge and learning, including (but not necessarily limited to) Boccob, Vecna, and Wee Jas. Other deities who might have cloistered clerics among their clergy include Corellon Larethian, Moradin, Pelor, and Yondalla.<\/p>\n\n\t<p>In addition to any domains selected from his deity&#39;s list, a cloistered cleric automatically gains Knowledge as a bonus domain (even if Knowledge is not normally available to clerics of that deity). He gains the Knowledge domain granted power and may select his bonus domain spell from the Knowledge domain or from one of his two regular domains.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: Add the following spells to the cloistered cleric&#39;s class spell list:<\/p>\n\n\t<p>0&#8212;message;<\/p>\n\n\t<p>1st&#8212;erase, identify, unseen servant;<\/p>\n\n\t<p>2nd&#8212;fox&#39;s cunning;<\/p>\n\n\t<p>3rd&#8212;illusory script, secret page, tongues (reduced from 4th level);<\/p>\n\n\t<p>4th&#8212;detect scrying;<\/p>\n\n\t<p>6th&#8212;analyze dweomer;<\/p>\n\n\t<p>7th&#8212;sequester;<\/p>\n\n\t<p>9th&#8212;vision.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<p><strong>Base Attack Bonus<\/strong>: The cloistered cleric&#39;s lack of martial training means that he uses the poor base attack bonus (like wizard).<\/p>\n\n\t<p><strong>Class Skills<\/strong>: The cloistered cleric&#39;s class skill list includes Decipher Script, Speak Language, and all Knowledge skills (from the Knowledge domain, see below).<\/p><br\/><h5>Reference: Unearthed Arcana 50<\/h5>","reference":"Usergen"},{"id":10119,"name":"Divine Bard","type":"base","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Divine Bard<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: A divine bard learns and casts spells as a normal bard, with some minor exceptions. A divine bard&#39;s spells are divine spells, not arcane spells.<\/p>\n\n\t<p>To learn or cast a spell, a divine bard must have a Wisdom score (not Charisma score) equal to at least 10 + the spell level. All other spellcasting factors, including bonus spells and save DCs, are still determined using the bardic sage&#39;s Charisma score.<\/p>\n\n\t<p>Like druids, paladins, and rangers, divine bards need not designate a specific deity as the source of their spells. However, a divine bard can&#39;t cast spells of an alignment that doesn&#39;t match his. Thus, divine bards cannot cast lawful spells (since bards can&#39;t be lawful). Neutral divine bards can&#39;t cast any spells associated with an alignment (and are thus relatively rare).<\/p><br\/><h5>Reference: Unearthed Arcana 50<\/h5>","reference":"Usergen"},{"id":10120,"name":"Domain Wizard","type":"base","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Domain Wizard<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Arcane Domain<\/strong>: At 1st level, a domain wizard selects an arcane domain from those listed below. (At the DM&#39;s discretion, the player might create an alternatively themed domain instead.) Once selected, the domain may never be changed.<\/p>\n\n\t<p>A domain wizard automatically adds each new domain spell to her list of known spells as soon as she becomes able to cast it. These spells do not count against her two new spells known per wizard level.<\/p>\n\n\t<p>A domain wizard casts spells from her chosen domain (regardless of whether the spell was prepared as a domain spell or a normal spell) as a caster one level higher than her normal level. This bonus applies only to the spells listed for the domain, not all spells of the school or subtype whose name matches the domain name.<\/p>\n\n\t<p>In some cases, an arcane domain includes spells not normally on the wizard&#39;s class spell list. These spells are treated as being on the character&#39;s class spell list (and thus she can use wands or arcane scrolls that hold those spells, or even prepare those spells in her normal wizard spell slots).<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: A domain wiz ard prepares and casts spells like a normal wizard. However, a domain wizard gains one bonus spell per spell level, which must be filled with the spell from that level of the domain spell list (or with a lower-level domain spell that has been altered with a metamagic feat).<\/p>\n\n\t<p><strong>No Prohibited Schools<\/strong>: Unlike a specialist wizard, a domain wizard need not select any prohibited schools or domains. All wizard<br \/>spells are available to her to learn.<\/p>\n\n\t<h4>Abjuration Domain<\/h4>\n\n\t<p>0&#8212;resistance; 1st&#8212;shield; 2nd&#8212;resist energy; 3rd&#8212;dispel magic; 4th&#8212;remove curse; 5th&#8212;Mordenkainen&#39;s private sanctum; 6th&#8212;greater dispel magic; 7th&#8212;banishment; 8th&#8212;mind blank; 9th&#8212;prismatic sphere.<\/p>\n\n\t<h4>Antimagic Domain<\/h4>\n\n\t<p>0&#8212;detect magic; 1st&#8212;protection from chaos\/evil\/good\/law; 2nd&#8212;obscure object; 3rd&#8212;dispel magic; 4th&#8212;minor globe of invulnerability; 5th&#8212;break enchantment; 6th&#8212;antimagic field; 7th&#8212;spell turning; 8th&#8212;protection from spells; 9th&#8212;Mordenkainen&#39;s disjunction.<\/p>\n\n\t<h4>Battle Domain<\/h4>\n\n\t<p>0&#8212;daze; 1st&#8212;true strike; 2nd&#8212;protection from arrows; 3rd&#8212;greater magic weapon; 4th&#8212;fire shield; 5th&#8212;Bigby&#39;s interposing hand; 6th&#8212;Tenser&#39;s transformation; 7th&#8212;power word blind; 8th&#8212;moment of prescience; 9th&#8212;time stop.<\/p>\n\n\t<h4>Cold Domain<\/h4>\n\n\t<p>0&#8212;ray of frost; 1st&#8212;chill touch; 2nd&#8212;chill metal (as 2nd-level druid spell); 3rd&#8212;sleet storm; 4th&#8212;wall of ice; 5th&#8212;cone of cold; 6th&#8212;Otiluke&#39;s freezing sphere; 7th&#8212;delayed blast frostball (as delayed blast fireball, but deals cold damage instead of fire damage); 8th&#8212;polar ray; 9th&#8212;comet swarm (as meteor swarm, but deals cold damage instead of fire damage).<\/p>\n\n\t<h4>Conjuration Domain<\/h4>\n\n\t<p>0&#8212;acid splash; 1st&#8212;mage armor; 2nd&#8212;web; 3rd&#8212;stinking cloud; 4th&#8212;summon monster IV; 5th&#8212;wall of stone; 6th&#8212;acid fog; 7th&#8212;summon monster VII; 8th&#8212;maze; 9th&#8212;gate.<\/p>\n\n\t<h4>Divination Domain<\/h4>\n\n\t<p>0&#8212;detect magic; 1st&#8212;detect secret doors; 2nd&#8212;see invisibility; 3rd&#8212;arcane sight; 4th&#8212;arcane eye; 5th&#8212;prying eyes; 6th&#8212;true seeing; 7th&#8212;greater arcane sight; 8th&#8212;discern location; 9th&#8212;foresight.<\/p>\n\n\t<h4>Enchantment Domain<\/h4>\n\n\t<p>0&#8212;daze; 1st&#8212;charm person; 2nd&#8212;Tasha&#39;s hideous laughter; 3rd&#8212;suggestion; 4th&#8212;confusion; 5th&#8212;hold monster; 6th&#8212;greater heroism; 7th&#8212;insanity; 8th&#8212;mass charm monster; 9th&#8212;dominate monster.<\/p>\n\n\t<h4>Evocation Domain<\/h4>\n\n\t<p>0&#8212;light; 1st&#8212;magic missile; 2nd&#8212;flaming sphere; 3rd&#8212;lightning bolt; 4th&#8212;shout; 5th&#8212;wall of force; 6th&#8212;Bigby&#39;s forceful hand; 7th&#8212;Mordenkainen&#39;s sword; 8th&#8212;Otiluke&#39;s telekinetic sphere; 9th&#8212;Bigby&#39;s crushing hand.<\/p>\n\n\t<h4>Fire Domain<\/h4>\n\n\t<p>0&#8212;flare; 1st&#8212;burning hands; 2nd&#8212;scorching ray; 3rd&#8212;fireball; 4th&#8212;wall of fire; 5th&#8212;cone of fire (as cone of cold, but deals fire<br \/>damage instead of cold damage); 6th&#8212;summon monster VI (fire creatures only); 7th&#8212;delayed blast fireball; 8th&#8212;incendiary cloud; 9th&#8212;meteor swarm.<\/p>\n\n\t<h4>Illusion Domain<\/h4>\n\n\t<p>0&#8212;ghost sound; 1st&#8212;disguise self; 2nd&#8212;invisibility; 3rd&#8212;major image; 4th&#8212;phantasmal killer; 5th&#8212;shadow evocation; 6th&#8212;mislead; 7th&#8212;mass invisibility; 8th&#8212;scintillating pattern; 9th&#8212;shades.<\/p>\n\n\t<h4>Necromancy Domain<\/h4>\n\n\t<p>0&#8212;disrupt undead; 1st&#8212;ray of enfeeblement; 2nd&#8212;false life; 3rd&#8212;vampiric touch; 4th&#8212;fear; 5th&#8212;waves of fatigue; 6th&#8212;circle of death; 7th&#8212;control undead; 8th&#8212;horrid wilting; 9th&#8212;energy drain.<\/p>\n\n\t<h4>Storm Domain<\/h4>\n\n\t<p>0&#8212;ray of frost; 1st&#8212;obscuring mist (as 1st-level cleric spell); 2nd&#8212;gust of wind; 3rd&#8212;lightning bolt; 4th&#8212;ice storm; 5th&#8212;control winds (as 5th-level druid spell); 6th&#8212;chain lightning; 7th&#8212;control weather; 8th&#8212;whirlwind (as 8th-level druid spell); 9th&#8212;storm of vengeance (as 9th-level cleric spell).<\/p>\n\n\t<h4>Transmutation Domain<\/h4>\n\n\t<p>0&#8212;mage hand; 1st&#8212;expeditious retreat; 2nd&#8212;levitate; 3rd&#8212;haste; 4th&#8212;polymorph; 5th&#8212;baleful polymorph; 6th&#8212;disintegrate; 7th&#8212;reverse gravity; 8th&#8212;iron body; 9th&#8212;shapechange.<\/p><br\/><h5>Reference: Unearthed Arcana 57<\/h5>","reference":"Usergen"},{"id":10121,"name":"Druidic Avenger","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Druidic Avenger<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Animal Companion<\/strong>: An avenger does not gain the service of an animal companion.<\/p>\n\n\t<p><strong>Fast Movement (Ex)<\/strong>: A druidic avenger&#39;s base land speed is faster than the norm for her race by 10 feet. This ability is identical to the barbarian ability of the same name.<\/p>\n\n\t<p><strong>Rage (Ex)<\/strong>: An avenger can enter a furious rage, identical to that of a barbarian. An avenger can use this ability once per day at 1st level, and one additional time per day for every five levels above 1st.<\/p>\n\n\t<p>An avenger does not gain the greater rage, indomitable will, or mighty rage abilities.<\/p>\n\n\t<p><strong>Spontaneous Casting<\/strong>: An avenger cannot channel stored spell energy into summoning spells.<\/p>\n\n\t<p><strong>Tireless Rage (Ex)<\/strong>: At 17th level and higher, an avenger no longer becomes fatigued at the end of her rage.<\/p>\n\n\t<p><strong>Wild Empathy<\/strong>: A druidic avenger takes a &#8212;4 penalty on wild empathy checks.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<p><strong>Class Skills<\/strong>: Add Intimidate to the avenger&#39;s list of class skills. <\/p>\n\n\t<p>Eliminate Diplomacy from the avenger&#39;s list of class skills.<\/p><br\/><h5>Reference: Unearthed Arcana 51<\/h5>","reference":"Usergen"},{"id":10122,"name":"Expert","type":"base","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Expert<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Base Save Bonuses<\/strong>: Two good saves and one poor save.<\/p>\n\n\t<p><strong>Class Skills<\/strong>: Choose any twelve skills as class skills, plus Craft and Profession.<\/p>\n\n\t<p><strong>Weapon and Armor Proficiency<\/strong>: All simple weapons, one martial weapon; light armor.<\/p>\n\n\t<p><strong>Bonus Feats<\/strong>: The expert gets one bonus feat at 1st level, another at 2nd level, one at 4th level, and another one at every fourth class level thereafter (8th, 12th, and so on).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Good Saves <\/th>\n\t\t\t<th>Poor Save <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Unearthed Arcana 77<\/h5>","reference":"Usergen"},{"id":10123,"name":"Paladin of Freedom","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Paladin of Freedom<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Aura of Resolve (Su)<\/strong>: Beginning at 3rd level, a paladin of freedom is immune to compulsion effects. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against compulsion effects. This ability otherwise functions identically to the paladin&#39;s aura of courage class feature.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: Remove the following spells from the paladin&#39;s spell list: death ward, discern lies, dispel chaos, magic circle against chaos, protection from chaos.<\/p>\n\n\t<p>Add the following spells to the paladin&#39;s spell list: 1st&#8212;protection from law; 3rd&#8212;magic circle against law, remove curse; 4th&#8212;dispel law, freedom of movement.<\/p>\n\n\t<p><strong>Code of Conduct<\/strong>: A paladin of freedom must be of chaotic good alignment and loses all class abilities if he ever willingly commits an evil act. Additionally, a paladin of freedom&#39;s code requires that he respect individual liberty, help those in need (provided they do not use the help for lawful or evil ends), and punish those who threaten or curtail personal liberty.<\/p>\n\n\t<p><strong>Associates<\/strong>: While he may adventure with characters of any good or neutral alignment, a paladin of freedom will never knowingly associate with evil characters (except on some sort of undercover mission), nor will he continue an association with someone who consistently offends his moral code. A paladin of freedom may accept only henchmen, followers, or cohorts who are chaotic good.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<p><strong>Class Skills<\/strong>: Replace Diplomacy with Bluff on the class skill list.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> Aura of good, <em>detect evil<\/em>, smite evil 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> Divine grace, lay on hands <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> Aura of resolve, divine health <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> Turn undead <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> Smite evil 2\/day, <em>special mount<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> <em>Remove disease<\/em> 1\/week <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> <em>Remove disease<\/em> 2\/week <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> Smite evil 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> <em>Remove disease<\/em> 3\/week <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> <em>Remove disease<\/em> 4\/week, smite evil 4\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> <em>Remove disease<\/em> 5\/week <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> Smite evil 5\/day <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Unearthed Arcana 53<\/h5>","reference":"Usergen"},{"id":10124,"name":"Paladin of Slaughter","type":"base","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Paladin of Slaughter<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>The paladin of slaughter has all the standard paladin class features, except as noted below.<\/p>\n\n\t<p><strong>Aura of Evil (Ex)<\/strong>: The power of a paladin of slaughter&#39;s aura of evil (see the detect evil spell) is equal to her paladin of slaughter level, just as with the aura of a cleric of an evil deity.<\/p>\n\n\t<p><strong>Detect Good (Sp)<\/strong>: At will, a paladin of slaughter can use detect good, as the spell.<\/p>\n\n\t<p><strong>Smite Good (Su)<\/strong>: Once per day, a paladin of slaughter may attempt to smite good with one normal melee attack. This ability is otherwise identical to the standard paladin&#39;s ability to smite evil, including increased daily uses as the paladin of slaughter gains class levels.<\/p>\n\n\t<p><strong>Deadly Touch (Su)<\/strong>: Beginning at 2nd level, a paladin of slaughter can cause wounds with a successful touch attack. Each day she can deal a total number of hit points of damage equal to her paladin level \u00d7 her Charisma bonus. An opponent subjected to this attack can make a Will save (DC 10 + 1\/2 paladin level + paladin&#39;s Cha modifier) to halve the damage dealt.<\/p>\n\n\t<p>Alternatively, a paladin of slaughter can use any or all of this power to cure damage to undead creatures, just as an inflict wounds spell does. This power otherwise functions identically to the paladin&#39;s lay on hands ability.<\/p>\n\n\t<p><strong>Debilitating Aura (Su)<\/strong>: Beginning at 3rd level, a paladin of slaughter radiates a malign aura that causes enemies within 10 feet of her to take a &#8212;1 penalty to Armor Class. This ability otherwise functions identically to the paladin&#39;s aura of courage class feature.<\/p>\n\n\t<p><strong>Rebuke Undead (Su)<\/strong>: A paladin of slaughter rebukes undead rather than turning undead.<\/p>\n\n\t<p><strong>Cause Disease (Sp)<\/strong>: A paladin of slaughter can inflict disease with her touch (as the contagion spell) a number of times per week that a standard paladin of her level would normally be able to remove disease.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: Replace the standard paladin&#39;s spell list with the following spell list: 1st&#8212;bane, cause fear, corrupt weapon, create water, curse water, detect poison, detect undead, divine favor, endure elements, inflict light wounds, magic weapon, protection from good, protection from law, read magic, resistance, virtue; 2nd&#8212;bull&#39;s strength, cure light wounds, darkness, delay poison, eagle&#39;s splendor, inflict moderate wounds, owl&#39;s wisdom, resist energy, undetectable alignment; 3rd&#8212;blindness\/deafness, cure moderate wounds, deeper darkness, dispel magic, greater magic weapon, heal mount, prayer, inflict serious wounds, magic circle against good\/law; 4th&#8212;break enchantment, cure serious wounds, dispel good, dispel law, inflict critical wounds, poison, unholy sword.<\/p>\n\n\t<p><strong>Code of Conduct<\/strong>: A paladin of slaughter must be of chaotic evil alignment and loses all class abilities if she ever willingly commits a good act. Additionally, a paladin of slaughter&#39;s code requires that she disrespect all authority figures who have not proven their physical superiority to her, refuse help to those in need, and sow destruction and death at all opportunities.<\/p>\n\n\t<p><strong>Associates<\/strong>: While she may adventure with characters of any evil or neutral alignment, a paladin of slaughter will never knowingly associate with good characters, nor will she continue an association with someone who consistently offends her moral code. A paladin of tyranny may accept only henchmen, followers, and cohorts who are chaotic evil.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<p><strong>Class Skills<\/strong>: Replace Diplomacy with Intimidate on the class skill list.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> Aura of evil, <em>detect good<\/em>, smite good 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> Divine grace, deadly touch <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> Debilitating aura, divine health <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> Rebuke undead <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> Smite good 2\/day, <em>special mount<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> <em>Cause disease<\/em> 1\/week <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> <em>Cause disease<\/em> 2\/week <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> Smite good 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> <em>Cause disease<\/em> 3\/week <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> <em>Cause disease<\/em> 4\/week, smite good 4\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> <em>Cause disease<\/em> 5\/week <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> Smite good 5\/day <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Unearthed Arcana 53<\/h5>","reference":"Usergen"},{"id":10125,"name":"Paladin of Tyranny","type":"base","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Paladin of Tyranny<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Aura of Evil (Ex)<\/strong>: The power of a paladin of tyranny&#39;s aura of evil (see the detect evil spell) is equal to his paladin of tyranny level, just as with the aura of a cleric of an evil deity.<\/p>\n\n\t<p><strong>Detect Good (Sp)<\/strong>: At will, a paladin of tyranny can use detect good, as the spell.<\/p>\n\n\t<p><strong>Smite Good (Su)<\/strong>: Once per day, a paladin of tyranny may attempt to smite good with one normal melee attack. This ability is otherwise identical to the standard paladin&#39;s ability to smite evil, including increased daily uses as the paladin of tyranny gains class levels.<\/p>\n\n\t<p><strong>Deadly Touch (Su)<\/strong>: Beginning at 2nd level, a paladin of tyranny can cause wounds with a successful touch attack. Each day she can deal a total number of hit points of damage equal to her paladin level \u00d7 her Charisma bonus. An opponent subjected to this attack can make a Will save (DC 10 + 1\/2 paladin level + paladin&#39;s Cha modifier) to halve the damage dealt.<\/p>\n\n\t<p>Alternatively, a paladin of tyranny can use any or all of this power to cure damage to undead creatures, just as an inflict wounds spell does. This power otherwise functions identically to the paladin&#39;s lay on hands ability.<\/p>\n\n\t<p><strong>Aura of Despair (Su)<\/strong>: Beginning at 3rd level, a paladin of tyranny radiates a malign aura that causes enemies within 10 feet of him to take a &#8212;2 penalty on all saving throws. This ability otherwise functions identically to the paladin&#39;s aura of courage class feature.<\/p>\n\n\t<p><strong>Rebuke Undead (Su)<\/strong>: A paladin of tyranny rebukes undead rather than turning undead.<\/p>\n\n\t<p><strong>Cause Disease (Sp)<\/strong>: A paladin of tyranny can inflict disease with his touch (as the contagion spell) a number of times per week that a standard paladin of her level would normally be able to remove disease.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: Replace the paladin&#39;s spell list with the following spell list: 1st&#8212;bane, corrupt weapon, create water, curse water, detect poison, detect undead, divine favor, doom, endure elements, inflict light wounds, magic weapon, protection from chaos, protection from good, read magic, resistance, virtue; 2nd&#8212;bull&#39;s strength, cure light wounds, darkness, delay poison, eagle&#39;s splendor, hold person, inflict moderate wounds, owl&#39;s wisdom, resist energy, undetectable alignment; 3rd&#8212;bestow curse, cure moderate wounds, deeper darkness, discern lies, dispel magic, greater magic weapon, heal mount, prayer, inflict serious wounds, magic circle against chaos\/good; 4th&#8212;break enchantment, cure serious wounds, dispel chaos, dispel good, dominate person, inflict critical wounds, unholy sword.<\/p>\n\n\t<p><strong>Code of Conduct<\/strong>: A paladin of tyranny must be of lawful evil alignment and loses all class abilities if he ever willingly commits a good act. Additionally, a paladin of tyranny&#39;s code requires that he respect authority figures as long as they have the strength to rule over the weak, act with discipline (not engaging in random slaughter, keeping firm control over those beneath his station, and so forth), help only those who help him maintain or improve his status, and punish those who challenge authority (unless, of course, such challengers prove more worthy to hold that authority).<\/p>\n\n\t<p><strong>Associates<\/strong>: While he may adventure with characters of any evil or neutral alignment, a paladin of tyranny will never knowingly associate with good characters unless it serves his needs, nor will he continue an association with someone who consistently offends his moral code. A paladin of tyranny may accept henchmen and followers of any alignment, but may only accept cohorts who are lawful evil.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> Aura of evil, <em>detect good<\/em>, smite good 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> Divine grace, deadly touch <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> Aura of despair, divine health <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> Rebuke undead <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> Smite good 2\/day, <em>special mount<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> <em>Cause disease<\/em> 1\/week <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> <em>Cause disease<\/em> 2\/week <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> Smite good 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> <em>Cause disease<\/em> 3\/week <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> <em>Cause disease<\/em> 4\/week, smite good 4\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> <em>Cause disease<\/em> 5\/week <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> Smite good 5\/day <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Unearthed Arcana 54<\/h5>","reference":"Usergen"},{"id":10126,"name":"Planar Ranger","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Planar Ranger<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Wild Empathy<\/strong>: A planar ranger takes no penalty on wild empathy checks made to influence magical beasts with the celestial or fiendish templates. However, he takes a &#8212;4 penalty when using this ability against animals.<\/p>\n\n\t<p><strong>Animal Companion<\/strong>: A nonevil planar ranger may have a celestial version of a normal animal as his animal companion. A nongood ranger may have a fiendish version of a normal animal as his animal companion.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: A planar ranger&#39;s spellcasting ability is largely unchanged from that of the standard ranger, with one exception: Any ranger spell that normally affects animals also affects celestial or fiendish versions of animals when cast by a planar ranger.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<p><strong>Class Skills<\/strong>: Eliminate Knowledge (nature) and Knowledge (dungeoneering) from the ranger&#39;s class skill list.<\/p>\n\n\t<p>Add Knowledge (the planes) and Speak Language (Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, Terran only) to the class skill list.<\/p><br\/><h5>Reference: Unearthed Arcana 55<\/h5>","reference":"Usergen"},{"id":10127,"name":"Savage Bard","type":"base","alignment":"Any chaotic","hit_die":"","full_text":"<div topic='titel'><p><h3>Savage Bard<\/h3><\/p><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any chaotic.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Illiteracy<\/strong>: A savage bard is illiterate, just as a barbarian is. An illiterate savage bard cannot use or scribe scrolls.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: Remove the following spells from the savage bard&#39;s class spell list: calm emotions, comprehend languages, detect secret doors, erase, prestidigitation, read magic, sepia snake sigil, summon monster (I through VI).<\/p>\n\n\t<p>Add the following spells to the savage bard&#39;s class spell list:<\/p>\n\n\t<p>1st&#8212;calm animals, detect snares and pits, endure elements, summon nature&#39;s ally I;<\/p>\n\n\t<p>2nd&#8212;bull&#39;s strength, pass without trace, summon nature&#39;s ally II;<\/p>\n\n\t<p>3rd&#8212;snare, summon nature&#39;s ally III;<\/p>\n\n\t<p>4th&#8212;insect plague, summon nature&#39;s ally IV;<\/p>\n\n\t<p>5th&#8212;commune with nature, summon nature&#39;s ally V;<\/p>\n\n\t<p>6th&#8212;creeping doom, reincarnate, summon nature&#39;s ally VI.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<p><strong>Base Save Bonuses<\/strong>: A savage bard has good Fortitude and Will saves, but has poor Reflex saves.<\/p>\n\n\t<p><strong>Class Skills<\/strong>: A savage bard loses Decipher Script and Speak Language as class skills. He adds Survival to his list of class skills.<\/p><br\/><h5>Reference: Unearthed Arcana 50<\/h5>","reference":"Usergen"},{"id":10128,"name":"Specialized Wizard Variants","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Specialized Wizard Variants<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Unearthed Arcana 59<\/h5>","reference":"Usergen"},{"id":10129,"name":"Spellcaster","type":"base","alignment":"Any","hit_die":"4","full_text":"<div topic='titel'><p><h3>Spellcaster<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Base Save Bonuses:<\/strong> One good save and two poor saves.<\/p>\n\n\t<p><strong>Class Skills:<\/strong> Choose any four skills as class skills, plus Craft, Knowledge (all), and Profession.<\/p>\n\n\t<p><strong>Weapon and Armor Proficiency:<\/strong> One simple weapon; no armor.<\/p>\n\n\t<p><strong>Bonus Feats:<\/strong> The spellcaster gets one bonus feat at 1st level, one at 5th level, and another one at every fifth class level thereafter (10th, 15th, and so on).<\/p>\n\n\t<p><strong>Spellcasting:<\/strong> A spellcaster learns and casts spells as a sorcerer. She may select her spells known from the cleric, druid, and sorcerer\/wizard spell lists.<\/p>\n\n\t<p>A spellcaster must choose at 1st level whether to be an arcane spellcaster or a divine spellcaster. This choice has no impact on the spells that she may learn, but affects what kinds of scrolls she can use and which ability score controls her spellcasting. An arcane spellcaster may designate either Intelligence or Charisma as the ability score that determines the highest-level spell she can learn or cast, and the Difficulty Class of her spell\u2019s saving throws. A divine spellcaster must use Wisdom to determine the highest-level spell she can learn or cast, and the DC of her spell\u2019s saving throws.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th colspan=10>Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th>0th <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t\t<th>6th <\/th>\n\t\t\t<th>7th <\/th>\n\t\t\t<th>8th <\/th>\n\t\t\t<th>9th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Multiclassing:<\/strong> A character can multiclass between arcane spellcaster and divine spellcaster.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=5><\/th>\n\t\t\t<th style=text-align:center; colspan=10>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Good Save <\/th>\n\t\t\t<th>Poor Saves <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>0th <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t\t<th>6th <\/th>\n\t\t\t<th>7th <\/th>\n\t\t\t<th>8th <\/th>\n\t\t\t<th>9th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Unearthed Arcana 77<\/h5>","reference":"Usergen"},{"id":10130,"name":"Thug","type":"base","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Thug<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>The thug has all the standard <em>fighter<\/em> class features, except as noted below.<\/p>\n\n\t<p><strong>Weapon and Armor Proficiency:<\/strong> Thugs are proficient with all simple and martial weapons and with light armor.<\/p>\n\n\t<p><strong>Bonus Feats:<\/strong> A thug doesn&#39;t gain the normal fighter bonus feat at 1st level. Also, add Urban Tracking to the list of fighter bonus feats available to the thug.<\/p><br\/><h5>Reference: Unearthed Arcana 51<\/h5>","reference":"Usergen"},{"id":10131,"name":"Totem Barbarian","type":"base","alignment":"","hit_die":"12","full_text":"<div topic='titel'><p><h3>Totem Barbarian<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 12.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<h4>Ape Totem Class Features<\/h4>\n\n\t<p>A barbarian dedicated to the ape totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.<\/p>\n\n\t<ul>\n\t\t<li>At 1st level, an ape-totem barbarian gains a climb speed equal to one-half his base land speed (round down to the nearest 5-foot interval). For instance, a human, elf, half-elf, or half-orc ape-totem barbarian has a climb speed of 15 feet, while a dwarf, gnome, or halfling ape-totem barbarian has a climb speed of 10 feet. See Movement Modes, page 311 of the Monster Manual for more information on creatures with a climb speed.<\/li>\n\t\t<li>At 2nd level, an ape-totem barbarian gains a +2 bonus on Intimidate checks.<\/li>\n\t\t<li>A 3rd level ape-totem barbarian gains Power Attack as a bonus feat.<\/li>\n\t\t<li>At 5th level, an ape-totem barbarian&#39;s climb speed equals his base land speed.<\/li>\n\t<\/ul>\n\n\t<h4>Bear Totem Class Features<\/h4>\n\n\t<p>A barbarian dedicated to the bear totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.<\/p>\n\n\t<ul>\n\t\t<li>A 1st-level bear-totem barbarian gains Toughness as a bonus feat.<\/li>\n\t\t<li>At 2nd level, a bear-totem barbarian gains Improved Grapple as a bonus feat, even if he doesn&#39;t meet the normal prerequisites.<\/li>\n\t\t<li>A 3rd-level bear-totem barbarian gains Great Fortitude as a bonus feat.<\/li>\n\t\t<li>Beginning at 5th level, a bear-totem barbarian gains a +4 bonus on grapple checks when raging.<\/li>\n\t<\/ul>\n\n\t<h4>Boar Totem Class Features<\/h4>\n\n\t<p>A barbarian dedicated to the boar totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.<\/p>\n\n\t<ul>\n\t\t<li>When raging, a 1st-level boar-totem barbarian is treated as having the Diehard feat, even if he doesn&#39;t meet the normal prerequisites.<\/li>\n\t\t<li>At 3rd level and higher, a boar-totem barbarian&#39;s rage lasts for 2 rounds longer than normal.<\/li>\n\t\t<li>Beginning at 7th level, a boar-totem barbarian&#39;s damage reduction is 1 point higher than the normal value. Thus, at 7th level, a boar-totem barbarian&#39;s damage reduction is 2\/&#8212;, and it rises by 1 point every three levels thereafter.<\/li>\n\t<\/ul>\n\n\t<h4>Dragon Totem Class Features<\/h4>\n\n\t<p>A barbarian dedicated to the dragon totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.<\/p>\n\n\t<ul>\n\t\t<li>A 1st-level dragon-totem barbarian gains Blind-Fight as a bonus feat.<\/li>\n\t\t<li>At 2nd level, a dragon-totem barbarian gains a +2 bonus on saves against paralysis and sleep effects.<\/li>\n\t\t<li>At 5th level, a dragon-totem barbarian gains the frightful presence ability (see page 309 of the Monster Manual). The save DC is equal to 10 + 1\/2 barbarian level + barbarian&#39;s Cha modifier.<\/li>\n\t<\/ul>\n\n\t<h4>Eagle Totem Class Features<\/h4>\n\n\t<p>A barbarian dedicated to the eagle totem does not gain the standard fast movement and trap sense barbarian class features, and instead gains the following abilities.<\/p>\n\n\t<ul>\n\t\t<li>At 1st level, an eagle-totem barbarian&#39;s keen vision grants him a +2 bonus on Spot checks.<\/li>\n\t\t<li>An eagle-totem barbarian gains Lightning Reflexes as a bonus feat at 3rd level.<\/li>\n\t<\/ul>\n\n\t<h4>Horse Totem Class Features<\/h4>\n\n\t<p>A barbarian dedicated to the horse totem does not gain the standard uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.<\/p>\n\n\t<ul>\n\t\t<li>At 2nd level, a horse-totem barbarian gains Run as a bonus feat.<\/li>\n\t\t<li>A 3rd-level horse-totem barbarian gains a +2 bonus on Handle Animal checks made with regard to horses and a +2 bonus on Ride checks made to ride a horse.<\/li>\n\t\t<li>At 5th level, a horse-totem barbarian gains Endurance as a bonus feat.<\/li>\n\t<\/ul>\n\n\t<h4>Jaguar Totem Class Features<\/h4>\n\n\t<p>A barbarian dedicated to the jaguar totem represents the &quot;standard&quot; barbarian and gains the barbarian class features as described in the Player&#39;s Handbook.<\/p>\n\n\t<h4>Lion Totem Class Features<\/h4>\n\n\t<p>A barbarian dedicated to the lion totem does not gain the standard fast movement, uncanny dodge, and improved uncanny dodge barbarian class features, and instead gains the following abilities.<\/p>\n\n\t<ul>\n\t\t<li>At 1st level, a lion-totem barbarian gains Run as a bonus feat.<\/li>\n\t\t<li>A 2nd-level lion-totem barbarian gains a +2 bonus on Hide checks.<\/li>\n\t\t<li>A 5th-level lion-totem barbarian gains a +2 bonus on damage rolls whenever he charges.<\/li>\n\t<\/ul>\n\n\t<h4>Serpent Totem Class Features<\/h4>\n\n\t<p>A barbarian dedicated to the serpent totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.<\/p>\n\n\t<ul>\n\t\t<li>At 1st level, a serpent-totem barbarian gains a +2 bonus on Fortitude saves against poison.<\/li>\n\t\t<li>A 2nd-level serpent-totem barbarian gains a +2 bonus on Move Silently checks.<\/li>\n\t\t<li>At 3rd level, a serpent-totem barbarian gains Improved Grapple as a bonus feat, even if he doesn&#39;t meet the normal prerequisites.\/li>\n\t\t<li>A serpent-totem barbarian gains Improved Initiative as a bonus feat at 5th level.<\/li>\n\t<\/ul>\n\n\t<h4>Wolf Totem Class Features<\/h4>\n\n\t<p>A barbarian dedicated to the wolf totem does not gain the standard uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.<\/p>\n\n\t<ul>\n\t\t<li>A 2nd-level wolf-totem barbarian gains Improved Trip as a bonus feat, even if he doesn&#39;t meet the normal prerequisites.<\/li>\n\t\t<li>A 5th-level wolf-totem barbarian gains Track as a bonus feat.<\/li>\n\t<\/ul><br\/><h5>Reference: Unearthed Arcana 48<\/h5>","reference":"Usergen"},{"id":10132,"name":"Urban Ranger","type":"base","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Urban Ranger<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Animal Companion<\/strong>: An urban ranger cannot have an animal larger than Medium as his animal companion.<\/p>\n\n\t<p><strong>Urban Tracking<\/strong>: An urban ranger does not gain the Track feat at 1st level. Instead, he gains the Urban Tracking feat (see the sidebar), which allows him to use Gather Information to track down a missing person, suspect, or other individual within a community.<\/p>\n\n\t<p><strong>Wild Empathy<\/strong>: An urban ranger adds only one-half his class level to wild empathy checks, reflecting his limited connection with the natural world.<\/p>\n\n\t<p><strong>Favored Enemy<\/strong>: At the DM&#39;s discretion, an urban ranger may select an organization instead of a creature type as his favored enemy. For example, a character might select a particular thieves&#39; guild, merchant house, or even the city guard. The favored enemy bonuses would apply to all members of the chosen organization, regardless of their creature type or subtype.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: The urban ranger&#39;s spell list is different from the standard ranger list. The following spells are eliminated from the urban ranger&#39;s spell list: animal messenger, charm animal, detect animals or plants, speak with animals, bear&#39;s endurance, hold animal, snare, speak with plants, command plants, diminish plants, plant growth, reduce animal, tree shape, water walk, commune with nature, and tree stride.<\/p>\n\n\t<p>In exchange, the urban ranger adds the following spells to his class spell list: 1st&#8212;comprehend languages, detect chaos\/good\/evil\/law, detect secret doors, message; 2nd&#8212;detect thoughts, knock, locate object, eagle&#39;s splendor; 3rd&#8212;discern lies, invisibility, speak with dead, tongues; 4th&#8212;dimensional anchor, locate creature, Mordenkainen&#39;s faithful hound, true seeing.<\/p>\n\n\t<p><strong>Woodland Stride<\/strong>: An urban ranger does not gain this ability.<\/p>\n\n\t<p><strong>Swift Tracker (Ex)<\/strong>: Beginning at 8th level, am urban ranger may make a Gather Information check for his Urban Tracking feat every half hour without taking the normal &#8212;5 penalty.<\/p>\n\n\t<p><strong>Camouflage<\/strong>: An urban ranger does not gain this ability.<\/p>\n\n\t<p><strong>Hide in Plain Sight (Ex)<\/strong>: An urban ranger can use this ability in any area, whether natural terrain or not.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<p><strong>Class Skills<\/strong>: Eliminate Knowledge (nature), Knowledge (dungeoneering), and Survival from the ranger&#39;s class skill list.<\/p>\n\n\t<p>Add Gather Information, Knowledge (local), and Sense Motive to the class skill list.<\/p><br\/><h5>Reference: Unearthed Arcana 55<\/h5>","reference":"Usergen"},{"id":10133,"name":"Warrior","type":"base","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Warrior<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Base Save Bonuses<\/strong>: One good save and two poor saves.<\/p>\n\n\t<p><strong>Class Skills<\/strong>: Choose any six skills as class skills, plus Craft.<\/p>\n\n\t<p><strong>Weapon and Armor Proficiency<\/strong>: All simple and martial weapons; light and medium armor; shields (but not tower shields).<\/p>\n\n\t<p><strong>Bonus Feats<\/strong>: A warrior gets one bonus feat at 1st level, one at 2nd level, and another one at every second class level (4th, 6th, and so on).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Good Save <\/th>\n\t\t\t<th>Poor Saves <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +16\/+11\/+6\/+1 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +17\/+12\/+7\/+2 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +18\/+13\/+8\/+3 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +19\/+14\/+9\/+4 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +20\/+15\/+10\/+5 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Unearthed Arcana 78<\/h5>","reference":"Usergen"},{"id":10134,"name":"Wilderness Rogue","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Wilderness Rogue<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Special Abilities<\/strong>: Add woodland stride (as the 7th-level ranger ability), camouflage (as the 13th-level ranger ability) and hide in plain sight (as the 17th-level ranger ability, requires the rogue to already have the camouflage ability) to the list of special abilities that can be chosen by the wilderness rogue.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<p>Class Skills: Remove the following rogue class skills from the wilderness rogue&#39;s class skill list: Appraise, Diplomacy, Decipher Script, Forgery, and Gather Information.<\/p>\n\n\t<p>Add the following skills to the wilderness rogue&#39;s class skill list: Handle Animal, Knowledge (geography), Knowledge (nature), Ride, and Survival.<\/p><br\/><h5>Reference: Unearthed Arcana 56<\/h5>","reference":"Usergen"},{"id":10135,"name":"Psion","type":"base","alignment":"Any.","hit_die":"4","full_text":"<div topic='titel'><p><h3>Psion<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any..<\/p><\/div><div topic='STARTING_GOLD' level='8'><p><b>Starting gold:<\/b> 3d4x10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Class Skills<\/strong>: A psion gains additional class skills based on his discipline, as listed below.<br \/><em>Seer (Clairsentience)<\/em>: Gather Information (Cha), Listen (Wis), and Spot (Wis).<br \/><em>Shaper (Metacreativity)<\/em>: Bluff (Cha), Disguise (Cha), and Use Psionic Device* (Cha).<br \/><em>Kineticist (Psychokinesis)<\/em>: Autohypnosis* (Wis), Disable Device (Dex), and Intimidate (Cha).<br \/><em>Egoist (Psychometabolism)<\/em>: Autohypnosis* (Wis), Balance (Dex) and Heal (Wis).<br \/><em>Nomad (Psychoportation)<\/em>: Climb (Str), Jump (Str), Ride (Dex), Survival (Wis), and Swim (Str).<br \/><em>Telepath (Telepathy)<\/em>: Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), and Sense Motive (Wis).<\/p>\n\n\t<p>*See new skills and expanded uses of existing skills in Chapter 3 of this book. See Chapter 4 of the <em>Player&#39;s Handbook<\/em> for other skill descriptions.<\/p>\n\n\t<p><strong>Weapon and Armor Proficiency<\/strong>: Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.<\/p>\n\n\t<p><strong>Power Points\/Day<\/strong>: A psion&#39;s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table 2&#8212;3: The Psion. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table 2&#8212;1: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.<\/p>\n\n\t<p><strong>Discipline<\/strong>: Every psion must decide at 1st level which psionic discipline he will specialize in. Choosing a discipline provides a psion with access to the class skills associated with that discipline (see above), as well as the powers restricted to that discipline. However, choosing a discipline also means that the psion cannot learn powers that are restricted to other disciplines. He can&#39;t even use such powers by employing psionic items. (See Psionic Disciplines, below, for a brief description of each discipline. Chapter 5 of this book contains a list of powers available to all psions and lists of powers restricted to certain disciplines.)<\/p>\n\n\t<p><strong>Powers Known<\/strong>: A psion begins play knowing three psion powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers.<\/p>\n\n\t<p>Choose the powers known from the psion power list, or from the list of powers of your chosen discipline. You cannot choose powers from disciplines other than your chosen discipline. (<em>Exception<\/em>: The feats Expanded Knowledge, page 46, and Epic Expanded Knowledge, page 34, do allow a psion to learn powers from the lists of other disciplines or even other classes.) A psion can manifest any power that has a power point cost equal to or lower than his manifester level.<\/p>\n\n\t<p>The number of times a psion can manifest powers in a day is limited only by his daily power points. For example, a 9th-level psion (with a total of 72 power points) could manifest a power costing 1 power point seventy-two times in one day, a power costing 9 power points eight times in one day, or any other combination of manifestations that does not exceed 72 power points in total.<\/p>\n\n\t<p>A psion simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must  get a good night&#39;s sleep each day to regain all his spent power points.<\/p>\n\n\t<p>The Difficulty Class for saving throws against psion powers is 10 + the power&#39;s level + the psion&#39;s Intelligence modifier. For example, the saving throw against a 6th-level power has a DC of 16 + Int modifier.<\/p>\n\n\t<p><strong>Maximum Power Level Known<\/strong>: A psion begins play with the ability to learn 1st-level powers. As he attains higher levels, a psion may gain the ability to master more complex powers&#8212;for example, a 3rd-level psion can learn powers of 2nd level or lower, a 5th-level psion can learn powers of 3rd level or lower, and so on.<\/p>\n\n\t<p>To learn or manifest a power, a psion must have an Intelligence score of at least 10 + the power&#39;s level. For example, a psion within an Intelligence score of 15 can manifest powers of 5th level or lower.<\/p>\n\n\t<p><strong>Bonus Feats<\/strong>: A psion gains a bonus feat at 1st level, 5th level, 10th level, 15th level, and 20th level. This feat must be a psionic feat, a metapsionic feat, or a psionic item creation feat.<\/p>\n\n\t<p>These bonus feats are in addition to the feats that a character of any class gains every three levels (as given on Table 3&#8212;2: Experience and Level-Dependent Benefits, page 22 of the <em>Player&#39;s Handbook<\/em>). A psion is not limited to psionic feats, metapsionic feats, and psionic item creation feats when choosing these other feats.<\/p>\n\n\t<h4>Psionic Disciplines<\/h4>\n\n\t<p>A discipline is one of six groupings of powers, each defined by a common theme. The six disciplines are clairsentience, metacreativity, psychokinesis, psychometabolism, psychoportation, and telepathy.<\/p>\n\n\t<p><strong>Clairsentience<\/strong>: A psion who chooses clairsentience is known as a seer. Seers can learn precognitive powers to aid their comrades in combat, as well as powers that permit them to gather information in many different ways.<\/p>\n\n\t<p><strong>Metacreativity<\/strong>: A psion specializing in metacreativity is known as a shaper. This discipline includes powers that draw ectoplasm or matter from the Astral Plane, creating semisolid and solid items such as armor, weapons, or animated constructs to do battle at the shaper&#39;s command.<\/p>\n\n\t<p><strong>Psychokinesis<\/strong>: Psions who specialize in psychokinesis are known as kineticists. They are the masters of powers that manipulate and transform matter and energy. Kineticists can attack with devastating blasts of energy.<\/p>\n\n\t<p><strong>Psychometabolism<\/strong>: A psion who specializes in psychometabolism is known as an egoist. This discipline consists of powers that alter the psion&#39;s psychobiology, or that of creatures near him. An egoist can both heal and transform himself into a fearsome fighter.<\/p>\n\n\t<p><strong>Psychoportation<\/strong>: A psion who relies on psychoportation powers is known as a nomad. Nomads can wield powers that propel or displace objects in space or time.<\/p>\n\n\t<p><strong>Telepathy<\/strong>: A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t\t<th>Power Points per Day <\/th>\n\t\t\t<th>Powers Known <\/th>\n\t\t\t<th>Maximum Power Level Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bonus feat, discipline <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 11 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 2nd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 17 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 2nd  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 25 <\/td>\n\t\t\t<td> 11 <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 35 <\/td>\n\t\t\t<td> 13 <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 46 <\/td>\n\t\t\t<td> 15 <\/td>\n\t\t\t<td> 4th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 58 <\/td>\n\t\t\t<td> 17 <\/td>\n\t\t\t<td> 4th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 72 <\/td>\n\t\t\t<td> 19 <\/td>\n\t\t\t<td> 5th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 88 <\/td>\n\t\t\t<td> 21 <\/td>\n\t\t\t<td> 5th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 106 <\/td>\n\t\t\t<td> 22 <\/td>\n\t\t\t<td> 6th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 126 <\/td>\n\t\t\t<td> 24 <\/td>\n\t\t\t<td> 6th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 147 <\/td>\n\t\t\t<td> 25 <\/td>\n\t\t\t<td> 7th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 170 <\/td>\n\t\t\t<td> 27 <\/td>\n\t\t\t<td> 7th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 195 <\/td>\n\t\t\t<td> 28 <\/td>\n\t\t\t<td> 8th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 221 <\/td>\n\t\t\t<td> 30 <\/td>\n\t\t\t<td> 8th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 250 <\/td>\n\t\t\t<td> 31 <\/td>\n\t\t\t<td> 9th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 280 <\/td>\n\t\t\t<td> 33 <\/td>\n\t\t\t<td> 9th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 311 <\/td>\n\t\t\t<td> 34 <\/td>\n\t\t\t<td> 9th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 343 <\/td>\n\t\t\t<td> 36 <\/td>\n\t\t\t<td> 9th <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Expanded Psionics Handbook 19<\/h5>","reference":"Usergen"},{"id":10136,"name":"Psychic Warrior","type":"base","alignment":"Any.","hit_die":"8","full_text":"<div topic='titel'><p><h3>Psychic Warrior<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any..<\/p><\/div><div topic='STARTING_GOLD' level='8'><p><b>Starting gold:<\/b> 5d4x10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Pro?ciency<\/strong>: Psychic warriors are pro?cient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).<\/p>\n\n\t<p><strong>Power Points\/Day<\/strong>: A psychic warrior\u2019s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table 2\u20134: The Psychic Warrior. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table 2\u20131: Ability Modi?ers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items. A 1st-level psychic warrior gains no power points for his class level, but he gains bonus power points (if he is entitled to any), and can manifest the single power he knows with those power points.<\/p>\n\n\t<p><strong>Powers Known<\/strong>: A psychic warrior begins play knowing one psychic warrior power of your choice. Each time he achieves a new level, he unlocks the knowledge of a new power.<\/p>\n\n\t<p>Choose the powers known from the psychic warrior power list. (<em>Exception<\/em>: The feats Expanded Knowledge, page 46, and Epic Expanded Knowledge, page 34, do allow a psychic warrior to learn powers from the lists of other classes.) A psychic warrior can manifest any power that has a power point cost equal to or lower than his manifester level.<\/p>\n\n\t<p>The total number of powers a psychic warrior can manifest in a day is limited only by his daily power points. In other words, a 11th-level psychic warrior (with a total of 35 power points) could manifest a power costing 1 power point 35 times in one day, a power costing 5 power points 7 times in one day, or any combination of power point costs that does not exceed 35 power points in total.<\/p>\n\n\t<p>A psychic warrior simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night\u2019s sleep each day to regain all his spent power points.<\/p>\n\n\t<p>The Dif?culty Class for saving throws against psychic warrior powers is 10 + the power\u2019s level + the psychic warrior\u2019s Wisdom modi?er. For example, the saving throw against a 6th-level power has a DC of 16 + Wis modi?er.<\/p>\n\n\t<p><strong>Maximum Power Level Known<\/strong>: A psychic warrior begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers\u2014for example, a 4th-level psychic warrior can learn powers of 2nd level or lower, a 7th-level psychic warrior can learn powers of 3rd level or lower, and so on.<\/p>\n\n\t<p>To learn or manifest a power, a psychic warrior must have a Wisdom score of at least 10 + the power\u2019s level. For example, a psychic warrior with a Wisdom score of 13 can manifest powers of 3rd level or lower.<\/p>\n\n\t<p><strong>Bonus Feats<\/strong>: At 1st level, a psychic warrior gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The psychic warrior gains an additional bonus feat at 2nd level and every three levels thereafter (5th, 8th, 11th, 14th, 17th, and 20th). These bonus feats must be drawn from the feats noted as ?ghter bonus feats on Table 5\u20131: Feats, page 90 of the <em>Player\u2019s Handbook<\/em>, or from the psionic feats in Chapter 3 of this book. The psychic warrior must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements. A psychic warrior cannot choose feats that speci?cally require levels in the ?ghter class (such as Greater Weapon Focus or Weapon Specialization) unless he is a multiclass character with the requisite levels in the ?ghter class.<\/p>\n\n\t<p>These bonus feats are in addition to the feats that a character of any class gains every three levels (as given on Table 3\u20132: Experience and Level-Dependent Bene?ts, page 22 of the <em>Player\u2019s Handbook<\/em>). A psychic warrior is not limited to ?ghter bonus feats and psionic feats when choosing these other feats.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t\t<th>Power Points per Day <\/th>\n\t\t\t<th>Powers Known <\/th>\n\t\t\t<th>Maximum Power Level Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 0* <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2nd  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 2nd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t\t<td> 11 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 2nd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t\t<td> 15 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 19 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t\t<td> 23 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t\t<td> 27 <\/td>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> 4th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 35 <\/td>\n\t\t\t<td> 11 <\/td>\n\t\t\t<td> 4th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t\t<td> 43 <\/td>\n\t\t\t<td> 12 <\/td>\n\t\t\t<td> 4th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t\t<td> 51 <\/td>\n\t\t\t<td> 13 <\/td>\n\t\t\t<td> 5th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 59 <\/td>\n\t\t\t<td> 14 <\/td>\n\t\t\t<td> 5th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t\t<td> 67 <\/td>\n\t\t\t<td> 15 <\/td>\n\t\t\t<td> 5th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t\t<td> 79 <\/td>\n\t\t\t<td> 16 <\/td>\n\t\t\t<td> 6th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 91 <\/td>\n\t\t\t<td> 17 <\/td>\n\t\t\t<td> 6th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t\t<td> 103 <\/td>\n\t\t\t<td> 18 <\/td>\n\t\t\t<td> 6th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t\t<td> 115 <\/td>\n\t\t\t<td> 19 <\/td>\n\t\t\t<td> 6th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 127 <\/td>\n\t\t\t<td> 20 <\/td>\n\t\t\t<td> 6th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th colspan=9>*The psychic warrior gains no power points from his class at 1st level. However, he does add any bonus power points he gains from a high Wisdom score, his race, and feats or other sources to his reserve. He can use these points (if any) to manifest his power. <\/th>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Expanded Psionics Handbook 24<\/h5>","reference":"Usergen"},{"id":10137,"name":"Soulknife","type":"base","alignment":"Any.","hit_die":"10","full_text":"<div topic='titel'><p><h3>Soulknife<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any..<\/p><\/div><div topic='STARTING_GOLD' level='8'>p><b>Starting gold:<\/b> 5d4x10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Soulknives are proficient with all simple weapons, with their own mind blades, and with light armor and shields (except tower shields).<\/p>\n\n\t<p><strong>Mind Blade (Su)<\/strong>: As a move action, a soulknife can create a semisolid blade composed of psychic energy distilled from his own mind.<\/p>\n\n\t<p>The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium soulknife materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19\u201320\/\u00d72). Soulknives who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a corresponding change to the blade\u2019s damage (see Table 7\u20134 and Table 7\u20135 in the <em>Player\u2019s Handbook<\/em>). The wielder of a mind blade gains the usual bene?ts to his attack roll and damage roll from a high Strength bonus.<\/p>\n\n\t<p>The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction.<\/p>\n\n\t<p>A soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose mind blade for feats requiring a speci?c weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade.<\/p>\n\n\t<p>A soulknife\u2019s mind blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).<\/p>\n\n\t<p>Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the soulknife can attempt a new Will save to rematerialize his mind blade while he remains within the psionics-negating effect.<\/p>\n\n\t<p><strong>Weapon Focus (Mind Blade)<\/strong>: A soulknife gains Weapon Focus (mind blade) as a bonus feat.<\/p>\n\n\t<p><strong>Wild Talent<\/strong>: A soulknife gains Wild Talent as a bonus feat. (This class feature provides the character with the psionic power he needs to materialize his mind blade, if he has no power points otherwise.)<\/p>\n\n\t<p><strong>Throw Mind Blade (Ex)<\/strong>: A soul knife of 2nd level or higher can throw his mind blade as a ranged weapon with a range increment of 30 feet. Whether or not the attack hits, a thrown mind blade then dissipates. A soulknife of 3rd level or higher can make a psychic strike (see below) with a thrown mind blade and can use the blade in conjunction with other special abilities (such as Knife to the Soul; see below).<\/p>\n\n\t<p><strong>Psychic Strike (Su)<\/strong>: As a move action, a soulknife of 3rd level or higher can imbue his mind blade with destructive psychic energy. This effect deals an extra 1d8 points of damage to the next living, nonmindless target he successfully hits with a melee attack (or ranged attack, if he is using the throw mind blade ability). Creatures immune to mind-affecting effects are immune to psychic strike damage. (Unlike the rogue\u2019s sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away, provided they are living, nonmindless creatures not immune to mind-affecting effects.)<\/p>\n\n\t<p>A mind blade deals this extra damage only once when this ability is called upon, but a soulknife can imbue his mind blade with psychic energy again by taking another move action.<\/p>\n\n\t<p>Once a soulknife has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the soulknife drops the mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when the soulknife next materializes it. <\/p>\n\n\t<p>At every four levels beyond 3rd (7th, 11th, 15th, and 19th), the extra damage from a soulknife\u2019s psychic strike increases as shown on Table 2\u20135.<\/p>\n\n\t<p><strong>Free Draw (Su)<\/strong>: At 5th level, a soulknife becomes able to materialize his mind blade as a free action instead of a move action. He can make only one attempt to materialize the mind blade per round, however (if, for example, he must make a Will save to materialize it within a null psionics field).<\/p>\n\n\t<p><strong>Shape Mind Blade (Su)<\/strong>: At 5th level, a soulknife gains the ability to change the form of his mind blade. As a full-round action, he can change his mind blade to replicate a longsword (damage 1d8 for a Medium weapon wielded as a one-handed weapon) or a bastard sword (damage 1d10 for a Medium weapon, but he must wield it as a two-handed weapon unless he knows the Exotic Weapon Pro?ciency (bastard sword) feat). If a soulknife shapes his mind blade into the form of a bastard sword and wields it two-handed, he adds 1-1\/2 times his Strength bonus to his damage rolls, just like when using any other two-handed weapon.<\/p>\n\n\t<p>Alternatively, a soulknife can split his mind blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both mind blades have an enhancement bonus 1 lower than the soulknife would otherwise create with a single mind blade. For example, a 12th-level soulknife normally creates a single +3 <em>mind blade<\/em>, but he could use this ability to instead materialize two +2 <em>mind blades<\/em>.<\/p>\n\n\t<p><strong>Mind Blade Enhancement (Su)<\/strong>: At 6th level, a soulknife gains the ability to enhance his mind blade. He can add any one of the weapon special abilities on the table below that has an enhancement bonus value of +1.<\/p>\n\n\t<p>At every four levels beyond 6th (10th, 14th, and 18th), the value of the enhancement a soulknife can add to his weapon improves to +2, +3, and +4, respectively. A soulknife can choose any combination of weapon special abilities that does not exceed the total allowed by the soulknife\u2019s level. For example, an 18th-level soulknife could add two +2 weapon special abilities, or one +1 weapon ability and one +3 weapon ability.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Weapon Special Ability <\/th>\n\t\t\t<th>Enhancement Bonus Value <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Defending <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Defending <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Keen <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Lucky* <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Mighty cleaving <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Psychokinetic* <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Sundering* <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Vicious <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Collision* <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Mindcrusher* <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Psychokinetic burst* <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Suppresion* <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Body feeder* <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Mindfeeder* <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Soulbreaker* <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th colspan=2>*See new special abilities in Chapter 3 of this book. All other special abilities are described in Chapter 7 of the <em>Dungeon Master\u2019s Guide<\/em>. <\/th>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>The weapon ability or abilities remain the same every time the soulknife materializes his mind blade (unless he decides to reassign its abilities; see below). The ability or abilities apply to any form the mind blade takes, including the use of the shape mind blade or bladewind class abilities.<\/p>\n\n\t<p>A soulknife can reassign the ability or abilities he has added to his mind blade. To do so, he must ?rst spend 8 hours in concentration. After that period, the mind blade materializes with the new ability or abilities selected by the soulknife. For example, a 10th-level soulknife might have initially chosen to imbue his weapon with psychokinetic burst, a +2 weapon special ability. Every time he materializes the weapon, it is a +2 <em>psychokinetic burst mind blade<\/em>. However, on learning that he may face a mind ?ayer the next day, he could take 8 hours to change his mind blade\u2019s special ability from psychokinetic burst to mindcrusher.<\/p>\n\n\t<p><strong>Speed of Thought<\/strong>: A soulknife gains Speed of Thought as a bonus feat at 6th level. <\/p>\n\n\t<p><strong>Bladewind (Su)<\/strong>: At 9th level, a soulknife gains the ability to momentarily fragment his mind blade into numerous identical blades, each of which strikes at a nearby opponent.<\/p>\n\n\t<p>As a full attack, when wielding his mind blade, a soul- knife can give up his regular attacks and instead fragment his mind blade to make one melee attack at his full base attack bonus against each opponent within reach. Each fragment functions identically to the soulknife\u2019s regular mind blade. (For example, if the mind blade were in the form of a +1 <em>keen bastard sword<\/em>, due to the soulknife\u2019s mind blade enhancement and shape mind blade abilities, each fragment attacks and deals damage as a +1 <em>keen bastard sword<\/em>.)<\/p>\n\n\t<p>When using bladewind, a soulknife forfeits any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the <em>haste<\/em> spell).<\/p>\n\n\t<p>The mind blade immediately reverts to its previous form after the bladewind attack.<\/p>\n\n\t<p><strong>Greater Weapon Focus (Mind Blade)<\/strong>: A soulknife gains Greater Weapon Focus (mind blade) as a bonus feat at 9th level.<\/p>\n\n\t<p><strong>Knife to the Soul (Su)<\/strong>: Beginning at 13th level, when a soulknife executes a psychic strike, he can choose to substitute Intelligence, Wisdom, or Charisma damage (his choice) for extra dice of damage. For each die of extra damage he gives up, he deals 1 point of damage to the ability score he chooses. A soulknife can combine extra dice of damage and ability damage in any combination, so a 19th-level soulknife could choose to strike for 3 points of Charisma damage and an extra 2d6 points of damage. <\/p>\n\n\t<p>The soulknife decides which ability score his psychic strike damages and the division of ability damage and extra dice of damage when he imbues his mind blade with the psychic strike energy.<\/p>\n\n\t<p><strong>Multiple Throw (Ex)<\/strong>: At 17th level and higher, a soulknife can throw a number of mind blades per round equal to the number of melee attacks he could make. Thus, a 17th-level soulknife could throw two mind blades, with a base attack bonus of +12\/+7. If he had used shape mind blade to materialize a mind blade for each hand and thus ?ght with two weapons, he could throw four mind blades in a round.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Mind blade, Weapon Focus (mind blade), Wild Talent <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Throw mind blade <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Psychic strike +1d8 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <em>mind blade<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Free draw, shape mind blade <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Mind blade enhancement +1, Speed of Thought <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Psychic strike +2d8 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <em>mind blade<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Bladewind, Greater Weapon Focus (mind blade) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Mind blade enhancement +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Psychic strike +3d8 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +3 <em>mind blade<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Knife to the soul <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Mind blade enhancement +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Psychic strike +4d8 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +4 <em>mind blade<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> Multiple throw <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> Mind blade enhancement +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> Psychic strike +5d8 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +5 <em>mind blade<\/em> <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Expanded Psionics Handbook 26<\/h5>","reference":"Usergen"},{"id":10138,"name":"Wilder","type":"base","alignment":"Any.","hit_die":"6","full_text":"<div topic='titel'><p><h3>Wilder<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any..<\/p><\/div><div topic='STARTING_GOLD' level='8'><p><b>Starting gold:<\/b> 4d4x10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Wilders are proficient with all simple weapons, with light armor, and with shields (except tower shields).<\/p>\n\n\t<p><strong>Power Points\/Day<\/strong>: A wilder&#39;s ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on Table 2&#8212;6: The Wilder. In addition, she receives bonus power points per day if she has a high Charisma score (see Table 2&#8212;1: Ability Modifiers and Bonus Power Points). Her race may also provide bonus power points per day, as may certain feats and items.<\/p>\n\n\t<p><strong>Powers Known<\/strong>: A wilder begins play knowing one wilder power of your choice. At every even-numbered class level after 1st, she unlocks the knowledge of new powers.<\/p>\n\n\t<p>Choose the powers known from the wilder power list. (<em>Exception<\/em>: The feats Expanded Knowledge, page 46, and Epic Expanded Knowledge, page 34, do allow a wilder to learn powers from the lists of other classes.) A wilder can manifest any power that has a power point cost equal to or lower than her manifester level.<\/p>\n\n\t<p>The total number of powers a wilder can manifest in a day is limited only by her daily power points. In other words, a 9th-level wilder (with a total of 72 power points) could manifest a power costing 1 power point seventy-two times in one day, or a power costing 9 power points eight times in one day, or any combination of power point costs that does not exceed 72 power points in total.<\/p>\n\n\t<p>A wilder simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night&#39;s sleep each day to regain all her spent power points.<\/p>\n\n\t<p>The Difficulty Class for saving throws against wilder powers is 10 + the power&#39;s level + the wilder&#39;s Charisma modifier. For example, the saving throw against a 6th-level power has a DC of 16 + Cha modifier.<\/p>\n\n\t<p><strong>Maximum Power Level Known<\/strong>: A wilder begins play with the ability to learn 1st-level powers. As she attains higher levels, she may gain the ability to master more complex powers&#8212;for example, a 4th-level wilder can learn powers of 2nd level or lower, a 6th-level wilder can learn powers of 3rd level or lower, and so on.<\/p>\n\n\t<p>To learn or manifest a power, a wilder must have a Charisma score of at least 10 + the power&#39;s level. For example, a wilder with a 16 Charisma can manifest powers of 6th level or lower.<\/p>\n\n\t<p><strong>Wild Surge (Su)<\/strong>: A wilder can let her passion and emotion rise to the surface in a wild surge when she manifests a power. During a wild surge, a wilder gains phenomenal psionic strength, but may harm herself by the reckless use of her power (see Psychic Enervation, below).<\/p>\n\n\t<p>A wilder can choose to invoke a wild surge whenever she manifests a power. When she does so, she gains +1 to her manifester level with that manifestation of the power. The manifester level boost gives her the ability to augment her powers to a higher degree than she otherwise could; however, she pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge.<\/p>\n\n\t<p>Level-dependent power effects are also improved, depending on the power a wilder manifests with her wild surge. This improvement in manifester level does not grant her any other benefits (psicrystal abilities do not advance, she does not gain higher-level class abilities, and so on).<\/p>\n\n\t<p>She cannot use the Overchannel psionic feat (see page 49) and invoke her wild surge at the same time.<\/p>\n\n\t<p>For example, Leila is a 3rd-level wilder who knows the power mind thrust (see page 120). She can normally spend a maximum of 3 power points to deal 3d10 points of damage with this power. If she invokes her wild surge when she manifests the power, she spends 3 power points to deal 4d10 points of damage (as if she were a 4th-level manifester, and thus able to spend up to 4 points on manifesting the power).<\/p>\n\n\t<p>At 3rd level, a wilder can choose to boost her manifester level by two instead of one. At 7th level, she can boost her manifester level by up to three; at 11th level, by up to four; at 15th level, by up to five; and at 19th level, by up to six. In all cases, the wild surge effectively pays the extra power point cost that is normally required to augment the power; only the unaugmented power point cost is subtracted from the wilder&#39;s power point reserve.<\/p>\n\n\t<p><strong>Psychic Enervation (Ex)<\/strong>: Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, a wilder may be overcome by the strain of her effort. The chance of suffering psychic enervation is equal to 5% per manifester level added with the wild surge. For example, if, at 11th level, Leila uses wild surge to boost her manifester level by four, she has a 20% chance of suffering psychic enervation as a result.<\/p>\n\n\t<p>A wilder who is overcome by psychic enervation is dazed until the end of her next turn and loses a number of power points equal to her wilder level.<\/p>\n\n\t<p><strong>Elude Touch (Ex)<\/strong>: Starting at 2nd level, a wilder&#39;s intuition supersedes her intellect, alerting her to danger from touch attacks (including rays). She gains a bonus to Armor Class against all touch attacks equal to her Charisma bonus; however, her touch AC can never exceed her Armor Class against normal attacks.<\/p>\n\n\t<p><strong>Surging Euphoria (Ex)<\/strong>: Starting at 4th level, when a wilder uses her wild surge ability, she gains a +1 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the intensity of her wild surge. For example, if Leila uses wild surge to boost her manifester level by two, her morale bonus would last for 2 rounds. (Even if she had the wild surge +4 ability, the fact that she boosted her manifester level by only two restricts the duration to 2 rounds.) <\/p>\n\n\t<p>If a wilder is overcome by psychic enervation following her wild surge, she does not gain the morale bonus for this use of her wild surge ability.<\/p>\n\n\t<p>At 12th level, the morale bonus on a wilder&#39;s attack rolls, damage rolls, and saving throws increases to +2. At 20th level, the bonus increases to +3.<\/p>\n\n\t<p><strong>Volatile Mind (Ex)<\/strong>: A wilder&#39;s temperamental mind is hard to encompass with the discipline of telepathy. When any telepathy power is manifested on a wilder of 5th level or higher, the manifester of the power must pay 1 power point more than he otherwise would have spent.<\/p>\n\n\t<p>The extra cost is not a natural part of that power&#39;s cost. It does not augment the power; it is simply a wasted power point. The wilder&#39;s volatile mind can force the manifester of the telepathy power to exceed the normal power point limit of 1 point per manifester level. If the extra cost raises the telepathy power&#39;s cost to more points than the manifester has remaining in his reserve, the power simply fails, and the manifester exhausts the rest of his power points.<\/p>\n\n\t<p>At 9th level, the penalty assessed against telepathy powers manifested on a wilder is increased to 2 power points. At 13th level, the penalty increases to 3 power points, and at 17th level it increases to 4 power points. <\/p>\n\n\t<p>As a standard action, a wilder can choose to lower this effect for 1 round (in the event, for instance, that a friend attempts to manifest a beneficial telepathy power on her).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t\t<th>Power Points per Day <\/th>\n\t\t\t<th>Powers Known <\/th>\n\t\t\t<th>Maximum Power Level Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Wild surge +1, psychic enervation <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Elude touch <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Wild surge +2 <\/td>\n\t\t\t<td> 11 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Surging euphoria +1 <\/td>\n\t\t\t<td> 17 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2nd  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Volatile mind (1 power point) <\/td>\n\t\t\t<td> 25 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2nd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 35 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Wild surge +3 <\/td>\n\t\t\t<td> 46 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 58 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Volatile mind (2 power points) <\/td>\n\t\t\t<td> 72 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 88 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Wild surge +4 <\/td>\n\t\t\t<td> 106 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Surging euphoria +2 <\/td>\n\t\t\t<td> 126 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 6th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Volatile mind (3 power points) <\/td>\n\t\t\t<td> 147 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 6th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 170 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 7th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Wild surge +5 <\/td>\n\t\t\t<td> 195 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 7th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 221 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 8th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> Volatile mind (4 power points) <\/td>\n\t\t\t<td> 250 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 8th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 280 <\/td>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> 9th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> Wild surge +6 <\/td>\n\t\t\t<td> 311 <\/td>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> 9th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> Surging euphoria +3 <\/td>\n\t\t\t<td> 343 <\/td>\n\t\t\t<td> 11 <\/td>\n\t\t\t<td> 9th <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Expanded Psionics Handbook 29<\/h5>","reference":"Usergen"},{"id":10139,"name":"Apostle of Peace","type":"prestige","alignment":"Any good. ","hit_die":"4","full_text":"<div topic='titel'><p><h3>Apostle of Peace<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any good. .<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Base Save Bonuses<\/strong>: Will +5.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Apostles of peace gain no proficiency with any weapon or armor.<\/p>\n\n\t<p>As part of their sacred vows, apostles of peace forswear the use of armor, though they may wear magic items that protect them (such as a ring of protection or bracers of armor). An apostle of peace who wears any armor is unable to cast apostle of peace spells or use any of his supernatural class abilities while doing so and for 24 hours thereafter.<\/p>\n\n\t<p><strong>Spells<\/strong>: An apostle of peace has the ability to cast a number of divine spells. To cast an apostle of peace spell, the apostle must have a Wisdom score of at least 10 + the spell&#39;s level, so an apostle with a Wisdom of 10 or lower cannot cast these spells. Apostle of peace bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the apostle of peace&#39;s Wisdom modifier. When the apostle of peace gets 0 spells per day of a given spell level (for instance, 2nd-level spells for a 2nd-level apostle), he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The apostle of peace prepares and casts spells just as a cleric does.<\/p>\n\n\t<p>To determine the caster level of an apostle of peace, add the character&#39;s apostle levels to one-half of his caster levels in other spellcasting classes.<\/p>\n\n\t<p><strong>Spontaneous Casting<\/strong>: An apostle of peace can channel stored spell energy into healing spells that the apostle did not prepare ahead of time. An apostle can &quot;lose&quot; any prepared apostle spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with &quot;cure&quot; in its name). <\/p>\n\n\t<p><strong>Turn Undead (Su)<\/strong>: An apostle of peace can turn undead as a good cleric of his apostle of peace level would. If he is also a cleric (or paladin), he adds his apostle levels to his effective cleric levels to determine his turning capability.<\/p>\n\n\t<p><strong>Pacifying Touch (Su)<\/strong>: At 2nd level, an apostle of peace gains the ability to pacify hostile or angry creatures by touch. The effect is similar to the calm emotions spell. The apostle can affect only a single target with each use of the ability, and must touch the target. A touched creature receives no saving throw and spell resistance does not apply. The pacifying touch does not suppress positive emotions, just anger, rage, and hostility. The apostle of peace can make a level check as if casting <em>dispel magic<\/em>, using his character level as his caster level, to dispel certain mind-affecting spells affecting the target. The pacifying touch can only dispel spells that incite violent emotions in the target, such as fear or rage.<\/p>\n\n\t<p>Censure Fiends (Su): A 4rd-level apostle of peace can censure fiends, much as good clerics turn undead. Channeling holy power from the celestial planes, he can make demons, devils, and other outsiders with the evil subtype recoil. Make a Charisma check for the apostle and consult Table 8&#8212;9 in the <em>Player&#39;s Handbook<\/em>, using the apostle&#39;s character level to determine the most powerful fiend he can censure. Roll 2d6 + the apostle of peace&#39;s level + his Charisma modifier for censuring damage. Using both the apostle&#39;s character level and his class level in this manner means that he is more likely to affect a single powerful fiend, but unlikely to censure more than one of them.<\/p>\n\n\t<p>A censured fiend is stunned by the apostle&#39;s holy power for 1d4+1 rounds. If an apostle of peace attacks a censured fiend, the stunning ends immediately and the fiend can act normally on its next turn. If the apostle of peace&#39;s character level is at least twice the fiend&#39;s Hit Dice, he banishes the affected fiend back to its home plane. An apostle of peace can make a number of censuring attempts per day equal to 3 + his Charisma modifier. These attempts are separate from any attempts to turn undead.<\/p>\n\n\t<p><strong>Apostles of Peace spell list<\/strong>: Apostles of peace choose their spells from the following list:<\/p>\n\n\t<p><strong>0 Level<\/strong>: <em>create water, cure minor wounds, detect magic, detect poison, guidance, light, mending, purify food and drink, read magic, resistance, virtue<\/em>.<\/p>\n\n\t<p><strong>1st Level<\/strong>: <em>bless, bless water, command, comprehend languages, cure light wounds, detect evil, detect undead, endure elements, entropic shield, eyes of the avoral*, invisibility to undead, obscuring mist, protection from evil, ray of hope*, remove fear, sanctuary, shield of faith, vision of heaven*<\/em>.<\/p>\n\n\t<p><strong>2nd Level<\/strong>: <em>aid, augury, bear&#39;s endurance, calm emotions, consecrate, cure moderate wounds, delay poison, eagle&#39;s splendor, ease pain*, enthrall, glorious apparel*, lesser restoration, make whole, owl&#39;s wisdom, remove paralysis, resist energy, shield other, silence, status, yoke of mercy*, zone of truth<\/em>.<\/p>\n\n\t<p><strong>3rd Level<\/strong>: <em>blessed sight*, create food and water, cure serious wounds, dispel magic, helping hand, invisibility purge, magic circle against evil, magic vestment, meld into stone, prayer, protection from energy, refreshment*, remove blindness\/deafness, remove curse, remove disease, remove nausea*, water breathing, water walk, wind wall<\/em>.<\/p>\n\n\t<p><strong>4th Level<\/strong>: <em>air walk, blood of the martyr*, control water, cure critical wounds, death ward, discern lies, dismissal, divination, freedom of movement, good hope, greater status*, imbue with spell ability, lesser aspect of the deity*, lesser planar ally, neutralize poison, remove fatigue*, repel vermin, restoration, sending, spell immunity, sustain*, tongues<\/em>.<\/p>\n\n\t<p><strong>5th Level<\/strong>: <em>atonement, break enchantment, commune, mass cure light wounds, dispel evil, energetic healing*, greater command, hallow, mark of justice, plane shift, raise dead, sacred guardian*, scrying, spell resistance, symbol of sleep, true seeing, wall of stone<\/em>.<\/p>\n\n\t<p><strong>6th Level<\/strong>: <em>antilife shell, aspect of the deity*, banishment, mass bear&#39;s endurance, celestial blood*, mass cure moderate wounds, mass eagle&#39;s splendor, forbiddance, geas\/quest, greater dispel magic, heal, heroes&#39; feast, mass owl&#39;s wisdom, planar ally, symbol of persuasion, wind walk, word of recall<\/em>.<\/p>\n\n\t<p><strong>7th Level<\/strong>: <em>bastion of good*, control weather, ethereal jaunt, greater restoration, greater scrying, mass cure serious wounds, refuge, regenerate, repulsion, resurrection, shield of the archons*<\/em>.<\/p>\n\n\t<p><strong>8th Level<\/strong>: <em>antimagic field, discern location, greater planar ally, holy aura, mass cure critical wounds<\/em>. <\/p>\n\n\t<p><strong>9th Level<\/strong>: <em>astral projection, end to strife*, etherealness, gate, greater aspect of the deity*, mass heal, miracle, true resurrection<\/em>. <\/p>\n\n\t<p>*New spell described in Chapter 6 of this book.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>0th <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t\t<th>6th <\/th>\n\t\t\t<th>7th <\/th>\n\t\t\t<th>8th <\/th>\n\t\t\t<th>9th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Turn undead <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Pacifying touch <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Censure fiends <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Book of Exalted Deeds 51<\/h5>","reference":"Usergen"},{"id":10140,"name":"Defender of Sealtiel","type":"prestige","alignment":"Lawful good.","hit_die":"12","full_text":"<div topic='titel'><p><h3>Defender of Sealtiel<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 12.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful good..<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Defenders of Sealtiel gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Defensive Stance (Ex)<\/strong>: When he needs to, a defender of Sealtiel can become a stalwart bastion of defense. In this defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC.<\/p>\n\n\t<p>The increase in Constitution increases the defender of Sealtiel&#39;s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a defender cannot use skills or abilities that would require him to shift his position, such as Move Silently or Jump. A defensive stance lasts for a number of rounds equal to 3 + the character&#39;s (newly improved) Constitution modifier. A defender may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the defender is winded and takes a &#8212;2 penalty to Strength for the duration of that encounter. A defender can only use his defensive stance a certain number of times per day as determined by his level. Using the defensive stance takes no time itself, but a defender can only do so during his action. (A defender can&#39;t, for example, use the stance when struck down by an arrow in order to get the extra hit points from the increased Constitution.)<\/p>\n\n\t<p><em>Shield of Faith (Sp)<\/em>: A defender of Sealtiel can use <em>shield of faith<\/em>, as the spell, three times per day. His effective caster level is his defender level.<\/p>\n\n\t<p><em>Magic Circle (Su)<\/em>: A defender of Sealtiel who is 2nd level or higher is constantly surrounded by an effect that duplicates the <em>magic circle against evil<\/em> spell as cast by a cleric of his defender level.<\/p>\n\n\t<p><em>Shield Other (Sp)<\/em>: A 2nd-level defender of Sealtiel can use <em>shield other<\/em>, as the spell, once per day. His effective caster level is his defender level.<\/p>\n\n\t<p><em>Blood of the Martyr (Sp<\/em>): A 4th-level defender of Sealtiel can use <em>blood of the martyr<\/em>*, as the spell, once per day. His effective caster level is his defender level.<\/p>\n\n\t<p><em>Protective Aura (Sp)<\/em>: A 6th-level defender of Sealtiel can use <em>protective aura<\/em>, as the spell, once per day. The effect overlaps (does not stack with) his constant <em>magic circle against evil<\/em>. His effective caster level is his defender level.<\/p>\n\n\t<p>At 10th level, a defender can use this ability three times per day.<\/p>\n\n\t<p><em>Glory of the Martyr (Sp)<\/em>: An 8th-level defender of Sealtiel can use <em>glory of the martyr<\/em>*, as the spell, once per day. His effective caster level is his defender level.<\/p>\n\n\t<p>*New spell described in Chapter 6 of this book.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Defensive stance 1\/day, <em>shield of faith<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Magic circle, <em>shield other<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Defensive stance 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Blood of the martyr<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Defensive stance 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <em>Protective aura<\/em> 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Defensive stance 4\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <em>Glory of the martyr<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Defensive stance 5\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> <em>Protective aura<\/em> 3\/day <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Book of Exalted Deeds 58<\/h5>","reference":"Usergen"},{"id":10141,"name":"Emissary of Barachiel","type":"prestige","alignment":"Lawful good.","hit_die":"6","full_text":"<div topic='titel'><p><h3>Emissary of Barachiel<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful good..<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Emissaries of Barachiel gain no proficiency with any weapon or armor. <\/p>\n\n\t<p><strong>Spells<\/strong>: An emissary of Barachiel has the ability to cast a small number of divine spells. To cast an emissary of Barachiel spell, the emissary must have a Charisma score of at least 10 + the spell&#39;s level, so an emissary with a Charisma of 10 or lower cannot cast these spells. Emissary of Barachiel bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + the emissary&#39;s Charisma modifier.<\/p>\n\n\t<p>When the emissary gets 0 spells of a given level (for instance, 1st-level spells for a 1st-level emissary of Barachiel), he gets only the bonus spells he would be entitled to based on his Charisma score for that spell level. The emissary&#39;s spell list appears below. An emissary of Barachiel casts spells just as a bard does, except that his spells are divine and not arcane.<\/p>\n\n\t<p><strong>Calling (Su)<\/strong>: An emissary of Barachiel&#39;s most fundamental ability is the power to issue a celestial call, stirring the conscience of those who hear it. An emissary an use this ability once per day per class level, spending a full-round action to issue the call. Humanoid creatures within 30 feet of the emissary are potentially affected. The emissary makes a Diplomacy check, and the result is the DC for affected creatures&#39; Will saving throws. Creatures that fail their saves suffer effects that depend on their alignment, as follows:<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Alignment <\/th>\n\t\t\t<th>Effect <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Lawful good <\/td>\n\t\t\t<td> Inspired <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Neutral good or chaotic good <\/td>\n\t\t\t<td> Blessed <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Lawful evil <\/td>\n\t\t\t<td> Enthralled <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Neutral evil or chaotic evil <\/td>\n\t\t\t<td> Enthralled, disheartened <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Any evil <\/td>\n\t\t\t<td> Stunned, demoralized <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><em>Inspired<\/em>: Affected creatures receive a +2 morale bonus on attack rolls, saving throws, skill and ability checks, and weapon damage rolls for 10 minutes.<\/p>\n\n\t<p><em>Blessed<\/em>: Affected creatures receive a +1 morale bonus on attack rolls and on saving throws against fear effects for 10 minutes.<\/p>\n\n\t<p><em>Enthralled<\/em>: Affected creatures act as if subject to an enthrall spell for as long as you continue to speak and for 1d3 rounds thereafter. For the duration of the effect and for 1 day afterward, affected creatures take a &#8212;1 penalty on Will saves related to redemption (see Chapter 2).<\/p>\n\n\t<p><em>Disheartened<\/em>: Affected creatures take a &#8212;1 penalty on attack rolls, saving throws, skill checks, and ability checks for 10 minutes.<\/p>\n\n\t<p><em>Stunned<\/em>: Affected creatures are stunned for 1 round.<\/p>\n\n\t<p><em>Demoralized<\/em>: Affected creatures take a &#8212;2 penalty on attack rolls, saving throws, skill checks, ability checks, and weapon damage rolls for 10 minutes (including the 1 round during which they are stunned).<\/p>\n\n\t<p>Using any manifestation of the calling class ability requires the use of the Words of Creation and deals 3d4 points of non-lethal damage to the emissary. Calling is an Enchantment (Compulsion) [Language-Dependent, Mind-Affecting] effect.<\/p>\n\n\t<p><strong>Conversion (Su)<\/strong>: A 3rd-level emissary of Barachiel can use his calling ability to facilitate actual conversion of nongood humanoids. Doing so counts as a use of the calling class ability (see above) for the day, and the initial effects of the calling are the same&#8212;except that the emissary takes 5d4 points of nonlethal damage instead of 3d4. When the initial effects are over, however, all creatures that were subject to any effect of the calling (except lawful good creatures) must make another saving throw. Creatures who fail begin acting as though their alignment were one step closer to good. Lawful evil creatures act lawful neutral, neutral evil creatures act neutral, and chaotic evil creatures act chaotic neutral. Lawful neutral and neutral good creatures act lawful good. True neutral and chaotic good creatures act neutral good, and chaotic neutral creatures act chaotic good.  <\/p>\n\n\t<p>Creatures affected by this temporary alignment shift can make new saving throws each day for a total of seven days. If the emissary is not present at the time a creature makes its save, it receives a +1 circumstance bonus on the saving throw, and this bonus increases by 1 for each additional saving throw for which the emissary is not present.<\/p>\n\n\t<p>During these seven days, an affected creature is immune to any other conversion effect, from the same emissary or a different one. During this time, the alignment shift can be reversed with a break enchantment spell, but the caster must succeed on a caster level check against a DC equal to the emissary&#39;s original Diplomacy check result. Also during this time, an atonement spell can make the alignment shift permanent, preventing the creature from making any additional saving throws.<\/p>\n\n\t<p>If a creature fails seven saving throws after the initial saving throw against the calling, the alignment change is permanent. At this point, the creature can change alignment again, either through another conversion effect, or voluntarily (in a gradual manner, as alignment change normally works&#8212;the creature cannot simply decide to be evil again).<\/p>\n\n\t<p><strong>Sustenance (Su)<\/strong>: At 5th level, an emissary of Barachiel can help to keep good creatures good. As a use of his calling ability, he can produce one of the following effects:\n\t<ul>\n\t\t<li>Duplicate the effects of an <em>atonement<\/em> spell.<\/li>\n\t\t<li>Reverse any magical alignment change (such as that produced by a <em>helm of opposite alignment<\/em> or a <em>morality undone<\/em> spell).<\/li>\n\t\t<li>Dispel a charm or compulsion effect cast by an evil creature upon a good target, by making a dispel check (1d20 + character level against a DC of 11 + evil caster&#39;s level).<\/li>\n\t<\/ul><\/p>\n\n\t<p>These effects require the emissary of Barachiel to touch the target creature.<\/p>\n\n\t<p>Emissaries of Barachiel choose their spells from the following list: <\/p>\n\n\t<p><strong>1st Level<\/strong>: <em>charm person, comprehend languages, cure light wounds, hypnotism, magic mouth, message, protection from chaos\/evil, ray of hope*, sanctuary, sleep, ventriloquism<\/em>.<\/p>\n\n\t<p><strong>2nd Level<\/strong>: <em>animal messenger, blindness\/deafness, blur, calm emotions, cat&#39;s grace, cure moderate wounds, detect thoughts, elation*, enthrall, eagle&#39;s splendor, fox&#39;s cunning, glitterdust, hold person, hypnotic pattern, silence, suggestion, tongues, whispering wind<\/em>.<\/p>\n\n\t<p><strong>3rd Level<\/strong>: <em>charm monster, clairaudience\/clairvoyance, cure serious wounds, daylight, deep slumber, dispel magic, good hope, haste, lesser geas, refreshment*, remove curse, scrying, see invisibility<\/em>.<\/p>\n\n\t<p><strong>4th Level<\/strong>: <em>atonement, break enchantment, cure critical wounds, dream, heaven&#39;s trumpet*, heroic valor*, hold monster, sending<\/em>.<\/p>\n\n\t<p>*New spell described in Chapter 6 of this book.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th><\/th>\n\t\t\t<th style=text-align:center; colspan=4>Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th>1 <\/th>\n\t\t\t<th>2 <\/th>\n\t\t\t<th>3 <\/th>\n\t\t\t<th>4 <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 2 <sup>1<\/sup> <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <sup>1<\/sup> <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <sup>1<\/sup> <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <sup>1<\/sup> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td style=text-align:center; colspan=5><sup>1<\/sup> Provided the emissary has sufficient Charisma to have a bonus spell of this level. <\/td>\n\t\t<\/tr>\n\t<\/table><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Calling <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Conversion <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Sustenance <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Book of Exalted Deeds 59<\/h5>","reference":"Usergen"},{"id":10142,"name":"Exalted Arcanist","type":"prestige","alignment":"Any good. ","hit_die":"4","full_text":"<div topic='titel'><p><h3>Exalted Arcanist<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any good. .<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Base Save Bonuses<\/strong>: Will +5<br \/><strong>Spells<\/strong>: Able to spontaneously cast 3rd-level arcane spells.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Exalted arcanists gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Exalted Spell List<\/strong>: An exalted arcanist gains access to spells that do not normally appear on arcane spellcasters&#39; spell lists. The exalted arcanist&#39;s spell list additions appear below. At 1st level, an exalted arcanist adds the spells of up to 3rd level to her spell list, and each additional exalted arcanist level grants her access to two more spell levels on the spell list. She does not automatically know these spells, but can choose them as spells known.<\/p>\n\n\t<p><strong>Spell Knowledge (Ex)<\/strong>: At 1st level, an exalted arcanist learns two new arcane spells of any level up to the maximum spell level she can cast. These can be spells from her normal spell list or from the exalted spell list that appears below. She does not gain any extra spell slots at this level.<\/p>\n\n\t<p><strong>Faster Consecrate (Ex)<\/strong>: At 2nd level, an exalted arcanist can spontaneously cast spells with the Consecrate Spell feat without extending the spells&#39; casting time.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: At each exalted arcanist level after the first, the character gains new spells per day and spells known as if she had also gained a level in an arcane spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (bardic music abilities, improved familiar abilities, and so on), though she does retain the ability to exchange spells known with every even-numbered equivalent sorcerer or bard level. If the character had more than one arcane spellcasting class before becoming an exalted arcanist, she must decide to which class she adds each exalted arcanist level for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Bonus Exalted Feat<\/strong>: At 3rd level, and again at 5th level, an exalted arcanist gains a bonus feat. This feat must be chosen from the exalted feats that appear in Chapter 4.<\/p>\n\n\t<p><strong>Faster Purify (Ex)<\/strong>: At 4th level, an exalted arcanist can spontaneously cast spells with the Purify Spell feat without extending the spells&#39; casting time.<\/p>\n\n\t<p><strong>Sanctified Spells<\/strong>: A 5th-level exalted arcanist can use sanctified spells as though they were among her spells known.<\/p>\n\n\t<p>Exalted arcanists choose their spells from the following list or from their normal spell list:<br \/><strong>1st Level<\/strong>: <em>bless, vision of heaven*<\/em><br \/><strong>2nd Level<\/strong>: <em>consecrate, zone of truth<\/em><br \/><strong>3rd Level<\/strong>: <em>helping hand, searing light<\/em><br \/><strong>4th Level<\/strong>: <em>holy smite, lesser aspect of the deity*, lesser planar ally, sword of conscience*<\/em><br \/><strong>5th Level<\/strong>: <em>crown of flame*, hallow, heavenly lightning*, mark of justice<\/em><br \/><strong>6th Level<\/strong>: <em>aspect of the deity*, bolt of glory*, planar ally<\/em><br \/><strong>7th Level<\/strong>: <em>heavenly lightning storm*, holy word, righteous smite*<\/em><br \/><strong>8th Level<\/strong>: <em>greater planar ally, holy aura<\/em><br \/><strong>9th Level<\/strong>: <em>greater aspect of the deity*<\/em><\/p>\n\n\t<p>*New spell described in Chapter 6 of this book.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Exalted spell list (3rd), spell knowledge <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Exalted spell list (5th), faster consecrate <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus exalted feat, exalted spell list (7th) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Exalted spell list (9th), faster purify <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus exalted feat, sanctified spells <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Book of Exalted Deeds 61<\/h5>","reference":"Usergen"},{"id":10143,"name":"Fist of Raziel","type":"prestige","alignment":"Lawful good","hit_die":"10","full_text":"<div topic='titel'><p><h3>Fist of Raziel<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>Spells: Able to cast <a href=\/spells\/players-handbook-v35--6\/divine-favor--2606\/>divine favor<\/a><\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: A fist of Raziel is proficient with all simple and martial weapons, all types of armor, and shields (except tower shields).<\/p>\n\n\t<p><strong>Magic Circle (Su)<\/strong>: A 1st-level fist of Raziel is constantly surrounded by a magic circle against evil effect, as the spell cast by a cleric of the fist&#39;s character level.<\/p>\n\n\t<p><strong>Smite Evil (Su)<\/strong>: Once per day, a fist of Raziel may attempt to smite evil with one normal melee attack. She adds her Charisma bonus to her attack roll and deals 1 extra point of damage per class level. If she accidentally smites a creature that is not evil, the smite has no effect but it is still used up for that day. She can use this ability more times per day as she advances in level, as shown on Table 5&#8212;10.<\/p>\n\n\t<p>If the fist of Raziel has paladin levels as well, add the daily uses from her fist of Raziel levels to the daily uses from her paladin levels. Her damage bonus equals her fist of Raziel class level plus her paladin class level. This ability does not stack with the smite ability granted by the Destruction domain.<\/p>\n\n\t<p>In addition to the basic function of smiting evil, a fist of Raziel gains special abilities that operate whenever she smites.<\/p>\n\n\t<p><em>Good-Aligned<\/em>: At 1st level, whenever a fist of Raziel smites evil, her weapon is considered good-aligned for purposes of overcoming damage reduction, as if she had the Exalted Smite feat.<\/p>\n\n\t<p><em>Confirming<\/em>: At 3rd level, whenever a fist of Raziel smites evil, all critical rolls are automatically successful (so every threat is a critical hit). This works even if the weapon has a magical effect related to critical hits, unlike the similar effect of the bless weapon spell.<\/p>\n\n\t<p><em>Holy<\/em>: At 5th level, whenever a fist of Raziel smites evil, her weapon is considered holy, dealing an extra 2d6 points of damage against evil creatures. This additional damage stacks with the extra damage she deals from the smite. However, it does not stack with the benefit of the Sanctify Martial Strike feat or with the extra damage dealt by a weapon with the holy weapon property.<\/p>\n\n\t<p><em>Fiendsmite<\/em>: At 7th level, whenever a fist of Raziel smites evil, her weapon deals an extra 2d8 points of damage against evil outsiders and evil undead, instead of the +2d6 normally dealt by a holy weapon. If she also has the Exalted Smite feat, this damage is still doubled.<\/p>\n\n\t<p><em>Chain<\/em>: At 9th level, whenever a fist of Raziel smites evil, bolts of holy power erupt from the target creature and strike up to 5 additional evil targets within 30 feet, chosen by the fist of Raziel. Targets take 2d6 points of damage, or 2d8 if they are evil outsiders or evil undead. A successful Reflex save (DC 15 + the fist of Raziel&#39;s Cha modifier) reduces the damage by half.<\/p>\n\n\t<p><strong>Spells per Day<\/strong>: Starting at 2nd level, and at each level thereafter, a fist of Raziel gains new spells per day as if she had also gained a level in a divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, improved special mount, and so on). If the character had more than one divine spellcasting class before becoming a fist of Raziel, she must decide to which class she adds each fist of Raziel level for the purpose of determining spells per day.<\/p>\n\n\t<p><strong>Sanctify Martial Strike<\/strong>: At 4th level, a fist of Raziel gains the Sanctify Martial Strike feat as a bonus feat.<\/p>\n\n\t<p><strong>Sunder Evil Item (Su)<\/strong>: At 6th level, whenever a fist of Raziel attacks an object that is evil (such as an unholy sword or a darkskull) or an evil construct (such as a retriever), she deals double damage. This does not stack with the benefits of the Great Sunder feat.<\/p>\n\n\t<p><strong>Holy Martial Strike (Su)<\/strong>: Any weapon that a 10th-level fist of Raziel wields is treated as a holy weapon, dealing an extra 2d6 points of damage to evil creatures, even when she is not smiting evil. This additional damage does not stack with the benefit of the Sanctify Martial Strike feat or with the extra damage dealt by a weapon with the holy weapon property.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Magic circle, smite evil 1\/day (good-aligned) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Smite evil 2\/day (confirming) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sanctify Martial Strike <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Smite evil 3\/day (holy) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sunder evil item <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Smite evil 4\/day (fiendsmite) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Smite evil 5\/day (chain) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Holy martial strike <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Book of Exalted Deeds 62<\/h5>","reference":"Usergen"},{"id":10144,"name":"Initiate of Pistis Sophia","type":"prestige","alignment":"Lawful good","hit_die":"8","full_text":"<div topic='titel'><p><h3>Initiate of Pistis Sophia<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Base Save Bonuses<\/strong>: Fort +5, Ref +5, Will +5.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Initiates of Pistis Sophia gain no proficiency with any weapon or armor. They suffer the same penalties for wearing armor that monks do.<\/p>\n\n\t<p><strong>Fist of the Heavens<\/strong>: A 1st-level initiate of Pistis Sophia gains the Fist of the Heavens feat as a bonus feat, even if she does not have the prerequisite Wisdom score.<\/p>\n\n\t<p><strong>Monk Abilities<\/strong>: An initiate of Pistis Sophia adds her initiate levels to her monk levels to determine her AC bonus, her unarmed strike damage, the penalty she takes when using a flurry of blows, her speed, and her ki strike. She does not gain any other benefits of advancing monk levels, however.<\/p>\n\n\t<p><strong>Detect Evil (Sp)<\/strong>: At will, an initiate of Pistis Sophia of 2nd level or higher can use <a href=\/spells\/players-handbook-v35--6\/detect-evil--2486\/><em>detect evil<\/em><\/a>, as the spell.<\/p>\n\n\t<p><strong>Smite Evil (Su)<\/strong>: Once per day, an initiate of Pistis Sophia may attempt to smite evil with one normal unarmed strike. She adds a +4 bonus to her attack roll and deals 1 extra point of damage per class level. If she accidentally smites a creature that is not evil, the smite has no effect but it is still used up for that day.<\/p>\n\n\t<p>At 5th level, an initiate of Pistis Sophia can use this ability twice per day, and at 8th level she can use it three times per day.<\/p>\n\n\t<p><strong>Uncanny Dodge (Ex)<\/strong>: At 3rd level, an initiate of Pistis Sophia can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC even when flatfooted.<\/p>\n\n\t<p><strong>Electricity Resistance (Ex)<\/strong>: As she advances in her celestial disciplines, an initiate of Pistis Sophia grows to share the natural immunity to electricity possessed by the archons. She gains electricity resistance 5 at 4th level, and electricity resistance 10 at 7th level.<\/p>\n\n\t<p><strong>Sacred Vow<\/strong>: At 4th level, and again at 7th level and 10th level, an initiate of Pistis Sophia gains a bonus feat selected from the following list: Vow of Abstinence, Vow of Chastity, Vow of Nonviolence, Vow of Obedience, Vow of Poverty, or Vow of Purity.<\/p>\n\n\t<p><strong>Improved Uncanny Dodge (Ex)<\/strong>: At 6th level, an initiate of Pistis Sophia cannot be flanked except by a rogue at least 4 levels higher than her character level.<\/p>\n\n\t<p><strong>Improved Evasion (Ex)<\/strong>: At 9th level, an initiate of Pistis Sophia takes no damage on a successful saving throw against attacks that allow a Reflex save for half damage, and she only takes half damage on a failed save.<\/p>\n\n\t<p><strong>Improved Evasion (Ex)<\/strong>: When subjected to an attack that normally allows a Reflex saving throw for half damage, a 9th level initiate of Pistis Sophia takes no damage if she makes a successful saving throw and half damage if the saving throw fails.<\/p>\n\n\t<p><strong>Celestial Transformation (Ex)<\/strong>: When she reaches 10th level, an initiate of Pistis Sophia transcends her mortal origins and becomes a creature of the heavens. Her type changes to outsider (native), and she gains damage reduction 10\/unholy.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Fist of the Heavens, monk abilities <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Detect evil<\/em>, smite evil 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Uncanny dodge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Electricity resistance 5, sacred vow <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Smite evil 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Improved uncanny dodge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Electricity resistance 10, sacred vow <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Smite evil 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Improved evasion <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Celestial transformation, sacred vow <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Book of Exalted Deeds 64<\/h5>","reference":"Usergen"},{"id":10145,"name":"Lion of Talisid","type":"prestige","alignment":"Neutral good","hit_die":"8","full_text":"<div topic='titel'><p><h3>Lion of Talisid<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Neutral good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to cast <a href=\/spells\/players-handbook-v35--6\/summon-natures-ally-ii--2451\/>summon natures ally II<\/a>.<br \/><strong>Special<\/strong>: The character must have an animal companion as a class feature.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Lions of Talisid gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Animal Companion (Ex)<\/strong>: A lion of Talisid can add his lion of Talisid levels to his effective druid level (his actual druid level or one-half his ranger level) to determine the capabilities of his animal companion.<\/p>\n\n\t<p><strong>Lion&#39;s Courage (Ex)<\/strong>: A lion of Talisid is immune to fear (magical or otherwise) and gains a +4 sacred bonus on Will saves against other mind-affecting spells and effects.<\/p>\n\n\t<p><strong>Spells per Day<\/strong>: At each level, a lion of Talisid gains new spells per day as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If the character had more than one divine spellcasting class before becoming a lion of Talisid, the player must decide to which class to add each lion of Talisid level for the purpose of determining spells per day.<\/p>\n\n\t<p><strong>Scent (Ex)<\/strong>: At 2nd level, a lion of Talisid gains the scent special quality. He can detect approaching enemies, sniff out hidden foes, and track by sense of smell.<\/p>\n\n\t<p><strong>Wild Shape (Su)<\/strong>: At 3rd level, a lion of Talisid gains the ability to turn himself into any Small or Medium animal and back again once per day. This works exactly as the druid&#39;s wild shape ability. Lions of Talisid prefer the shape of great cats (cheetahs or leopards at lower levels), but are not limited to such forms.<\/p>\n\n\t<p>The lion of Talisid can use this ability more times per day at 4th, 5th, and 8th level, as noted on Table 5-12. In addition, he gains the ability to take the shape of a Large animal at 6th level, and a Tiny animal at 9th level.<\/p>\n\n\t<p>A lion of Talisid who is also a druid can add his lion of Talisid level -2 to his druid levels to determine his wild shape ability. For example, an 8th-level druid\/6th-level lion of Talisid can wild shape as a 12th-level druid, and can thus assume plant forms as well as Large and Tiny animal forms, and can use this ability 4 times per day.<\/p>\n\n\t<p><strong>Exalted Companion<\/strong>: At 4th level, a lion of Talisid gains the Exalted Companion feat as a bonus feat.<\/p>\n\n\t<p><strong>Lion&#39;s Pounce (Ex)<\/strong>: At 5th level, a lion of Talisid can make a full attack at the end of a charge.<\/p>\n\n\t<p><strong>Lion&#39;s Swiftness (Ex)<\/strong>:When he reaches 7th level, a lion of Talisid can act as if under the effects of a haste spell for a total of 1 round per class level per day. These rounds need not be consecutive.<\/p>\n\n\t<p><strong>Leonal&#39;s Roar (Su)<\/strong>: Three times a day, a 10th-level lion of Talisid can issue a roar that duplicates the effects of the <a href=\/spells\/book-of-exalted-deeds--52\/leonals-roar--78\/><em>leonal&#39;s roar<\/em><\/a> spell (new spell described in Chapter 6 of this book). The saving throw DC is 20 + the lion of Talisid&#39;s Charisma modifier.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Animal companion, lion&#39;s courage <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Scent <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Wild shape (1\/day) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Exalted Companion, wild shape (2\/day) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Lion&#39;s pounce, wild shape (3\/day) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Wild shape (Large) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Lion&#39;s swiftness <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Wild shape (4\/day) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Wild shape (Tiny) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Leonal&#39;s roar <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Book of Exalted Deeds 65<\/h5>","reference":"Usergen"},{"id":10146,"name":"Prophet of Erathaoi","type":"prestige","alignment":"Lawful good","hit_die":"6","full_text":"<div topic='titel'><p><h3>Prophet of Erathaoi<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to cast 4th-level arcane or divine spells.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Prophets of Erathaol gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Ecstasy (Su)<\/strong>: Once per day per class level, a prophet of Erathaol can enter an ecstatic state, allowing a celestial to seize control of her mind and speech. This is sort of a lesser version of channeling celestials (as described in Chapter 2), in which the prophet simply becomes helpless for 1 round while a celestial speaks through her. What the celestial says (and who it is) is entirely up to the DM, though it is always at least tangentially relevant to whatever matter is at hand. As a rule of thumb, this ability can have one of the following effects:\n\t<ul>\n\t\t<li>any Knowledge check (with a bonus equal to the prophet&#39;s character level +5)<\/li>\n\t\t<li>a bardic knowledge check (with a bonus equal to the prophet&#39;s character level +5)<\/li>\n\t\t<li>a <a href=\/spells\/players-handbook-v35--6\/divination--3543\/><em>divination<\/em><\/a> spell<\/li>\n\t\t<li>a <a href=\/spells\/players-handbook-v35--6\/detect-evil--2486\/><em>detect evil<\/em><\/a> spell<\/li>\n\t\t<li>an <a href=\/spells\/players-handbook-v35--6\/enthrall--2548\/spell><em>enthrall<\/em> <\/a> (the prophet can continue speaking on her own after the 1 round of ecstasy, continuing the effect)<\/li>\n\t\t<li>a <a href=\/spells\/players-handbook-v35--6\/good-hope--2552\/><em>good hope<\/em><\/a> spell<\/li>\n\t\t<li>an <a href=\/spells\/players-handbook-v35--6\/atonement--2304\/><em>atonement<\/em><\/a> spell<\/li>\n\t\t<li>like a <em>phylactery of faithfulness<\/em>, allowing the prophet to identify evil creatures and avoid evil acts<\/li>\n\t\t<li>if the prophet sacrifices 500 XP, a <em>commune<\/em> spell<\/li>\n\t<\/ul><br \/>Unfortunately, at the instant a prophet of Erathaol cedes control of her mind and invites a celestial to take it, she is vulnerable to possession by less beneficent spirits. If a fiend or ghost capable of possession is in ethereal form, within 30 feet of the prophet, and not flat-footed when a prophet enters her ecstasy, the creature can attempt to possess her immediately. The prophet takes a -2 penalty on her Will save to resist the possession, and if she fails she is not aware of the creature&#39;s presence in her body. The creature prevents a celestial from entering, and might pretend to be the celestial, speaking as the prophet&#39;s companions expect. If the creature chooses not to make its presence known in this way, it seems as though the ecstasy simply fails.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: At 2nd level, and at each level thereafter, a prophet of Erathaol gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a prophet of Erathaol, she must decide to which class she adds each prophet level for the purpose of determining spells per day.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Ecstasy <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Book of Exalted Deeds 66<\/h5>","reference":"Usergen"},{"id":10147,"name":"Risen Martyr","type":"prestige","alignment":"Any good","hit_die":"12","full_text":"<div topic='titel'><p><h3>Risen Martyr<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 12.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Base Save Bonuses<\/strong>: Fort +2, Ref +2, Will +2.<br \/><strong>Skills<\/strong>: Any one skill 9 ranks, Speak Language (Celestial).<br \/><strong>Feats<\/strong>: Any one other exalted feat.<br \/><strong>Special<\/strong>: The character must have suffered martyrdom (see Chapter 2) and must not have been returned to life. As a special feature of this prestige class, the character rises with the abilities of a 0-level risen martyr added to the character&#39;s previous abilities. When the character earns enough experience points to advance another level, he must become a 1st-level risen martyr.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Risen martyrs gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spiritual Body (Ex)<\/strong>: When a martyr rises as a 0-level risen martyr, he takes on a corporeal spirit form. His creature type changes to deathless (see Chapter 8: Monsters), and he gains the features and traits of the deathless type. Deathless creatures have no Constitution score, and the risen martyr rerolls his hit points using d12s instead of his previous racial and class-based Hit Dice.<\/p>\n\n\t<p>A risen martyr&#39;s spiritual body is formed of solid, spiritual flesh and is neither ghostly nor incorporeal. His ability scores remain unchanged (except for his Constitution score), and all his other characteristics remain the same except that he is no longer a living creature.<\/p>\n\n\t<p><strong>Charisma Score Increase<\/strong>: At 1st level, a risen martyr&#39;s Charisma score increases by +2. At 5th level, it increases by an extra +2.<\/p>\n\n\t<p><strong>Deflection Bonus (Su)<\/strong>: A 1st-level risen martyr gains a deflection bonus to Armor Class equal to his Charisma bonus.<\/p>\n\n\t<p><strong>Holy Purpose (Ex)<\/strong>: A 1st-level risen martyr receives a +1 sacred bonus on all attack rolls, damage rolls, ability checks, and skill checks that are directly related to the fulfillment of his purpose. This bonus increases to +2 at 3rd level, and increases by an extra +1 every 3 levels thereafter.<\/p>\n\n\t<p><em>Bless (Sp)<\/em>: Three times per day, a risen martyr of at least 2nd level can use <a href=\/spells\/players-handbook-v35--6\/bless--2529\/><em>bless<\/em><\/a>, as the spell.<\/p>\n\n\t<p><strong>Magic Circle Against Evil (Su)<\/strong>: At 2nd level, a risen martyr is continually surrounded by a protective aura that functions as a <a href=\/spells\/players-handbook-v35--6\/magic-circle-against-evil--2335\/><em>magic circle against evil<\/em><\/a> spell.<\/p>\n\n\t<p><strong>Daylight (Su)<\/strong>: At will as a free action, a 3rd level risen martyr can use <a href=\/spells\/players-handbook-v35--6\/daylight--2601\/><em>daylight<\/em><\/a>, as the spell.<\/p>\n\n\t<p><strong>Acid Immunity (Ex)<\/strong>: At 4th level, a risen martyr gains immunity to acid.<\/p>\n\n\t<p><em>Detect Evil (Sp)<\/em>: At will, a risen martyr of at least 4th level can <a href=\/spells\/players-handbook-v35--6\/detect-evil--2486\/><em>detect evil<\/em><\/a>, as the spell.<\/p>\n\n\t<p><strong>Protective Aura (Su)<\/strong>: At 5th level, the risen martyr&#39;s <em>magic circle against evil<\/em> is replaced by an effect that duplicates the &quot;<em>protective aura<\/em>&quot; spell.<\/p>\n\n\t<p><em>Shield Other (Sp)<\/em>: A 6th-level risen martyr can use <a href=\/spells\/players-handbook-v35--6\/shield-other--2363\/><em>shield other<\/em><\/a>, as the spell, three times per day.<\/p>\n\n\t<p><em>Celestial Brilliance (Sp)<\/em>: A 7th-level risen martyr can use <a href=\/spells\/book-of-exalted-deeds--52\/celestial-brilliance--63\/><em>celestial brilliance<\/em><\/a>, as the spell, once per day.<\/p>\n\n\t<p><strong>Cold Immunity (Ex)<\/strong>: A 7th-level risen martyr gains immunity to cold.<\/p>\n\n\t<p><strong>Holy Aura (Su)<\/strong>: At 8th level, the risen martyr&#39;s protective aura is supplemented by an effect that duplicates the <a href=\/spells\/players-handbook-v35--6\/holy-aura--2332\/><em>holy aura<\/em><\/a> spell. The holy aura protects only the risen martyr, while his protective aura continues to protect allies within 10 feet as well as himself.<\/p>\n\n\t<p><strong>Electricity Immunity (Ex)<\/strong>: At 9th level, a risen martyr gains immunity to electricity.<\/p>\n\n\t<p><strong>Perfection (Su)<\/strong>: A 10th-level risen martyr is as close to celestial perfection as a mortal creature can be. He is considered a celestial for the purpose of any spell or effect that has special effects on celestials. If he is lawful, he is also considered an archon. If he is chaotic, he is also considered an eladrin. If he is neutral, he is also considered a guardinal. If he is a spellcaster, he can cast spells that have the Celestial, Archon, Guardinal, or Eladrin components, as appropriate.<\/p>\n\n\t<p><strong>Final Ascension<\/strong>: When a 10th-level risen martyr has earned enough experience points to gain his next level, his perfected, spiritual body is taken whole into the upper planes.<\/p>\n\n\t<p>A risen martyr cannot advance in any class other than risen martyr in order to delay his final ascension. Once he rises and adopts this prestige class, he must continue to gain risen martyr levels and no levels in any other class.<\/p>\n\n\t<p><strong>Code of Conduct<\/strong>: A risen martyr who willfully performs an evil act is immediately destroyed and goes to face his judgment on the Upper Planes.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Spiritual body <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Charisma score increase, deflection, holy purpose +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Bless<\/em>, magic circle against evil <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Daylight, holy purpose +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Acid immunity, <em>detect evil<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Charisma score increase, protective aura <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Holy purpose +3, <em>shield other<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <em>Celestial brilliance<\/em>, cold immunity <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Holy aura <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Electricity immunity, holy purpose +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Perfection, final ascension <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Book of Exalted Deeds 68<\/h5>","reference":"Usergen"},{"id":10148,"name":"Sentinel of Bharrai","type":"prestige","alignment":"Any good","hit_die":"4","full_text":"<div topic='titel'><p><h3>Sentinel of Bharrai<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Sentinels of Bharrai gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: At each level, a sentinel of Bharrai gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on), except for an increased effective level of spellcasting. If the character had more than one spellcasting class before becoming a sentinel of Bharrai, she must decide to which class she adds each sentinel level for the purpose of determining spells per day.<\/p>\n\n\t<p><strong>Nature-Friendly Spells (Su)<\/strong>: Starting at 1st level, a sentinel of Bharrai can change the composition of any energy-based spell he casts to something that is not destructive to nature. The spell must have the acid, cold, electricity, or fire subtype, and the sentinel of Bharrai may choose to deal nonlethal damage instead of lethal damage against animals and plants that are either targeted or otherwise affected by the spell.<\/p>\n\n\t<p><strong>Track<\/strong>: A 1st-level sentinel of Bharrai gains the Track feat as a bonus feat.<\/p>\n\n\t<p><strong>Energy Resistance 10 (Ex)<\/strong>: A sentinel of Bharrai is resistant to certain forces of nature and the damage they wreak. At 2nd level, and again at 4th level, 6th level, and 8th level, a sentinel of Bharrai chooses a specific type of energy&#8212;acid, cold, electricity, or fire&#8212;and gains resistance 10 against the selected energy type.<\/p>\n\n\t<p><strong>Bear Shape (Su)<\/strong>: At 3rd level, the sentinel of Bharrai gains the ability to turn himself into a black bear, brown bear, or polar bear (and back again). The selected bear form&#39;s Hit Dice cannot exceed the sentinel of Bharrai&#39;s character level.<\/p>\n\n\t<p>This ability functions as the <a href=\/spells\/players-handbook-v35--6\/polymorph--2854\/><em>polymorph spell<\/em><\/a>, except as noted here. Changing form is a standard action and doesn&#39;t provoke attacks of opportunity. The sentinel of Bharrai may assume bear form (and change back) at will and may remain in bear form as long as he wishes.<\/p>\n\n\t<p>The sentinel of Bharrai retains the ability to speak while in bear form and may communicate with other bears.<\/p>\n\n\t<p><em><strong>Quickened Call Lightning (Sp)<\/strong><\/em>: At 3rd level, a sentinel of Bharrai can cast a quickened <a href=\/spells\/players-handbook-v35--6\/call-lightning--2592\/><em>call lightning<\/em><\/a> spell once per day, as though using the Quicken Spell feat. Use the sentinel of Bharrai&#39;s character level to determine the number of lightning bolts and the spell&#39;s duration.<\/p>\n\n\t<p><strong>Nature&#39;s Veil (Su)<\/strong>: At 5th level, as a standard action, the sentinel of Bharrai can attempt to hide in the outdoors. The sentinel of Bharrai must be standing within 10 feet of natural terrain that includes features such as trees, sand dunes, mounds of snow, large rocks, tall grasses, or thickets. The sentinel of Bharrai gains a +10 insight bonus on his Hide check under these circumstances.<\/p>\n\n\t<p><strong>Dire Bear Shape (Su)<\/strong>: At 7th level, a sentinel of Bharrai can turn himself into a dire bear and back again. This ability is otherwise the same as the bear form ability gained at 3rd level.<\/p>\n\n\t<p><strong>Ursinal&#39;s Touch (Su)<\/strong>: A sentinel of Bharrai gains great healing powers at 7th level. This ability works just like the paladin&#39;s lay on hands ability, except that the sentinel of Bharrai can heal as much damage per day as his own undamaged hit point total.<\/p>\n\n\t<p><em><strong>Cavalry of Dire Bears (Sp)<\/strong><\/em>: Once per week beginning at 9th level, a sentinel of Bharrai may call 1d6 dire bears with maximum hit points (147 hp each) to aid him in battle. The dire bears appear instantly and remain until the battle has ended, at which point they disperse into the wild. If a dire bear falls in battle, the animal&#39;s corpse remains, and the sentinel of Bharrai is expected to use whatever parts of the animal he can (such as the meat, skin, and bones) and commit the rest to the earth. Failing to properly honor a fallen dire bear results in a 20% cumulative chance that the animals do not come the next time they are called.<\/p>\n\n\t<p>This ability works only on the Material Plane and on good-aligned outer planes.<\/p>\n\n\t<p><em><strong>Quickened Lightning Storm (Sp)<\/strong><\/em>: At 10th level, a sentinel of Bharrai can cast a quickened <a href=\/spells\/players-handbook-v35--6\/call-lightning-storm--2591\/><em>lightning storm<\/em><\/a> spell once per day, as though using the Quicken Spell feat. Use the sentinel of Bharrai&#39;s character level to determine the number of lightning bolts and the spell&#39;s duration.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Nature-friendly spells, Track <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Energy resistance 10 (choose type) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bear shape, <em>quickened call lightning<\/em> 1\/day <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Energy resistance 10 (choose type) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Nature&#39;s veil <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Energy resistance 10 (choose type) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Dire bear shape, ursinal&#39;s thouch <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Energy resistance 10 (choose type) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <em>Cavalry of dire bears<\/em> 1\/week <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> <em>Quickened lightning storm<\/em> 1\/day <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Book of Exalted Deeds 69<\/h5>","reference":"Usergen"},{"id":10149,"name":"Skylord","type":"prestige","alignment":"Any good","hit_die":"10","full_text":"<div topic='titel'><p><h3>Skylord<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Feats<\/strong>: one exalted feat<br \/><strong>Special<\/strong>: The character must spend 1 week living and meditating atop a mountain.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: A skylord is proficient with all simple and martial weapons, all types of armor, and shields.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: At every second level, a skylord gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, meta-magic or item creation feats, hit points beyond those he receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a skylord, he must decide to which class he adds the new level for purposes of determining spells per day.<\/p>\n\n\t<p><strong>Call Flying Mount (Su)<\/strong>: At 1st level as a full-round action, the skylord can call a flying mount to serve in his crusade against evil. This mount can be a celestial giant eagle, celestial giant owl, or celestial pegasus (consult the Skylord&#39;s Mounts sidebar for details). The mount remains with the skylord until it is slain or dismissed. It requires food and rest, and the skylord is responsible for tending to its needs.<\/p>\n\n\t<p>Calling a mount is a conjuration (calling) effect. If the mount dies, the skylord can either have the mount raised from the dead or call another mount. The skylord may only call a replacement mount after living and meditating atop a mountain for 1 week.<\/p>\n\n\t<p><strong>Eyes of the Eagle (Ex)<\/strong>: A skylord has the keen eyesight of an eagle. While airborne, a skylord receives a +4 insight bonus on Spot checks.<\/p>\n\n\t<p><strong>Ride the Wind (Ex)<\/strong>: At 2nd level, a skylord becomes a master of the winds, guiding his mount through them with ease. While riding a flying mount, the skylord&#39;s penalties on ranged attacks in windy conditions are reduced by 2 (no penalty in strong winds, -2 penalty in severe winds). The skylord can make ranged attacks in windstorms, albeit at a -4 penalty. In hurricanes, the ranged attack penalty increases to -8. Neither the skylord nor his mount take penalties on Listen checks in windstorms and hurricanes.<\/p>\n\n\t<p>Both the skylord and his mount can move normally in severe winds and windstorms (instead of being checked), and hurricane winds reduce the flying speed of the skylord&#39;s mount by half.<\/p>\n\n\t<p><strong>Improved Mounted Combat (Ex)<\/strong>: At 3rd level, a skylord&#39;s skill at mounted combat improves, enabling him to better protect his mount. This ability works as the Mounted Combat feat, except that the skylord&#39;s Ride check receives a +2 bonus. The bonus improves to +4 at 5th level, +6 at 7th level, and +8 at 9th level.<\/p>\n\n\t<p><strong>Deadly Charge (Ex)<\/strong>: At 4th level, a skylord deals an extra 2d6 points of damage on a successful attack made during a charge. The skylord must be riding a flying mount to deal the extra damage.<\/p>\n\n\t<p><strong>Storm Kinship (Su)<\/strong>: At 6th level, a skylord is less likely to lose his bearings in a storm. He retains full visibility during rains and storms and does not take the usual penalties on Search, Spot, and Listen checks (see Weather in the Dungeon Master&#39;s Guide). This ability is not imparted to the skylord&#39;s mount.<\/p>\n\n\t<p><em><strong>Summon Tempest (Sp)<\/strong><\/em>: At 10th level, once per week, the skylord can summon a tempest (as described on page 193 of the Monster Manual II). This ability is otherwise similar to the summon monster I spell. Use the skylord&#39;s character level to determine the effect&#39;s range and duration.<\/p>\n\n\t<h4>Skylord&#39;s Mounts<\/h4>\n\n\t<p>A skylord&#39;s mount is superior to a normal creature of its kind and has special powers, as described below.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Skylord Level <\/th>\n\t\t\t<th>Bonus HD <\/th>\n\t\t\t<th>Natural Armor Adj. <\/th>\n\t\t\t<th>Str Adj. <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st&#8212;3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Empathic link, share spells, improved natural attacks <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th&#8212;6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Improved fly speed, deadly charge +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th&#8212;9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Spell resistance, immunities <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Skylord&#39;s Mount Basics<\/strong>: Use the base statistics for a creature of the mount&#39;s kind (see Sample Skylord&#39;s Mounts sidebar, below), but make changes to take into account the attributes and characteristics summarized on the table and described below.<\/p>\n\n\t<p><em>Bonus HD<\/em>: Extra 10-sided (d10) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount&#39;s base attack bonus, base save bonuses, and celestial creature special qualities (damage reduction, energy resistance, and spell resistance). A mount&#39;s base attack bonus is equal to that of a fighter of a level equal to the mount&#39;s Hit Dice. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the mount&#39;s HD). The mount doesn&#39;t gain any extra skills or feats for bonus Hit Dice.<\/p>\n\n\t<p><em>Natural Armor Adj.<\/em>: The number on the table is an improvement to the mount&#39;s existing natural armor bonus.<\/p>\n\n\t<p><em>Str Adj.<\/em>: Add this value to the mount&#39;s Strength score.<\/p>\n\n\t<p><em>Empathic Link (Su)<\/em>: A skylord has an empathic link with his mount out to a distance of up to 1 mile. The skylord cannot see through the mount&#39;s eyes, but they can communicate empathically. Because of this empathic link, the skylord has the same connection to an item or place that his mount does, just as with a master and his familiar (see Familiars in the Player&#39;s Handbook).<\/p>\n\n\t<p><em>Share Spells<\/em>: At the skylord&#39;s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his mount. The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the skylord before the duration expires. Additionally, the skylord may cast a spell with a target of &quot;You&quot; on his mount (as a touch range spell) instead of on himself. A skylord and his mount can share spells even if the spells normally do not affect magical beasts.<\/p>\n\n\t<p><em>Improved Natural Attacks<\/em>: The damage dealt by each of the mount&#39;s natural attacks increases by one step. For example, a giant eagle mount with this ability would roll 1d8 instead of 1d6 for claw damage and 1d10 instead of 1d8 for bite damage.<\/p>\n\n\t<p><em>Improved Fly Speed (Ex)<\/em>: The mount&#39;s fly speed increases by 10 feet.<\/p>\n\n\t<p><em>Deadly Charge (Ex)<\/em>: The skylord&#39;s mount deals an extra 2d6 points of damage on a successful attack made during a charge.<\/p>\n\n\t<p><em>Spell Resistance (Su)<\/em>: A mount&#39;s spell resistance equals the skylord&#39;s character level + 5.<\/p>\n\n\t<p><em>Immunities (Su)<\/em>: A skylord&#39;s mount is immune to hold, paralysis, sleep, charms, and compulsions.<\/p>\n\n\t<p><em>Bonus Feat<\/em>: The mount gains one of the following feats as a bonus feat, provided it meets the prerequisites for the feat: <a href=\/feats\/monster-manual-v35--5\/flyby-attack--1153\/>Flyby Attack<\/a>, <a href=\/feats\/monster-manual-v35--5\/hover--1414\/>Hover<\/a>, <a href=\/feats\/monster-manual-v35--5\/multiattack--1997\/>Multiattack<\/a>, or <a href=\/feats\/monster-manual-ii--45\/wingover--3151\/>Wingover<\/a>.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Call flying mount, eyes of the eagle <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Ride the wind <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Improved mounted combat +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Deadly charge <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Improved mounted combat +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Storm kinship <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Improved mounted combat +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Improved mounted combat +8 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Summon tempest<\/em> <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Book of Exalted Deeds 71<\/h5>","reference":"Usergen"},{"id":10150,"name":"Slayer of Domiel","type":"prestige","alignment":"Lawful good","hit_die":"6","full_text":"<div topic='titel'><p><h3>Slayer of Domiel<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Sneak attack +3d6, evasion class ability<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Slayers of Domiel gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells<\/strong>: A slayer of Domiel has the ability to cast a small number of divine spells. To cast a slayer of Domiel spell, the slayer must have a Wisdom score of at least 10 + the spell&#39;s level, so a slayer of Domiel with a Wisdom of 10 or lower cannot cast these spells. Slayer of Domiel bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the slayer&#39;s Wisdom modifier. When the slayer of Domiel gets 0 spells of a given spell level (for instance, 1st-level spells for a 1st level slayer of Domiel), she gets only the bonus spells she would be entitled to based on her Wisdom score for that spell level.<\/p>\n\n\t<p>The slayer of Domiel&#39;s spell list appears below. A slayer of Domiel prepares and casts spells just as a cleric does (though a slayer cannot spontaneously cast cure spells).<\/p>\n\n\t<p><strong>Death Touch (Su)<\/strong>: A slayer of Domiel can slay living evil opponents with a single touch. She must succeed on a melee touch attack against the target. When she touches, she rolls 1d6 per slayer level. If the total at least equals the target&#39;s current hit points, it dies. This is a death effect, and it has no effect on nonevil creatures.<\/p>\n\n\t<p>A slayer of Domiel can use this ability more often as she increases in levels, as shown on Table 5&#8212;17.<\/p>\n\n\t<p><em>Detect Evil (Sp)<\/em>: At will, as the spell of the same name.<\/p>\n\n\t<p><strong>Sneak Attack (Ex)<\/strong>: If a slayer of Domiel can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Any time a slayer&#39;s target would be denied his Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), the slayer&#39;s attack deals an extra 1d6 points of damage at 1st level and an additional 1d6 at every two slayer levels thereafter (3rd, 5th, 7th, and 9th). Should a slayer of Domiel score a critical hit with a sneak attack, this extra damage is not multiplied.<\/p>\n\n\t<p>It takes precision and penetration to hit a vital spot, so ranged attacks can only count as sneak attacks if the target is within 30 feet.<\/p>\n\n\t<p>With a sap or an unarmed strike, a slayer of Domiel can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual &#8212;4 penalty, because she must make optimal use of her weapon in order to execute the sneak attack.<\/p>\n\n\t<p>A slayer of Domiel can only sneak attack living creatures with discernible anatomies&#8212;undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A slayer of Domiel cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.<\/p>\n\n\t<p>If a slayer of Domiel gets a sneak attack bonus from another source (such as rogue levels), the extra damage stacks.<\/p>\n\n\t<p><strong>Divine Grace (Su)<\/strong>: A 2nd-level slayer of Domiel applies her Charisma bonus as a bonus on all saving throws.<\/p>\n\n\t<p><strong>Improved Evasion (Ex)<\/strong>: At 6th level, a slayer of Domiel&#39;s evasion ability improves. When subjected to an attack that normally allows a Reflex saving throw for half damage, the slayer takes no damage if she makes a successful saving throw and half damage if the saving throw fails.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=4>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Death touch 1\/day, <em>detect evil<\/em>, sneak attack +1d6 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Divine grace <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sneak attack +2d6 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Death touch 2\/day <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sneak attack +3d6 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Improved evasion <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sneak attack +4d6 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Death touch 3\/day <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sneak attack +5d6 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Death touch 4\/day <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Book of Exalted Deeds 73<\/h5>","reference":"Usergen"},{"id":10151,"name":"Stalker of Kharash","type":"prestige","alignment":"Neutral good","hit_die":"8","full_text":"<div topic='titel'><p><h3>Stalker of Kharash<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Neutral good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: A stalker of Kharash is proficient with all martial weapons, but no armor or shield.<\/p>\n\n\t<p><strong>Spells per Day<\/strong>: Starting at 1st level, and at each stalker of Kharash level thereafter, the character gains new spells per day as if she had also gained a level in the ranger class. He does not, however, gain any other benefit a character of that class would have gained (improved favored enemies and so on). If the character had no ranger levels before becoming a 1st-level stalker of Kharash, he gains the spellcasting ability of a 1st-level ranger&#8212;that is, no spellcasting ability&#8212;when he takes his first stalker level. When he becomes a 4th-level stalker, he gains spellcasting ability (as a 4th-level ranger) assuming his Wisdom score is high enough to grant him a bonus 1st-level spell.<\/p>\n\n\t<p>A stalker of Kharash&#39;s caster level is one-half the sum of his ranger levels and his stalker levels.<\/p>\n\n\t<p><strong>Scent of Evil (Su)<\/strong>: A stalker of Kharash has an unusual ability that combines the scent special quality with the <a href=\/spells\/players-handbook-v35--6\/detect-evil--2486\/><em>detect evil<\/em><\/a> spell. The stalker can detect evil opponents within 30 feet by their scent of evil. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. A strong aura of evil (an evil outsider or evil cleric of 5&#8212;10 HD, an evil elemental or undead of 10&#8212;21 HD, an evil creature of 25&#8212;54 HD, or an evil magic item or spell with a caster level of 10&#8212;21) can be detected at twice these ranges. An overwhelming aura of evil (an evil outsider or evil cleric with 11 HD or more, an evil elemental or undead with 22 HD or more, an evil creature with 55 HD or more, or an evil magic item or spell with a caster level of 22 or higher) can be detected at triple normal range.<\/p>\n\n\t<p>When the stalker detects a scent, the exact location is not revealed&#8212;only its presence somewhere within range. The stalker can take a move action to note the direction of the scent. Whenever the creature comes within 5 feet of the source, the stalker knows the source&#39;s location.<\/p>\n\n\t<p><strong>Favored Enemy&#8212;Evil (Ex)<\/strong>: At 2nd level, a stalker of Kharash gains evil creatures of all kinds as a favored enemies. He gains a +1 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against evil creatures. He also gains a +1 bonus on weapon damage rolls against evil creatures. This bonus stacks with any other favored enemy bonus the stalker might have, such as from the ranger class.<\/p>\n\n\t<p><strong>Hide in Plain Sight (Ex)<\/strong>: When a stalker of Kharash reaches 4th level, he can use the Hide skill even while being observed. With at least one-quarter cover or one-quarter concealment, the stalker can hide from view.<\/p>\n\n\t<p><strong>Track Evil (Su)<\/strong>: A 5th-level stalker can use the Track feat to track an evil creature by its lingering evil aura, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). The DC for tracking a normal aura increases by 2 every 10 minutes, for tracking a strong aura by 2 every hour, and for tracking an overwhelming aura by 2 every day. This ability otherwise follows the rules for the Track feat. The stalker can ignore the effects of surface conditions and poor visibility.<\/p>\n\n\t<p><strong>Smite Evil (Su)<\/strong>: Once per day, a 6th-level stalker of Kharash may attempt to smite evil with one normal unarmed strike. He adds a +4 bonus to his attack roll and deals 1 extra point of damage per class level. This bonus damage stacks with favored enemy bonuses. If he accidentally smites a creature that is not evil, the smite has no effect but it is still used up for that day.<\/p>\n\n\t<p>At 8th level, a stalker of Kharash can use this ability twice per day, and at 10th level he can use it three times per day.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Scent of evil <\/td>\n\t\t\t<td> +1 level of ranger <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Favored enemy-evil <\/td>\n\t\t\t<td> +1 level of ranger <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> +1 level of ranger <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Hide in plain sight <\/td>\n\t\t\t<td> +1 level of ranger <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Track evil <\/td>\n\t\t\t<td> +1 level of ranger <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Smite evil 1\/day <\/td>\n\t\t\t<td> +1 level of ranger <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> +1 level of ranger <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Smite evil 2\/day <\/td>\n\t\t\t<td> +1 level of ranger <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> +1 level of ranger <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Smite evil 3\/day <\/td>\n\t\t\t<td> +1 level of ranger <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Book of Exalted Deeds 75<\/h5>","reference":"Usergen"},{"id":10152,"name":"Swanmay","type":"prestige","alignment":"Any good","hit_die":"8","full_text":"<div topic='titel'><p><h3>Swanmay<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Gender<\/strong>: Female<br \/><strong>Spells<\/strong>: Able to cast <a href=\/spells\/players-handbook-v35--6\/speak-with-animals--2515\/>speak with animals<\/a>.<br \/><strong>Special<\/strong>: The character must have the wild empathy class feature.<br \/><strong>Special<\/strong>: Knowingly or not, a character must perform a great service for another swanmay before she can join the order.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Swanmays gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Shifting (Su)<\/strong>: The hallmark of the swanmay is the ability to assume the form of a swan. She can assume this form and return to her normal form once per day at 1st level. This is identical to the druid&#39;s wild shape ability, except that the swanmay can only assume the form of a swan. The swanmay can use this ability more times per day at 2nd, 3rd, 6th, and 10th level, as noted on Table 5&#8212;19.<\/p>\n\n\t<p><strong>Swan<\/strong>: CR 1\/3; Small Animal; HD 1d8; hp 4; Init +2; Spd 10 ft., fly 60 ft. (average); AC 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12; Atk +1 melee (1d3&#8212;1, 2 slams) and &#8212;4 melee (1d2&#8212;1, bite); SQ damage reduction 5\/cold iron; AL N; SV Fort +2, Ref +4, Will +1; Str 8, Dex 15, Con 10, Int 2, Wis 12, Cha 6.<br \/><em>Skills and Feats<\/em>: Listen +7, Spot +3; Alertness.<br \/><em>Damage Reduction (Ex)<\/em>: While in swan form, a swanmay gains damage reduction 5\/cold iron.<\/p>\n\n\t<p><strong>Spell Resistance (Ex)<\/strong>: A swanmay has spell resistance equal to 12 + her swanmay level.<\/p>\n\n\t<p><strong>Wild Empathy (Ex)<\/strong>: A swanmay adds her class level to her druid or ranger level when making a wild empathy check. In addition, at 4th level she gains a +2 bonus on wild empathy checks. This bonus increases to +4 at 8th level and +6 at 10th level.<\/p>\n\n\t<p><strong>Spells per Day<\/strong>: Starting at 2nd level, and at each swanmay level thereafter, the character gains new spells per day as if she had also gained a level in either druid or ranger, whichever class she belonged to before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If the character was both a druid and a ranger before becoming a swanmay, she must decide to which class she adds each swanmay level for the purpose of determining spells per day.<\/p>\n\n\t<p><strong>Favored Enemy (Ex)<\/strong>: At 2nd level, a swanmay gains a favored enemy. This works just like the ranger&#39;s favored enemy ability, and if the swanmay has one or more favored enemies already, the bonus against one of her favored enemies increases as if she had just gained another favored enemy from her ranger class. The swanmay does not choose this favored enemy herself; rather, each order of swanmays has its own favored enemy, typically related to a group that frequently threatens their home region.<\/p>\n\n\t<p><strong>Low-Light Vision (Su)<\/strong>: At 3rd level, a swanmay gains lowlight vision.<\/p>\n\n\t<p><em><strong>Charm Person (Sp)<\/strong><\/em>: At 4th level, a swanmay can use <a href=\/spells\/players-handbook-v35--6\/charm-person--2535\/>charm person<\/a>, as the spell, three times per day. Her caster level is equal to her swanmay level, and the saving throw DC is equal to 13 + her Charisma modifier.<\/p>\n\n\t<p><em><strong>Speak With Animals (Sp)<\/strong><\/em>: At 5th level, a swanmay can use <a href=\/spells\/players-handbook-v35--6\/speak-with-animals--2515\/>speak with animals<\/a>, as the spell, at will. Her caster level is equal to her swanmay level.<\/p>\n\n\t<p><em><strong>Speak With Plants (Sp)<\/strong><\/em>: At 6th level, a swanmay can use <a href=\/spells\/players-handbook-v35--6\/speak-with-plants--2516\/>speak with plants<\/a>, as the spell, at will. Her caster level is equal to her swanmay level.<\/p>\n\n\t<p><em><strong>Charm Monster (Sp)<\/strong><\/em>: At 7th level, a swanmay can use <a href=\/spells\/players-handbook-v35--6\/charm-monster--2533\/>charm monster<\/a>, as the spell, two times per day. Her caster level is equal to her swanmay level, and the saving throw DC is equal to 15 + her Charisma modifier.<\/p>\n\n\t<p><strong>Fey Transformation (Ex)<\/strong>: At 10th level, a swanmay&#39;s type changes to fey. Additionally, she gains damage reduction 10\/cold iron, regardless of whether she is in humanoid form or swan form.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Shifting 1\/day, spell resistance, wild empathy <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Shifting 2\/day, favored enemy<\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Shifting 3\/day, low-light vision <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> <em>Charm person<\/em> 3\/day, wild empathy +2 <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> <em>Speak with animals<\/em> <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Shifting 4\/day, <em>speak with plants<\/em> <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Charm monster<\/em> 2\/day <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Wild empathy +4 <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Shifting 5\/day, wild empathy +6, fey transformation <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Book of Exalted Deeds 76<\/h5>","reference":"Usergen"},{"id":10153,"name":"Sword of Righteousness","type":"prestige","alignment":"Any good","hit_die":"8","full_text":"<div topic='titel'><p><h3>Sword of Righteousness<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Feats<\/strong>: Either <a href=\/feats\/book-of-exalted-deeds--52\/favored-of-the-companions--1091\/>Favored of the Companions<\/a>, <a href=\/feats\/book-of-exalted-deeds--52\/knight-of-stars--1718\/>Knight of Stars<\/a>, or <a href=\/feats\/book-of-exalted-deeds--52\/servant-of-the-heavens--2553\/>Servant of the Heavens<\/a>, plus one additional exalted feat.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Swords of righteousness gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Bonus Exalted Feat<\/strong>: At every level, a sword of righteousness gets a bonus exalted feat. These bonus feats must be drawn from among those identified as exalted feats in Chapter 4: Feats.<\/p>\n\n\t<p><strong>Multiclass Note<\/strong>: Paladins and lawful good monks may multiclass as swords of righteousness and freely return to their original class without hindrance or penalty. The sword of righteousness levels need not be taken all at once.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bonus exalted feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus exalted feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus exalted feat <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Book of Exalted Deeds 77<\/h5>","reference":"Usergen"},{"id":10154,"name":"Troubadour of Stars","type":"prestige","alignment":"Chaotic Good","hit_die":"6","full_text":"<div topic='titel'><p><h3>Troubadour of Stars<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Chaotic Good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to spontaneously cast 4th-level arcane spells.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Troubadours of stars gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Bardic Music<\/strong>: A troubadour of stars adds her class level to her bard level, if any, to determine what bardic music abilities she can use and how often she can use them. In addition, her troubadour levels stack with her bard levels for purposes of determining the bonus granted by her bestow courage ability. A troubadour of stars with no bard levels gains bardic music abilities as a bard of her class level.<\/p>\n\n\t<p><em><strong>Detect Evil (Sp)<\/strong><\/em>: At will, as the spell.<\/p>\n\n\t<p><strong>Holy Cacophony (Su)<\/strong>: A 2nd-level troubadour of stars with 8 or more ranks in Perform can, as an extra bardic music effect, create a song of discordant notes that hampers evil creatures. Any evil creature within 30 feet of the troubadour must make a successful Concentration check (DC 15 + spell level) in order to cast a spell or use a spell-like ability. Using the Words of Creation with this ability increases the save DC to 20 + spell level and deals 8d4 points of nonlethal damage to the troubadour. Holy cacophony is a sonic, mind-affecting ability.<\/p>\n\n\t<p><strong>Celestial Spells<\/strong>: Once she reaches 2nd level, a troubadour of stars can cast spells as if she were an eladrin. Specifically, the troubadour can learn and cast any spell described in Chapter 6 that has a celestial or eladrin component, as long as she can otherwise cast the spell (it appears on her spell list, it is of a level of spells that she can cast, and she has a sufficient ability score to cast spells of that level).<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: At each even-numbered troubadour of stars level, the character gains new spells per day and spells known as if she had also gained a level in an arcane spellcasting class to which she belonged before adding the prestige class level. The class must spontaneously cast spells (as a sorcerer or bard does). She does not, however, gain any other benefit a character of that class would have gained (bardic music abilities, improved familiar abilities, and so on). If the character had more than one arcane spellcasting class before becoming a troubadour of stars, she must decide to which class she adds each troubadour level for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><em><strong>Starmantle (Sp)<\/strong><\/em>: At 3rd level, a troubadour of stars gains the ability to use <a href=\/spells\/book-of-exalted-deeds--52\/starmantle--13\/><em>starmantle<\/em><\/a>, as the spell (see Chapter 6), once per day. Her caster level is equal to her character level.<\/p>\n\n\t<p><strong>Song of Hope (Su)<\/strong>: A 5th-level troubadour of stars with 11 or more ranks in Perform can, as an additional bardic music effect, inspire powerful hope in her allies. Good-aligned creatures within 30 feet of the troubadour who are her allies gain a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls, as if affected by the <a href=\/spells\/players-handbook-v35--6\/good-hope--2552\/><em>good hope<\/em><\/a> spell. In addition, affected creatures gain a new saving throw against any fear effect, despair effect (such as the <a href=\/spells\/players-handbook-v35--6\/crushing-despair--2540\/><em>crushing despair<\/em><\/a> spell), or similar mind-affecting condition, excluding &quot;<em>charm person<\/em>&quot;\/spells\/players-handbook-v35&#8212;6\/charm-person&#8212;2535\/, <a href=\/spells\/players-handbook-v35--6\/dominate-person--2547\/><em>dominate person<\/em><\/a>, and similar spells. An affected creature may use the troubadour&#39;s Perform check result in place of her saving throw if, after rolling the saving throw, the Perform check result proves to be better. Using the Words of Creation with this ability increases the morale bonus to +4 and deals 11d4 points of nonlethal damage to the troubadour. Song of hope is a sonic, mind-affecting ability.<\/p>\n\n\t<p><strong>Sanctified Spells<\/strong>: A 6th-level troubadour of stars can use sanctified spells as though they were among her spells known.<\/p>\n\n\t<p><em><strong>Eladrin Form (Sp)<\/strong><\/em>: At 7th level, a troubadour of stars gains the ability to use <a href=\/spells\/book-of-exalted-deeds--52\/eladrin-form--106\/><em>eladrin form<\/em><\/a>, as the spell (see Chapter 6), once per day. Her caster level is equal to her class level.<\/p>\n\n\t<p><strong>Celestial Symphony (Su)<\/strong>: A 9th-level troubadour of stars with 15 or more ranks in Perform can, as an additional bardic music effect, create an effect that duplicates the holy word spell. Nongood creatures within 30 feet of the troubadour are affected as though by the spell. The troubadour&#39;s caster level is equal to her class level. Using the Words of Creation with this effect grants the troubadour a +4 bonus on her caster level check to overcome spell resistance and deals 15d4 points of nonlethal damage to the troubadour. Celestial symphony is a sonic effect.<\/p>\n\n\t<p><strong>Celestial Ascension (Ex)<\/strong>: At 10th level, a troubadour of stars is so attuned to the ways of the eladrins that she becomes a magical creature. Her type changes to outsider (native) and she gains damage reduction 10\/unholy. Unlike other outsiders, the troubadour can still be brought back from the dead.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bardic music, <em>detect evil<\/em> <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Holy cacophony, celestial spells <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Starmantle<\/em> <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Song of hope <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Sanctified spells <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <em>Eladrin form<\/em> <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Celestial symphony <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Celestial ascension <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Book of Exalted Deeds 78<\/h5>","reference":"Usergen"},{"id":10155,"name":"Vassal of Bahamut","type":"prestige","alignment":"Lawful good","hit_die":"10","full_text":"<div topic='titel'><p><h3>Vassal of Bahamut<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: The character must have single-handedly slain a juvenile (or older) red dragon<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: A champion of Bahamut is proficient with all simple and martial weapons, all types of armor, and shields (except tower shields).<\/p>\n\n\t<p><strong>Imperious Aura (Ex)<\/strong>: Good dragons are naturally well-disposed toward a vassal of Bahamut, while evil dragons are cowed by his presence. The vassal of Bahamut gains a bonus equal to his class level on all Charisma-based skill checks made against dragons and dragon-type creatures (such as wyverns).<\/p>\n\n\t<p><strong>Platinum Armor<\/strong>: A vassal of Bahamut is granted the ability to create platinum scale mail. The vassal starts with scales from a slain juvenile (or older) red dragon and works them for 2 days per character level. During this time, the vassal must not engage in any other activities other than eating and sleeping. At the end of this period, the red dragon scales transform into glistening platinum scales. The finished masterwork suit of armor weighs 25 pounds and confers a +8 armor bonus. Its other properties are as a masterwork chain shirt (+4 max Dex bonus, &#8212;1 armor check penalty, 20% arcane spell failure chance, no speed reduction).<\/p>\n\n\t<p>Only the vassal of Bahamut may wear the platinum armor, which instantly corrodes and turns to powder if donned by another creature. The vassal can replace a lost suit using scales from a slain juvenile (or older) red dragon, as noted above, but can craft no more than one such suit at a time.<\/p>\n\n\t<p>The vassal&#39;s platinum armor may be enhanced using standard item creation feats.<\/p>\n\n\t<p><strong>Dragon Senses (Ex)<\/strong>: Starting at 2nd level, a vassal of Bahamut can see four times as well as a human in low-light conditions and twice as well as a human in normal light. He also gains darkvision out to 120 feet.<\/p>\n\n\t<p><strong>Shared Trove<\/strong>: At 2nd, 5th, and 8th level, a vassal of Bahamut receives a modest lump sum reward for his loyal service. The reward magically appears before the vassal&#8212;a mound of platinum coins delivered straight from Bahamut&#39;s celestial treasure vault.<\/p>\n\n\t<p>The number of platinum pieces equals 100 \u00d7 the vassal of Bahamut&#39;s character level. The vassal may spend the money more or less as he sees fit, provided the expenditure serves a good or righteous cause. If the money is spent frivolously or unwisely, Bahamut sends a loyal representative (usually a gold dragon in an alternate form) to demand repayment. Spending the money to improve one&#39;s personal equipment is neither frivolous nor unwise.<\/p>\n\n\t<p><strong>Spells<\/strong>: Beginning at 2nd level, a vassal of Bahamut gains the ability to cast a small number of divine spells. To cast a spell, the vassal must have a Wisdom score of at least 10 + the spell&#39;s level, so a vassal with a Wisdom of 10 or lower cannot cast these spells. Vassal of Bahamut bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the vassal&#39;s Wisdom bonus. When the vassal gets 0 spells of a given level (for instance, 1st-level spells for a 2nd-level vassal of Bahamut), he gets only the bonus spells he would be entitled to based on his Wisdom score for that spell.<\/p>\n\n\t<p>The vassal of Bahamut&#39;s spell list appears below. A vassal of Bahamut prepares and casts spells just as a cleric does (though a beloved cannot spontaneously cast cure spells).<\/p>\n\n\t<p><strong>Bonus Feat<\/strong>: At 3rd level, and again at 6th and 9th level, a vassal of Bahamut gains a bonus feat. This feat must be drawn from the following list, and the vassal must meet all the prerequisites for the feat: Blind-Fight, Cleave, Combat Reflexes, Exalted Smite*, Gift of Faith*, Gift of Grace*, Great Cleave, Great Fortitude, Hands of a Healer*, Holy Radiance*, Improved Bull Rush, Improved Overrun, Improved Sunder, Iron Will, Lightning Reflexes, Negotiator, Nemesis*, Nimbus of Light*, Persuasive, Power Attack, Righteous Wrath*, Sanctify Weapon*, Weapon Focus.<\/p>\n\n\t<p>*New feat described in Chapter 4 of this book.<\/p>\n\n\t<p><strong>Dragonwrack (Su)<\/strong>: Evil dragons that strike a vassal of Bahamut or are struck by him suffer grievous wounds. At 4th level, a vassal of Bahamut deals +2d6 points of damage with each successful melee attack made against an evil creature of the dragon type. Furthermore, any such creature that strikes the vassal with a natural weapon or melee weapon takes 1d6 points of damage. In both cases, half of the extra damage is permanent hit point drain. A dragon that survives a battle against a vassal of Bahamut often bears terrible scars from the permanent drain of hit points. Only a wish or miracle spell can restore hit points drained permanently by a vassal&#39;s dragonwrack ability.<\/p>\n\n\t<p>At 7th level, the vassal deals +3d6 points of damage to evil dragons, and a dragon that strikes the vassal takes 1d6 points of damage. Again, in both cases, half of this damage is permanent drain. At 10th level, the damage increases to +4d6 points and 2d6 points, respectively.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=4>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Imperious aura, platinum armor <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Dragon senses, shared trove <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Dragonwrack (+2d6\/1d6) <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Shared trove <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Dragonwrack (+3d6\/1d6) <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Shared trove <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Dragonwrack (+4d6\/2d6) <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Book of Exalted Deeds 80<\/h5>","reference":"Usergen"},{"id":10156,"name":"Wonderworker","type":"prestige","alignment":"Any good","hit_die":"6","full_text":"<div topic='titel'><p><h3>Wonderworker<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Base Save Bonus<\/strong>: Will +5.<br \/><strong>Feats<\/strong>: One exalted feat, plus either <a href=\/feats\/book-of-exalted-deeds--52\/favored-of-the-companions--1091\/>Favored of the Companions<\/a>, <a href=\/feats\/book-of-exalted-deeds--52\/knight-of-stars--1718\/>Knight of Stars<\/a>, or <a href=\/feats\/book-of-exalted-deeds--52\/servant-of-the-heavens--2553\/>Servant of the Heavens<\/a>.<br \/><strong>Spells<\/strong>: Able to cast 3rd-level arcane or divine spells, or to manifest 3rd-level psionic powers.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Wonderworkers gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Bonus Exalted Feat<\/strong>: At every level, a wonderworker gets a bonus exalted feat. These bonus feats must be drawn from among those identified as exalted feats in Chapter 4: Feats.<\/p>\n\n\t<p><strong>Bonus Spells per Day<\/strong>: For each level of wonderworker that a spellcasting character attains, he gains bonus spells to the number of spells per day he normally casts. These bonus spells can be added to whatever levels of spells the wonderworker can currently cast, but no more than one can be added to the character&#39;s highest current spell level. Arcane spellcasters (bards, sorcerers, and wizards) receive fewer bonus spells than divine spellcasters (clerics and druids), as shown on the table above.<\/p>\n\n\t<p>For example, a 9th-level cleric who takes a single level in wonderworker can give himself one bonus 5th-level spell (his highest as a 9th-level cleric), and one bonus spell in one other level, 0 through 4th. A 9thlevel wizard who takes a level in wonderworker gains only one bonus spell, which she can give herself in any level, 0 through 5th.<\/p>\n\n\t<p>A psion who adopts the wonderworker class receives bonus power points\/day equal to one-half of the sum of his psion level and his wonderworker level. A psychic warrior\/wonderworker receives bonus power points\/day equal to one-third of the sum of her psychic warrior level and her wonderworker level. If a wonderworker has two spellcasting or psionic classes already, he must give the bonus spell or power points to a class in which he can cast at least 3rd-level spells or manifest at least 3rd-level powers. If more than one class meets that requirement, he must choose which previous class gains the bonus. He cannot split bonus spells or power points between two different spellcasting or psionic classes. For example, a 5th-level cleric\/5th-level wizard takes one level of wonderworker. He can either take 2 bonus cleric spells or 1 bonus wizard spell, but he cannot take 1 of each.<\/p>\n\n\t<p>Once a wonderworker has chosen how to apply his bonus spells or power points, they cannot be shifted.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=2>Bonus Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Arcane <\/th>\n\t\t\t<th>Divine <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bonus exalted feat <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus exalted feat <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus exalted feat <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Book of Exalted Deeds 82<\/h5>","reference":"Usergen"},{"id":10157,"name":"Anointed Knight","type":"prestige","alignment":"Any good.","hit_die":"10","full_text":"<div topic='titel'><p><h3>Anointed Knight<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any good..<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: An anointed knight is proficient with all simple and martial weapons, all types of armor, and shields.<\/p>\n\n\t<p><strong>Anoint Self (Su)<\/strong>: An anointed knight concocts a magic oil with which to anoint herself, at a cost of 100 gp (for alchemical components). She can make only one dose of the oil each time this class feature is gained (at 1st, 4th, 7th, and 10th level). Creating the oil takes 1 hour.<\/p>\n\n\t<p>Applying the oil is a ceremony that takes 8 hours. Once the oil is applied, the anointed knight permanently gains a new supernatural ability chosen from the accompanying list. Her level plus Charisma modifier determines the choices available to her (the highest-numbered choice possible, or any lower one). An anointed knight cannot choose an ability more than once, nor can she replace one ability with another once the choice is made.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Level + Cha Modifier  <\/th>\n\t\t\t<th>Ability\/Effect <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2 or lower  <\/td>\n\t\t\t<td> <em>Holy Sight<\/em>: The knight gains the Alertness feat. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3 &#8211; 4 <\/td>\n\t\t\t<td> <em>Celestial Strategy<\/em>: The knight gains the COmbat Reflexes feat.  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5 &#8211; 6 <\/td>\n\t\t\t<td> <em>Unbroken Flesh<\/em>: The knight gains damage reduction 3\/-.  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7 &#8211; 8 <\/td>\n\t\t\t<td> <em>Divine Clarity<\/em>: The knight&#39;s Intelligence, Wisdom, or Charisma score improves by 1.  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> <em>Call to Battle<\/em>: Three times per day, the knight gains an extra +3 bonus on her attack roll when charging.  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> <em>Deep Strike<\/em>: Three times per day, on a successful attack, the knight deals an extra 2d6 points of damage.  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11+ <\/td>\n\t\t\t<td> <em>Inspired Strike<\/em>: Three times per day, the knight can take a single extra attack at her highest attack bonus as a free action.  <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Anoint Ancestral Weapon (Su)<\/strong>: An anointed knight concocts a magic oil with which to coat her ancestral weapon, at a cost of 100 gp (for alchemical components). She can make only one dose of the oil each time this class feature is gained (at 2nd, 5th, and 8th level). If the oil is applied to a weapon other than the anointed knight\u2019s ancestral weapon, nothing happens and the oil is wasted. Creating the oil takes 1 hour.<\/p>\n\n\t<p>Applying the oil is a ceremony that takes 8 hours. Once the oil is applied, the ancestral weapon permanently gains a new supernatural ability chosen from the accompanying list. The knight\u2019s level plus Charisma modifier determines the choices available to her (the highest-numbered choice possible, or any lower one). An anointed knight cannot choose an ability more than once, nor can she replace one ability with another once the choice is made.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Level + Cha Modifier  <\/th>\n\t\t\t<th>Ability\/Effect <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3 or lower  <\/td>\n\t\t\t<td> <em>Good Weapon<\/em>: The ancestral weapon deals 1d6 points of damage per round to any evil creature that holds or wields it. The weapon also becomes a good-aligned weapon. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4 &#8211; 6 <\/td>\n\t\t\t<td> <em>Sunder Resistance<\/em>: The ancenstral weapon gains 10 points of hardness.  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7 &#8211; 8 <\/td>\n\t\t\t<td> <em>Unicorn&#39;s Blood<\/em>: Any evil creature wounded by the weapon must make a DC 17 Fortitude save or suffer the weakening effects of unicorn blood.<sup>1<\/sup> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> <em>Impervious<\/em>: The ancestral weapon gains an extra 50 hp.  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10+ <\/td>\n\t\t\t<td> <em>Sentience<\/em>: The ancestral weapon becomes an intelligent item, with the same alignment as the knight.<sup>2<\/sup>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td colspan=2><sup>1<\/sup> See Ravages and Afflictions in Chapter 3: Exalted Equipment. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td colspan=2><sup>2<\/sup> The weapon gains the following mental ability scores (assigned as the knight sees fit): 14, 14, 10. The weapon also gains teh power of speech, 120-ft. vision and hearing, and two lesser powers (rolled randomly). See Intelligent Items in the <em>Dungeon Master&#39;s Guide<\/em>. <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Bonus Feat<\/strong>: At 3rd level, and again at 6th and 9th level, the anointed knight gains a bonus feat. This feat must be drawn from the following feats, and the knight must meet all the prerequisites for it: Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Diehard, Dodge, Endurance, Exalted Smite*, Great Cleave, Holy Subdual*, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Overrun, Improved Sunder, Improved Trip, Mobility, Power Attack, Sanctify Martial Strike*, Sanctify Weapon*, Spring Attack, Subduing Strike*, Whirlwind Attack.<\/p>\n\n\t<p>*New feat described in Chapter 4 of this book.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Anoint self <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Anoint ancestral weapon <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Anoint self <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Anoint ancestral weapon <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Anoint self <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Anoint ancestral weapon <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Anoint self <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Book of Exalted Deeds 49<\/h5>","reference":"Usergen"},{"id":10158,"name":"Beloved of Valarian","type":"prestige","alignment":"Any good. ","hit_die":"10","full_text":"<div topic='titel'><p><h3>Beloved of Valarian<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any good. .<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Gender<\/strong>: Female.<br \/><strong>Special<\/strong>: Before she can become a beloved of Valarian, the character must meditate at a druid&#39;s grove and fast until she saves the life of an animal in danger. Should she fail to survive or aid an animal, she does not meet her unicorn companion and cannot advance in this class.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: A beloved of Valarian is proficient with all simple and martial weapons, light armor, and small shields.<\/p>\n\n\t<p><strong>Spells<\/strong>: A beloved of Valarian has the ability to cast a small number of divine spells. To cast a beloved of Valarian spell, the beloved must have a Wisdom score of at least 10 + the spell&#39;s level, so a beloved of Valarian with a Wisdom of 10 or lower cannot cast these spells. Beloved of Valarian bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the beloved&#39;s Wisdom modifier. When the beloved of Valarian gets 0 spells of a given spell level (for instance, 1st-level spells for a 1st level beloved of Valarian), she gets only the bonus spells she would be entitled to based on her Wisdom score for that spell level. <\/p>\n\n\t<p>The beloved of Valarian&#39;s spell list appears below. A beloved of Valarian prepares and casts spells just as a cleric does (though a beloved cannot spontaneously cast cure spells).<\/p>\n\n\t<p><strong>Call Unicorn (Su)<\/strong>: A beloved of Valarian can call a unicorn to her side. See the <em>Monster Manual<\/em> for the unicorn&#39;s statistics. The unicorn appears instantly and serves the character for life, provided she remains chaste and of good alignment. The unicorn may be dismissed at any time, although a character cannot call another until she gains a level in the beloved of Valarian class. If the unicorn should die before its rider, the character may call another unicorn companion when she gains a new level in this class.<\/p>\n\n\t<p>A beloved of Valarian can have no more than one unicorn companion at any given time.  <\/p>\n\n\t<p>A beloved of Valarian can assign her unicorn companion to undertake different types of tasks. Particularly useful as a mount, the unicorn typically will not undergo a quest or otherwise take on complex burdens without the supervision of the beloved of Valarian.<\/p>\n\n\t<p><strong>Telepathic Bond (Su)<\/strong>: A beloved of Valarian can communicate telepathically with her unicorn companion. This bond remains in effect unless the character is separated from her unicorn by a number of miles equal to 100 + the beloved&#39;s character level.<\/p>\n\n\t<p>At 6th level, a Valarian&#39;s beloved can communicate telepathically with any animal native to her unicorn companion&#39;s home forest.<\/p>\n\n\t<p><strong>Timelessness (Su)<\/strong>: Unicorns age very slowly, living for thousands of years. As long as she remains faithful to Valarian and has a unicorn companion serving her, a beloved of Valarian ages just as slowly, the aging process essentially halted.<\/p>\n\n\t<p><strong><em>Ethereal Jaunt<\/em> (Sp)<\/strong>: At 2nd level, once per day, a beloved of Valarian and her equipment may become ethereal, as the ethereal jaunt spell cast by a sorcerer of the beloved&#39;s character level. If the beloved of Valarian is astride her unicorn companion, it is also affected by this ability. However, if the beloved of Valarian dismounts or the two otherwise become separated before the ethereal jaunt expires, the unicorn companion instantly returns to the Material Plane.<\/p>\n\n\t<p><strong>Forest Dweller (Ex)<\/strong>: Time spent in the forest alters a beloved of Valarian&#39;s physiology at 3rd level. She gains a +2 racial bonus on Listen, Move Silently, Spot, and Survival checks.<\/p>\n\n\t<p><strong>Uncanny Dodge (Ex)<\/strong>: Starting at 4th level, a beloved of Valarian can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC even when caught flat-footed.<\/p>\n\n\t<p>If the beloved of Valarian already has uncanny dodge from a different class (rogue, for example), she gains improved uncanny dodge instead; she cannot be flanked except by a rogue who has at least four more rogue levels than she has in this prestige class.<\/p>\n\n\t<p>As long as the beloved of Valarian is riding her unicorn companion, it gains the benefit of this ability as well.<\/p>\n\n\t<p><strong>Call Celestial Charger (Su)<\/strong>: At 6th level, a beloved of Valarian can call a celestial unicorn&#8212;also known as a celestial charger&#8212;to her side. See the Unicorn entry in the <em>Monster Manual<\/em> for the celestial charger&#39;s statistics. If the beloved of Valarian already has a unicorn companion, Valarian transforms it into a celestial charger instead of sending his beloved a new companion. <\/p>\n\n\t<p><strong>Nature&#39;s Understanding (Ex)<\/strong>: At 7th level, a beloved of Valarian gains a +2 insight bonus on Handle Animal, Knowledge (nature), and Survival checks.<\/p>\n\n\t<p><strong><em>Holy Smite<\/em> (Sp)<\/strong>: Starting at 8th level, once per day, a beloved of Valarian can cast <em>holy smite<\/em> as a cleric of her class level. She may choose to deal nonlethal damage instead of lethal damage with the <em>holy smite<\/em>.<\/p>\n\n\t<p><strong>Wood Repulsion (Su)<\/strong>: Weapons partially or wholly fashioned from wood have a harder time striking a beloved of Valarian, as though deflected by some invisible barrier. Attacks made with such weapons take a &#8212;2 penalty. As long as the beloved of Valarian is riding her unicorn companion, it gains the benefit of this ability as well.<\/p>\n\n\t<p><strong><em>Mass Baleful Polymorph<\/em> (Sp)<\/strong>: At 10th level, once per day, a beloved of Valarian can cast a special version of the <em>baleful polymorph<\/em> spell that affects all evil creatures within 30 feet of her (as a 10th-level druid). Affected creatures are transformed into harmless Diminutive mammals (rabbits, squirrels, or the like) or Fine vermin (nonthreatening spiders, centipedes, or the like). All affected creatures are transformed into the same type of creature. See the <em>baleful polymorph<\/em> spell description in the <em>Player&#39;s Handbook<\/em> for details.<\/p>\n\n\t<p><strong>Beloved of Valarian spell list<\/strong>: Valarian&#39;s beloved choose their spells from the following list:<br \/><strong>1st level<\/strong>: <em>calm animals, charm animal, cure light wounds, delay poison, detect poison, detect snares and pits, entangle, eyes of the avoral*, longstrider, pass without trace, speak with animals, summon nature&#39;s ally I<\/em>.<\/p>\n\n\t<p><strong>2nd level<\/strong>: <em>barkskin, cure moderate wounds, eagle&#39;s splendor, ease pain*, hold animal, lesser restoration, owl&#39;s wisdom, remove addiction*, shield other, summon nature&#39;s ally II, zone of truth<\/em>. <\/p>\n\n\t<p><strong>3rd level<\/strong>: <em>cure serious wounds, darkvision, discern lies, heart&#39;s ease*, neutralize poison, remove disease, summon nature&#39;s ally <span class=caps>III<\/span>, water walk<\/em>.<\/p>\n\n\t<p><strong>4th level<\/strong>: <em>blinding beauty*, commune with nature, cure critical wounds, dispel evil, freedom of movement, nondetection, restoration, spear of Valarian*, summon nature&#39;s ally IV<\/em>.<\/p>\n\n\t<p>*New spell described in Chapter 6 of this book.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Call unicorn, telepathic bond, timelessness <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> <em>Ethereal jaunt<\/em> <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Forest dweller <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Uncanny dodge <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Call celestial charger <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Nature&#39;s understanding <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Holy smite<\/em> <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Wood repulsion <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Mass baleful polymorph<\/em> <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Book of Exalted Deeds 53<\/h5>","reference":"Usergen"},{"id":10159,"name":"Celestial Mystic","type":"prestige","alignment":"Lawful good.","hit_die":"4","full_text":"<div topic='titel'><p><h3>Celestial Mystic<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful good..<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to cast 4th-level spells.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Celestial mystics gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Blessing of the Silver Heaven (Su<\/strong>): A 1st-level celestial mystic gains electricity resistance 10 and a +2 sacred bonus on saving throws against disease, poison, and petrification. In addition, a <em>magic circle against evil<\/em> effect always surrounds the mystic, identical with the spell cast by a cleric whose level equals the celestial mystic&#39;s character level.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: At 2nd level, and each level thereafter, a celestial mystic gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a celestial mystic, he must decide to which class he adds the new level for purposes of determining spells per day.<\/p>\n\n\t<p><strong>Celestial Spells<\/strong>: Once he reaches 2nd level, a celestial mystic can cast spells as if he were an archon. Specifically, the mystic can cast any spell described in Chapter 6 that has a celestial or archon component, as long as he can otherwise cast the spell (it appears on his spell list, it is of a level of spells that he can cast, and he has a sufficient ability score to cast spells of that level). He does not gain any other celestial qualities. For instance, he is not immune to the blast of a trumpet archon.<\/p>\n\n\t<p><strong>Blessing of the Golden Heaven (Su)<\/strong>: A celestial mystic of 3rd level or higher is immune to death spells and magical death effects.<\/p>\n\n\t<p><strong>Blessing of the Pearly Heaven (Su)<\/strong>: A 5th-level celestial mystic retains his Dexterity bonus to AC regardless of being caught flat-footed or struck by an invisible attacker. In addition, a celestial mystic may make a mystical knowledge check with a bonus equal to his class level + his Intelligence modifier to see whether he knows some relevant information about legendary people, places, or items. If he has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check. Otherwise this works as a bardic knowledge check.<\/p>\n\n\t<p><strong>Blessing of the Crystal Heaven (Su)<\/strong>: At 7th level, a celestial mystic can cure his own wounds. He can cure up to three times his class level in hit points each day, and he can spread this healing out among several uses. In addition, he gains immunity to disease and poison, and a +2 sacred bonus on saving throws against Enchantment spells and effects.<\/p>\n\n\t<p><strong>Blessing of the Platinum Heaven (Su)<\/strong>: At 8th level, a celestial mystic gains the ability to channel spell energy into a bolt of holy power. The bolt is a ranged touch attack with long range (400 ft. + 40 ft.\/class level) and deals 4d6 points of damage plus 1d6 points of damage per level of the spell channeled to create the effect. For example, a celestial mystic who channels a 7th- level spell into holy power deals 11d6 points of damage to the target if the bolt hits.<\/p>\n\n\t<p>Blessing of the Glittering Heaven (Su): At 9th level, a celestial mystic gains spell resistance 20 and damage reduction 10\/unholy.<\/p>\n\n\t<p>Blessing of the Illuminated Heaven (Su): A 10th-level celestial mystic is surrounded by an aura of positive energy to a radius of 10 feet. Within that emanation, life flourishes: colors are brighter, fires are hotter, noises are louder, and sensations are more intense. (This effect is purely sensory; game effects such as energy damage are not affected.) All living creatures within the aura, including the celestial mystic, gain fast healing 2 as an extraordinary ability as long as they remain there. No undead creature with fewer than 10 HD can enter the aura, and those brought into it act as if they had been turned. Undead with 10 HD or more can enter the aura unharmed, but they do not gain fast healing.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Blessing of the Silver Heaven <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Celestial spells <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Blessing of the Golden Heaven <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Blessing of the Pearly Heaven <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Blessing of the Crystal Heaven <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Blessing of the Platinum Heaven <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Blessing of the Glittering Heaven <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Blessing of the Illuminated Heaven <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Book of Exalted Deeds 55<\/h5>","reference":"Usergen"},{"id":10160,"name":"Champion of Gwynharwyf","type":"prestige","alignment":"Chaotic good.","hit_die":"12","full_text":"<div topic='titel'><p><h3>Champion of Gwynharwyf<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 12.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Chaotic good..<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>Weapon and Armor Proficiency: Champions of Gwynharwyf gain no proficiency with any weapon or armor.<\/p>\n\n\t<p>Spells: A champion of Gwynharwyf has the ability to cast a small number of divine spells. To cast a champion of Gwynharwyf spell, the champion must have a Wisdom score of at least 10 + the spell&#39;s level, so a champion of Gwynharwyf with a Wisdom of 10 or lower cannot cast these spells. Champion of Gwynharwyf bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the champion&#39;s Wisdom modifier. When the champion gets 0 spells of a given spell level (for instance, 1st-level spells for a 1st level champion of Gwynharwyf), she gets only the bonus spells she would be entitled to based on her Wisdom score for that spell level.<\/p>\n\n\t<p>The champion of Gwynharwyf &#39;s spell list appears below. A champion of Gwynharwyf prepares and casts spells just as a cleric does (though a champion cannot spontaneously cast cure spells).<\/p>\n\n\t<p>Detect Evil (Sp): At will, a champion of Gwynharwyf can use detect evil, as the spell. She can use this ability even while raging.<\/p>\n\n\t<p>Rage (Ex): A champion of Gwynharwyf adds her class levels to her barbarian levels to determine how often she can rage and when she gains the greater rage, tireless rage, and mighty rage barbarian class abilities. She does not gain or improve any other barbarian class abilities.<\/p>\n\n\t<p>Smite Evil (Su): Once per day, a champion of Gwynharwyf may attempt to smite evil with one normal melee attack. She adds her Charisma bonus to her attack roll and deals 1 extra point of damage per champion of Gwynharwyf level. If she accidentally smites a creature that is not evil, the smite has no effect but the ability is still used up for that day.<\/p>\n\n\t<p>A 5th-level champion of Gwynharwyf can smite evil twice per day. At 9th level, she can use this ability three times per day.<\/p>\n\n\t<p>Divine Grace (Su): A 2nd-level champion of Gwynharwyf gains a bonus equal to her Charisma bonus on all saving throws.<\/p>\n\n\t<p>Furious Casting (Ex): Starting at 2nd level, a champion of Gwynharwyf can cast her champion spells even while raging. If she has another spellcasting class, she cannot cast spells from that class while raging, only the spells that she gains from her champion levels.<\/p>\n\n\t<p>Damage Reduction (Ex): Starting at 3rd level, a champion of Gwynharwyf gains the ability to shrug off some amount of injury from each blow or attack. Subtract 2 from the damage the champion takes each time she is dealt damage from a weapon or natural attack. At 6th level, and every 2 levels thereafter, this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0. <\/p>\n\n\t<p>Resist Enchantment (Su): At 3rd level, a champion of Gwynharwyf gains a +2 morale bonus on all saving throws against Enchantment spells or effects.<\/p>\n\n\t<p>Fearsome Fury (Su): At 4th level, a champion of Gwynharwyf can strike terror into the hearts of her foes while she rages. When she enters a rage, she makes an Intimidate check. Any enemy that comes within 30 feet of her while she is raging must make a Will save against a DC equal to her Intimidate check result. Those who fail become shaken for 1d4+1 rounds or the duration of the rage, whichever is longer.<\/p>\n\n\t<p>Energy Resistance (Su): At 5th level, a champion of Gwynharwyf grows closer to her eladrin patrons, gaining acid, cold, and electricity resistance 5. This resistance increases to 10 at 10th level.<\/p>\n\n\t<p>Immune to Charm and Compulsion (Ex): A 7th-level champion of Gwynharwyf is completely immune to charm and compulsion spells.<\/p>\n\n\t<p><strong>Champion of Gwynharwyf Spell List<\/strong> <br \/><strong>1st Level<\/strong>: <em>bless, bless weapon, cure light wounds, detect poison, detect undead, divine favor, divine sacrifice*, endure elements, lesser restoration, magic weapon, protection from evil, read magic, remove fear, resistance, virtue<\/em>.<\/p>\n\n\t<p><strong>2nd Level<\/strong>: <em>bull&#39;s strength, delay poison, eagle&#39;s splendor, owl&#39;s wisdom, remove paralysis, resist energy, shield other, warcry*<\/em>.<\/p>\n\n\t<p><strong>3rd Level<\/strong>: <em>blessed sight*, cure moderate wounds, daylight, discern lies, dispel magic, magic circle against evil, prayer, remove blindness\/deafness, remove curse<\/em>.<\/p>\n\n\t<p><strong>4th Level<\/strong>: <em>blood of the martyr*, break enchantment, cure serious wounds, death ward, dispel evil, freedom of movement, glory of the martyr*, holy sword, neutralize poison, restoration, sword of conscience*<\/em>.\n*New spell described in Chapter 6 of this book.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=4>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Detect evil, rage, smite evil 1\/day <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Divine grace, furious casting <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Damage reduction 2\/&#8212;, resist enchantment <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; \/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Fearsome fury <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Energy resistance 5, smite evil 2\/day <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Damage reduction 3\/&#8212; <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Immune to charm and compulsion <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Damage reduction 4\/&#8212; <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Smite evil 3\/day <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Damage reduction 5\/&#8212;, energy resistance 10 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Book of Exalted Deeds 56<\/h5>","reference":"Usergen"},{"id":10161,"name":"Demonologist","type":"prestige","alignment":"Chaotic evil","hit_die":"4","full_text":"<div topic='titel'><p><h3>Demonologist<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Chaotic evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Must be able to cast at least six arcane spells of the Conjuration school, one of which must be at least 3rd level.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>All the following are class features of the demonologist prestige class.<\/p>\n\n\t<p><strong>Weapon and Armor Proficiency:<\/strong> Demonologists are proficient with no weapons, armor, or shields.<\/p>\n\n\t<p><strong>Spells:<\/strong> Beginning at 1st level, a demonologist gains the ability to cast a small number of arcane spells. To cast a spell, the demonologist must have a Charisma score of at least 10 + the spell&#39;s level, so a demonologist with a Charisma of 10 or lower cannot cast these spells. Demonologist bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + Charisma modifier. The demonologist&#39;s spell list appears below; a demonologist has access to any spell on the list and need not prepare those spells ahead of time, just like a sorcerer. A demonologist casts spells just as a sorcerer does.<\/p>\n\n\t<p><strong>Charm Demon (Sp):<\/strong> A 1st-level demonologist can attempt to charm a chaotic evil outsider, as described in the <a href=\/spells\/players-handbook-v35--6\/charm-person--2535\/><em>charm person<\/em><\/a> spell, once per day. The demon does not get to use its spell resistance, though it can make a saving throw as normal (DC 11 + demonologist&#39;s Cha modifier).<\/p>\n\n\t<p><strong>Quasit Familiar (Ex):<\/strong> A 2nd-level demonologist gains a quasit as a familiar, whether he wants it or not. If the demonologist already has a familiar, the quasit devours it and takes its place, but the character suffers no experience point loss. The quasit is treated as a normal familiar, using the class level of the demonologist as the master&#39;s level (see the Familiars section in Chapter 3 of the <em>Player&#39;s Handbook<\/em> for familiar abilities).<\/p>\n\n\t<p><strong>Summoning Mastery (Su):<\/strong> When a demonologist of 3rd level or higher casts a <em>summon monster<\/em> spell, it is treated as the equivalent spell of two levels higher for purposes of summoning chaotic evil creatures. For example, a demonologist refers to the <a href=\/spells\/players-handbook-v35--6\/summon-monster-iv--2444\/><em>summon monster IV<\/em><\/a> list for chaotic evil outsiders when casting <a href=\/spells\/players-handbook-v35--6\/summon-monster-ii--2442\/><em>summon monster II<\/em><\/a>. At 6th level, the demonologist refers to the summoning list three levels higher than the one for the summon monster spell he is casting. At 9th level, the demonologist refers to the list four levels higher. <\/p>\n\n\t<p><strong>Resistances (Su):<\/strong> A demonologist who reaches 4th level gains acid resistance 10, cold resistance 10, fire resist- ance 10, and electricity resistance 20.<\/p>\n\n\t<p><strong>Poison Immunity (Ex):<\/strong> A 5th-level demonologist is immune to poison.<\/p>\n\n\t<p><strong>Hold Demon (Sp):<\/strong> A 7th-level demonologist can attempt to hold a chaotic evil outsider, as described in the <a href=\/spells\/players-handbook-v35--6\/hold-person--2558\/><em>hold person<\/em><\/a> spell, once per day. The demon does not get to use its spell resistance, though it can make a saving throw as normal (DC 12 + demonologist&#39;s Cha modifier). <\/p>\n\n\t<p><strong>Telepathy (Su):<\/strong> An 8th-level demonologist can communicate telepathically with any creature within 100 feet that has a language, just as a tanar&#39;ri can.<\/p>\n\n\t<p><strong><em>Dominate Demon<\/em> (Sp):<\/strong> A 10th-level demonologist can attempt to dominate a chaotic evil outsider, as described in the <a href=\/spells\/players-handbook-v35--6\/dominate-person--2547\/><em>dominate person<\/em><\/a> spell, once per day. The demon does not get its spell resistance, but it can make a saving throw as normal (DC 15 + demonologist&#39;s Cha modifier).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=4>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Charm demon<\/em> <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Quasit familiar <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Summoning mastery +2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Resistances <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Poison immunity <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Summoning mastery +3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <em>Hold demon<\/em> <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Telepathy <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Summoning master +4 <\/td>\n\t\t\t<td>  4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> <em>Dominate demon<\/em> <\/td>\n\t\t\t<td>  4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Book of Vile Darkness 54<\/h5>","reference":"Usergen"},{"id":10162,"name":"Diabolist","type":"prestige","alignment":"Lawful evil","hit_die":"4","full_text":"<div topic='titel'><p><h3>Diabolist<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Bave Save Bonus:<\/strong> Will +5<br \/><strong>Special:<\/strong> Must be able to cast <a href=\/spells\/book-of-vile-darkness--37\/shriveling--217\/><em>shriveling<\/em><\/a>.<br \/><strong>Special<\/strong> The character must offer her soul-but not necessarily her loyalty-to the forces of hell in exchange for power. When the diabolist dies (permanently), her soul becomes the possession of a powerful devil. The devil uses the soul as it sees fit.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>All the following are class features of the diabolist prestige class.<\/p>\n\n\t<p><strong>Weapon and Armor Proficiency:<\/strong> Diabolist are proficient with no weapon, armor, or shields.<\/p>\n\n\t<p><strong>Spells:<\/strong> When a diabolist attains 1st level, and at every other level after that, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained  (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those received from the prestige class, and so on), except for an increased effective level of spellcasting. This essentially means that he adds  the new level of diabolist to the level of whatever other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. For example, if Lady Mandrake, a 9th-level sorcerer, gains a level in diabolist, he gains new spells as if he had risen to 10th level in sorcerer, but uses the other diabolist aspects of level progression such as base attack bonus and save bonus. If he next gains a level of sorcerer, making him a 10th-level sorcerer\/1st-level diabolist, he gains spells as if he had risen to 11th level as a sorcerer.<\/p>\n\n\t<p>If a character had more than one spellcasting class before he became a diabolist, he must decide to which class he adds the level of diabolist.<\/p>\n\n\t<p><strong>Diabolism (Ex):<\/strong> A diabolist can choose to grant one of her spells greater magical power once per day plus one additional time for every three class levels. Any spell the diabolist casts that affects a target or area (one that does not include herself) gains the evil descriptor and deals +1d6 points of unholy damage to any good character affected by the spell. For example, a <a href=\/spells\/players-handbook-v35--6\/fireball--2612\/><em>fireball<\/em><\/a> cast by a 6th-level wizard\/1st-level diabolist deals 7d6 points of fire damage and 1d6 points of unholy damage. a <a href=\/spells\/players-handbook-v35--6\/hold-person--2558\/><em>hold person<\/em><\/a> spell cast by the same diabolist holds a humanoid target motionless and deals 1d6 points of unholy damage if the target is good. At 5th level, the unholy damage increases to +2d6 points. At 10th level, the unholy damage increases to +3d6 points.<\/p>\n\n\t<p><strong>Imp Familiar (Ex):<\/strong> A 2nd-level diabolist gains an imp as a familiar, whether she wants it or not. If the diabolist already has a familiar, the imp devours it and takes its place. The imp is treated as a normal familiar, using the class level of the diabolist as the wizard&#39;s level (See the Familiars section in Chapter 3 of <em>Player&#39;s Handbook<\/em> for familiar abilities).<\/p>\n\n\t<p><strong>Vile Diabolism (Ex):<\/strong> An 8th-level diabolist can use her diabolism power to deal half the normal amount of extra unholy damage as vile damage (see Chapter 2 for an explanation of vile damage). For example, a <a href=\/spells\/players-handbook-v35--6\/fireball--2612\/><em>fireball<\/em><\/a> cast by a 6th-level wizard\/8th-level diabolist deals 10d6 points of fire damage and 2d6 points of unholy damage. If the diabolist then rolls a 7 for the 2d6 points of unholy damage, she can (if she chooses) convert the unholy damage into 3 points of vile damage instead.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells Per Day\/ Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Diabolism +1d6<\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Imp familiar <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Diabolism +2d6 <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Vile diabolism \/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Diabolism +3d6 <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Book of Vile Darkness 56<\/h5>","reference":"Usergen"},{"id":10163,"name":"Disciple of Asmodeus","type":"prestige","alignment":"Lawful evil or neutral evil","hit_die":"6","full_text":"<div topic='titel'><p><h3>Disciple of Asmodeus<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful evil or neutral evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> The sect of Asmodeus initiates its disciples in a horrific rite that involves the sacrifice of an intelligent being. The sacrifice must be of someone with royal blood or of similar political significance.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Disciples of Asmodeus are proficient with no weapons, armor, or shields.<\/p>\n\n\t<p><strong>Spells:<\/strong> When a disciple of Asmodeus attains 1st level, and at every other level after that, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained  (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those received from the prestige class, and so on), except for an increased effective level of spellcasting. This essentially means that he adds  the new level of disciple of Asmodeus to the level of whatever other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. For example, if Ulthanc, an 8th-level wizard, gains a level in disciple of Asmodeus, he gains new spells as if he had risen to 9th level in wizard, but uses the other disciple of Asmodeus aspects of level progression such as base attack bonus and save bonus. If he next gains a level of wizard, making him a 9th-level wizard\/1st-level disciple of Asmodeus, he gains spells as if he had risen to 10th level as a wizard.<\/p>\n\n\t<p>If a character had more than one spellcasting class before he became a disciple of Asmodeus, he must decide to which class he adds the level of disciple of Asmodeus.<\/p>\n\n\t<p><strong>Charm (Sp):<\/strong> Once per day, a disciple of Asmodeus can produce an effect identical to that of a <a href=\/spells\/players-handbook-v35--6\/charm-person--2535\/><em>charm person<\/em><\/a> spell cast by a spellcaster of his effective caster level.<\/p>\n\n\t<p><strong>Learn Secret (Ex):<\/strong> Through trickery, deceit, and sometimes even intimidation, a disciple of Asmodeus can learn secrets otherwise unattainable. At 1st level, the disciple can make a Gather Information check once per week with a +10 competency bonus. For every two levels beyond 1st level, the disciple of Asmodeus can use this ability one more time per week (twice at 3rd level, three times at 5th level, and so on) until 9th level, when the disciple of Asmodeus can use the ability once per day.<\/p>\n\n\t<p><strong>Command (Sp):<\/strong> Once per day, a 2nd-level disciple of Asmodeus can produce an effect identical to that of a <a href=\/spells\/players-handbook-v35--6\/command--2536\/><em>command<\/em><\/a> spell cast by a spellcaster of his effective caster level.<\/p>\n\n\t<p><strong>Summon Hellcat (Sp):<\/strong> A 4th-level disciple of Asmodeus can summon 1 hellcat once per day. This functions as a <a href=\/spells\/players-handbook-v35--6\/summon-monster-i--2441\/><em>summon monster<\/em><\/a> spell cast by a spellcaster of his effective caster level. A 9th-level disciple of Asmodeus gains the ability to summon 1d4 hellcats once per day.<\/p>\n\n\t<p><strong>Evil Authority (Sp):<\/strong> Once per day, at the command of a disciple of Asmodeus of 6th level or higher, all evil-aligned creatures within 50 feet that have fewer Hit Dice than the disciple must succeed at a Will saving throw (DC 10 + disciple&#39;s class level + disciple&#39;s Cha bonus) or recognize the disciple as their superior. Affected creatures do not attack the disciple of Asmodeus and do as he commands as though affected by a mass suggestion spell. This mind-affecting ability lasts for 24 hours.<\/p>\n\n\t<p><strong>Summon Major Devil (Sp):<\/strong> Once per week, a 8th-level disciple of Asmodeus can produce an effect identical to that of a <a href=\/spells\/players-handbook-v35--6\/planar-ally-greater--2418\/><em>greater planar ally<\/em><\/a> spell to call a devil and work out a bargain for aid.<\/p>\n\n\t<p><strong>Greater Command (Sp):<\/strong> Once per day, a 9th-level disciple of Asmodeus can produce an  effect identical to that of a <a href=\/spells\/players-handbook-v35--6\/command-greater--2537\/><em>greater command<\/em><\/a> spell cast by a spellcaster of his effective caster level.<\/p>\n\n\t<p><strong>Dread Might (Ex):<\/strong> Drawing some of Asmodeus&#39;s power into himself, the disciple gains  a permanent +2 divine bonus to Armor Class and on saving throws and attack rolls.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Charm, learn secret <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Command <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Learn secret 2\/week <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Summon hellcat <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Learn secret 3\/week <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Evil authority <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Learn secret 4\/week <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Summon major devil <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Greater command, learn secret 1\/day <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Dread might <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Book of Vile Darkness 57<\/h5>","reference":"Usergen"},{"id":10164,"name":"Disciple of Baalzebul","type":"prestige","alignment":"Any evil","hit_die":"6","full_text":"<div topic='titel'><p><h3>Disciple of Baalzebul<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> The sect of Baalzebul initiates new disciples in a terrible ritual that involves the sacrifice of an intelligent being. The ritual must take place in the home of the sacrificial victim.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Sneak Attack<\/strong>: If a disciple of baalzebul of 2nd level or higher can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Basically, any time the disciple&#39;s target would be denied his Dexterity bonus to AC (whether he actually has a Dexterity bonus or not), the disciple&#39;s attack deals +1d6 points of damage. This extra damage increases by +1d6 every third level afterward (+2d6 at 5th level, +3d6 at 8th level). Should the disciple score a critical hit with a sneak attack, this extra damage is not multiplied. <\/p>\n\n\t<p>It takes precision and penetration to hit a vital spot, so ranged attacks can only count as sneak attacks if the target is 30 feet away or less. <\/p>\n\n\t<p>With a sap or an unarmed strike, a disciple of Baalzebul can make a sneak attack that deals subdual damage instead of normal damage. She cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual -4 penalty, because she must make optimal use of her weapon in order to execute a sneak attack.<\/p>\n\n\t<p>A disciple of Baalzebul can sneak attack only living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally any creature that is immune to critical hits is similarly immune to sneak attacks. Also the disciple of Baalzebul must be able to see the target well enough to pick out a vital spot. the disciple cannot sneak attack while striking a creature with concealment or by striking limbs of a creature whose vitals are beyond reach. if a disciple of Baalzebul gets a sneak attack bonus from another source (such as rogue levels) the bonuses to damage stack.<\/p>\n\n\t<p><strong><em>Suggestion<\/em> (Sp):<\/strong> Once per day, a 3rd-level disciple of Baalzebul can produce an effect identical to that of a <a href=\/spells\/players-handbook-v35--6\/suggestion--2573\/><em>Suggestion<\/em><\/a> spell. The DC to resist the disciple&#39;s entreaties is  10 + disciple&#39;s class level + disciple&#39;s Cha bonus.<\/p>\n\n\t<p><strong><em>Summon osyluth<\/em> (Sp):<\/strong> A 4th-level disciple of Baalzebu can summon 1 osyluth once per day. This functions as a <a href=\/spells\/players-handbook-v35--6\/summon-monster-i--2441\/><em>summon monster<\/em><\/a> spell cast by a 15th-level caster. <\/p>\n\n\t<p><strong><em>Insect plague<\/em> (Sp):<\/strong> Once per day, a 6th-level disciple of Baalzebub can produce an effect identical to that of a <a href=\/spells\/players-handbook-v35--6\/insect-plague--2402\/><em>Insect plague<\/em><\/a> spell cast by a 15th-level spellcaster. The insects summoned are always biting flies.<\/p>\n\n\t<p><strong><em>Beguiling Nature<\/em> (Sp):<\/strong> Every other day, a 7th-level disciple of Baalzebub can produce an effect identical to the <a href=\/spells\/races-of-destiny--81\/charm-person-mass--3039\/><em>mass charm<\/em><\/a> spell, with a Will save DC of 10 + disciple&#39;s class level + disciple&#39;s Cha bonus.<\/p>\n\n\t<p><strong><em>Summon Cornugon<\/em>  Sp):<\/strong> A 9th-level disciple of Baalzebub can summon 1 cornugon once per day. This functions as a <a href=\/spells\/players-handbook-v35--6\/summon-monster-i--2441\/spell><em>summon monster<\/em><\/a> cast by a 15th-level caster.<\/p>\n\n\t<p><strong>King of Lies (Ex):<\/strong> A 10th-level disciple of Baalzebub gains a +4 inherent bonus to Charisma<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1th <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Tongue of the devil <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2th <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sneak attack +1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Suggestion<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Summon osyluth_ <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Sneak attack +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <em>Insect plague<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <em>Beguiling nature<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Sneak attack +3d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <em>Summon cornugon<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> King of lies <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Book of Vile Darkness 58<\/h5>","reference":"Usergen"},{"id":10165,"name":"Disciple of Dispater","type":"prestige","alignment":"Any evil","hit_die":"10","full_text":"<div topic='titel'><p><h3>Disciple of Dispater<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Dispater&#39;s sect initiates new disciples in a terrible ritual that involves the sacrifice of an intelligent being atop an alter made of iron. The ritual must take place in the presence of an erinyes, who reports back to Dispater afterward.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>All the following are class features of the disciple of Dispater prestige class.<\/p>\n\n\t<p><strong>Weapon and Armor Proficiency:<\/strong> Disciples of Dispater are proficient with all simple and martial weapons, with all types of armor, and with shields.<\/p>\n\n\t<p><strong>Device Lore (Ex):<\/strong> A disciple of Dispater can find traps made mostly of metal just as a rogue can. Furthermore, he gains a +2 competency bonus on Disable Device checks against devices made mostly of metal.<\/p>\n\n\t<p><strong>Iron Hews (Su):<\/strong> Once per day per point of Constitution bonus, a 2nd-level disciple of Dispater may add a +3 divine bonus on damage from attacks made that round.<\/p>\n\n\t<p><strong><em>Rusting Grasp<\/em> (Sp):<\/strong> Once per day, a 3rd-level disciple of Dispater can produce an effect identical to that of the <a href=\/spells\/players-handbook-v35--6\/rusting-grasp--2867\/><em>rusting grasp<\/em><\/a> spell cast by a 15th-level caster.<\/p>\n\n\t<p><strong>Iron Power (Ex):<\/strong> When using an iron or steel weapon, a 4th-level disciple of Dispater gains a +1 insight bonus on attack and damage rolls. Furthermore, his threat range is doubled as if he were using a keen weapon. At 8th level, the insight bonus improves to +2, and the threat range triples. This ability does not stack with the keen weapon quality, but it does stack with the Improved Critical feat.<\/p>\n\n\t<p>Summon Erinyes (Sp): A 5th-level disciple of Dispater can summon 1 erinyes once per day. This functions as a <a href=\/spells\/players-handbook-v35--6\/summon-monster-i--2441\/><em>summon monster<\/em><\/a> spell cast by a 15th-level caster. A 9th-level disciple of Dispater can summon 1d4 erinyes once per day.<\/p>\n\n\t<p><strong>Greater Iron Hews (Su):<\/strong> Once per day per point of Constitution bonus, a 6th-level disciple of Dispater may add a +6 divine bonus on damage from attacks made that round. While this bonus does not stack with the iron hews ability, the abilities are separate: A disciple of Dispater with a Constitution bonus of +3 can use each ability three times per day.<\/p>\n\n\t<p><strong><em>Ironskin<\/em> (Sp):<\/strong> Once per day, a 7th-level disciple of Dispater can produce an effect identical to that of the <a href=\/spells\/players-handbook-v35--6\/stoneskin--2369\/><em>stoneskin<\/em><\/a> spell cast by a 15th-level caster upon himself only.<\/p>\n\n\t<p><strong><em>Iron Body<\/em>(Sp):<\/strong> Once per day, a 10th-level disciple of Dispater can produce an effect identical to that of an <a href=\/spells\/players-handbook-v35--6\/iron-body--2825\/><em>iron body<\/em><\/a>  spell cast by an 18th-level caster.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Device lore <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Iron hews <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Rusting grasp<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Iron power +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Summon erinyes<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Greater iron hews <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <em>Ironskin<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Iron power +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Iron body<\/em> <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Book of Vile Darkness 60<\/h5>","reference":"Usergen"},{"id":10166,"name":"Disciple of Mammon","type":"prestige","alignment":"Any evil","hit_die":"6","full_text":"<div topic='titel'><p><h3>Disciple of Mammon<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> The character must go through a disgusting and humiliating sexual ritual and betray her closest friend to an evil end before she can properly serve her new master.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>All the following are class features of the disciple of Mammon prestige class.<\/p>\n\n\t<p><strong>Weapon and Armor Proficiency:<\/strong> Disciples of Mammon are proficient with all simple and martial weapons, but no type of armor or shields.<\/p>\n\n\t<p><strong>Lie (Su):<\/strong> A disciple of Mammon gains a +4 competence bonus on Bluff checks and spell resistance of 11 + disciple level against spells that reveal falsehood, such as zone of truth and discern lies, even when spell resistance is normally not allowed (such as with discern lies).<\/p>\n\n\t<p><strong><em>Cheat<\/em> (Sp):<\/strong> Once per day per class level, a disciple of Mammon can produce an effect identical to that of a <a href=\/spells\/draconomicon--92\/cheat--1030\/><em>cheat<\/em><\/a> spell cast by a 15th-level caster.<\/p>\n\n\t<p><strong>Thief (Ex):<\/strong> A 3rd-level disciple of Mammon gains a +4 competence bonus on Pick Pocket and Open Lock checks. <\/p>\n\n\t<p><strong>Steal (Sp):<\/strong> A 3rd-level disciple of Mammon can call a single unattended object weighing no more than 5 pounds to her as if using <a href=\/spells\/players-handbook-v35--6\/telekinesis--2883\/><em>telekinesis<\/em><\/a>. This functions as the spell cast by a 15th-level caster. <\/p>\n\n\t<p><strong>Divert Attack (Ex):<\/strong> Three times per day, a 4th-level disciple of Mammon can maneuver events so that an opponent&#39;s melee attack meant for her is actually directed at another character within the attacker&#39;s reach. The new target must also be a foe of the attacker. If there is no such foe within reach, the maneuver fails.<\/p>\n\n\t<p><strong><em>Summon Osyluth<\/em> (Sp):<\/strong> A 5th-level disciple of Mammon can summon 1 osyluth once per day. This functions as a <a href=\/spells\/players-handbook-v35--6\/summon-monster-i--2441\/><em>summon monster<\/em><\/a> spell cast by a 15th-level caster.<\/p>\n\n\t<p><strong>Take Object (Ex):<\/strong> A 6th-level disciple of Mammon gains a +4 competence bonus on attempts to disarm a foe, and she draws no attacks of opportunity for making an attempt unarmed.<\/p>\n\n\t<p><strong>Enhance Value (Ex):<\/strong> By careful, slight modifications, a 7th-level disciple of Mammon can increase the value of a nonmagical item of value, such as a gem, an art object, or a piece of equipment. The disciple spends 1 hour performing these modifications and then makes an Appraise check, increasing the value of the object by 1% per point of the check result. A disciple of Mammon cannot enhance something with a readily obvious value, such as a coin, and she cannot enhance the same object twice.<\/p>\n\n\t<p><strong>Divert Spell (Ex):<\/strong> Once per day, an 8th-level disciple of Mammon can maneuver events so that an opponent&#39;s spell targeted on her is actually targeted at another instead. The new target must be within range and must also be a foe of the attacker. If there is no such foe within reach, the maneuver fails.<\/p>\n\n\t<p><strong><em>Nondetection<\/em> (Sp):<\/strong> A 9th-level disciple of Mammon can constantly produce an effect identical to a <a href=\/spells\/players-handbook-v35--6\/nondetection--2341\/><em>nondetection<\/em><\/a> spell cast by an 18th-level caster. This ability cannot be dispelled, but it can be suppressed.<\/p>\n\n\t<p><strong><em>Summon Gelugon<\/em> (Sp):<\/strong> A 10th-level disciple of Mammon can summon 1 gelugon once per day. This functions as a <a href=\/spells\/players-handbook-v35--6\/summon-monster-i--2441\/><em>summon monster<\/em><\/a> spell cast by an 18th-level caster.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Lie <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Cheat<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Thief, <em>steal<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Divert attack <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> _Summon osyluth <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Take object <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Enhance Value <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Divert spell <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <em>Nondetection<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> <em>Summon gelugon<\/em> <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Book of Vile Darkness 60<\/h5>","reference":"Usergen"},{"id":10167,"name":"Disciple of Mephistopheles","type":"prestige","alignment":"Any evil","hit_die":"8","full_text":"<div topic='titel'><p><h3>Disciple of Mephistopheles<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> The sect of Mephistopheles welcomes new disciples with a terrible ritual that involves the sacrifice of an intelligent being in magical fire.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>All the following are class features of the disciple of Meph- istopheles prestige class.<br \/><strong>Weapon and Armor Proficiency:<\/strong> Disciples of Mephistopheles are proficient with all simple and martial weapons, with all types of armor, and with shields.<\/p>\n\n\t<p><strong>Hellfire Grasp (Su):<\/strong> A disciple of Mephistopheles can deal 1d6 points of fire damage as a touch attack at will. This damage is added to damage dealt by other unarmed attacks. <\/p>\n\n\t<p><strong>Fire Adept (Su):<\/strong> A disciple of Mephistopheles who can cast spells gains a +1 bonus to caster level when casting a spell with the fire descriptor.<\/p>\n\n\t<p><strong>Fire Resistance (Su):<\/strong> At 2nd level, a disciple of Meph- istopheles gains fire resistance 10. At 6th level, this becomes fire resistance 20.<\/p>\n\n\t<p><strong>Hellfire Blast (Su):<\/strong> A 3rd-level disciple of Mephis- topheles can release a gout of hellfire from his hand at will, dealing 4d6 points of fire damage as a ranged touch attack. The range for this attack is 30 feet.<\/p>\n\n\t<p>*_Flare_ (Sp): Once per day per class level, a disciple of Mephistopheles can produce an effect identical to that of a <a href=\/spells\/players-handbook-v35--6\/flare--2616\/><em>flare<\/em><\/a> spell cast by a 15th-level caster.<\/p>\n\n\t<p><strong><em>Summon Hamatula<\/em> (Sp):<\/strong> A 5th-level disciple of Mephistopheles can summon 1 hamatula once per day. This functions as a <a href=\/spells\/players-handbook-v35--6\/summon-monster-i--2441\/><em>summon monster<\/em><\/a> spell cast by a 15th-level caster. A 9th-level disciple can summon 1d4 hamatulas once per day.<\/p>\n\n\t<p><strong><em>Hellfire<\/em> (Sp):<\/strong> Three times per day, a 6th-level disciple of Mephistopheles can produce an effect identical to that of a <a href=\/spells\/book-of-vile-darkness--37\/hellfire--183\/><em>hellfire<\/em><\/a> spell cast by a 15th-level caster.<\/p>\n\n\t<p><strong><em>Fire Shield<\/em> (Sp):<\/strong> Twice per day, a 7th-level disciple of Mephistopheles can produce an effect identical to that of a <a href=\/spells\/players-handbook-v35--6\/fire-shield--2610\/><em>fire shield<\/em><\/a> spell cast by a 15th-level caster.<\/p>\n\n\t<p><strong><em>Hellfire Storm<\/em> (Sp):<\/strong> Twice per day, an 8th-level disciple of Mephistopheles can produce an effect identical to that of the <a href=\/spells\/fiendish-codex-ii-tyrants-of-the-nine-hells--67\/hellfire-storm--1169\/><em>hellfire storm<\/em><\/a> spell cast by a 15th-level caster.<\/p>\n\n\t<p><strong>Body of Flame (Su):<\/strong> A 10th-level disciple of Mephistopheles can transform his body into flame for up to 10 minutes once per day. He gains fire immunity and damage reduction 30\/+1, and anyone he touches must succeed at a Reflex save (DC 15) or catch fire. The flame burns for 1d4 rounds (see Catching on Fire in Chapter 3 of the <em><span class=caps>DUNGEON<\/span> MASTER&#39;s Guide<\/em>). A burning creature can take a move-equivalent action to put out the flame.<\/p>\n\n\t<p>Creatures hitting a disciple of Mephistopheles with natural weapons or unarmed attacks take 2d6 points of fire damage and also catch fire unless they succeed at a Reflex save (DC 15).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Hellfire grasp, fire adept <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Fire resistance 10 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Hellfire blast <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Flare<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Summon hamatula<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> _Hellfire, fire resistance 20 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <em>Fire shield<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6<\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <em>Hellfire storm<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6<\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Body of flame<\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Book of Vile Darkness 62<\/h5>","reference":"Usergen"},{"id":10168,"name":"Lifedrinker","type":"prestige","alignment":"Any Evil","hit_die":"12","full_text":"<div topic='titel'><p><h3>Lifedrinker<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 12.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any Evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>Special: Must be a Vampire<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> A lifedrinker is proficient with no weapons, armor, or shields.<\/p>\n\n\t<p><strong>Lifewell (Ex):<\/strong> A lifedrinker stores the life energy that it steals in a reservoir in itself called a lifewell. From this lifewell, the lifedrinker draws the power needed to use their abilities. A lifedrinker gains lifewell points by bestowing negative levels and by dealing Constitution drain. Each negative level bestowed by a vampire&#39;s energy drain ability grants 2 lifewell points. Each point of Constitution drained grants 1 lifewell point. The lifewell of a lifedrinker can hold a maximum of 3 points per lifedrinker level. Lifewell points gained when the lifewell is already full are wasted. <\/p>\n\n\t<p>A lifedrinker with 0 lifewell points must succeed at a Will saving throw (DC 20) or go temporarily insane, attacking any living creature within sight until the lifewell has at least 1 point per lifedrinker level. A successful saving throw means that the lifedrinker need not make a saving throw against this temporary insanity until one week has passed and even then only if the lifewell has remained at 0 points throughout the week. <\/p>\n\n\t<p><strong>Invigorate (Ex):<\/strong> A lifedrinker can spend 1 lifewell point to gain 1d6 temporary hit points. These hit points last 24 hours, and while they do not stack with those granted by other sources of temporary hit points, they do stack with more hit points gained from the invigorate ability, so a lifedrinker may spend multiple lifewell points to gain more temporary hit points. No more lifewell points may be spent on this ability in any given day than the lifedrinker has levels.<\/p>\n\n\t<p><strong>Spell Boost (Empower) (Ex):<\/strong> If a lifedrinker of 2nd level or higher casts spells, it may spend 4 lifewell points to empower a spell as if using the Empower Spell feat. The spell slot and level of the spell do not change.<\/p>\n\n\t<p><strong>Spell Boost (Heighten) (Ex):<\/strong> If a lifedrinker of 3rd level or higher casts spells, it may spend a variable number of lifewell points to heighten a spell as if using the Heighten Spell feat. For every 2 lifewell points devoted to the spell boost, the spell&#39;s effective level is treated as one higher for purposes of save DC and other effects. For example, if a lifedrinker spends 4 lifewell points to boost a <a href=\/spells\/players-handbook-v35--6\/fireball--2612\/><em>fireball<\/em><\/a> spell, the spell is treated as a 5th-level spell when calculating the Reflex save DC, and the boosted <a href=\/spells\/players-handbook-v35--6\/fireball--2612\/><em>fireball<\/em><\/a> can penetrate a <a href=\/spells\/players-handbook-v35--6\/globe-of-invulnerability-lesser--2325\/><em>minor globe of invulnerability<\/em><\/a>, which a 3rd-level fireball cannot. The spell slot and level of the spell do not change.<\/p>\n\n\t<p><strong>Special Attack Boost (Empower)<\/strong> (Ex): A 4th-level lifedrinker can spend 4 lifewell points to empower a special attack, increasing its variable, numeric effects by a factor of 1.5. The special attack is empowered for one use only. For example, a lifedrinker empowering its blood drain ability would drain 1d3 points of Constitution, multiplied by 1.5. A lifedrinker could also use this ability to summon more creatures using the children of the night ability it gains as a vampire. Some lifedrinkers might have other special abilities that they can use with this ability; a sea hag vampire lifedrinker, for example, could use this to empower her horrific appearance.<\/p>\n\n\t<p><strong>Blood Servant (Ex):<\/strong> By spending 10 lifewell points, a 5th-level lifedrinker can call forth a <a href=\/spells\/players-handbook-v35--6\/planar-ally-lesser--2419\/><em>lesser planar ally<\/em><\/a> (evil only), as per the spell of the same name. The ally automatically serves the lifedrinker for 24 hours. <\/p>\n\n\t<p><strong>Boost Defenses (Ex):<\/strong> At 5th level, a lifedrinker can spend 8 lifewell points to add +2 to its natural armor bonus and turn resistance, add +10 to its cold resistance and electricity resistance, and increase its damage reduction to 20\/+2. The effect lasts for 24 hours.<\/p>\n\n\t<p><strong>Spell Boost (Maximize) (Ex):<\/strong> If a lifedrinker of 6th level or higher casts spells, it can spend 6 lifewell points to maximize a spell as if using the Maximize Spell feat. The spell slot and level of the spell do not change.<\/p>\n\n\t<p><strong>Greater Blood Drain (Ex):<\/strong> At 7th level, a lifedrinker&#39;s blood drain ability now deals 1d6 points of Constitution drain.<\/p>\n\n\t<p><strong>Special Attack Boost (Maximize) (Ex):<\/strong> A lifedrinker of 7th level or higher can spend 6 lifewell points to maximize all variable, numeric effects of a special attack. The special attack is maximized for one use only. A lifedrinker using this ability to maximize its greater blood drain ability, for example, would deal 6 points of Constitution drain. A lifedrinker could also use this ability to summon a maximum number of creatures using the children of the night ability it gains as a vampire. Some lifedrinkers might have other special abilities that they can boost in a similar fashion. <\/p>\n\n\t<p><strong>Spell Boost (Quicken) (Ex):<\/strong> If a lifedrinker of 8th level or higher casts spells, it can spend 8 lifewell points to quicken one of its spells, as if using the Quicken Spell feat. The spell slot and level of the spell do not change. <\/p>\n\n\t<p><strong>Greater Invigorate (Ex):<\/strong> Whenever a 9th-level lifedrinker uses its invigorate ability, it gains a +1 enchantment bonus to Strength for each lifewell point spent. If multiple lifewell points are spent at the same time, the bonus is correspondingly larger. A lifedrinker that spends 10 lifewell points all at once on invigorate gains 10d6 temporary hit points and +10 enchantment bonus to Strength. But if the lifedrinker spends 5 lifewell points in one round and 5 more points in the next, it has 10d6 temporary hit points but only +5 enchantment bonus to Strength. The bonus to Strength lasts for 24 hours. <\/p>\n\n\t<p><strong>Blood Revel (Ex):<\/strong> Once a 10th-level lifedrinker drains any blood from a victim, it can choose to enter a state called a blood revel as a free action at the beginning of its next turn and remain in that state for 10 rounds. In this state, the lifedrinker gains a +4 profane bonus to Strength, its damage reduction increases to 25\/+3, its fast healing increases to 10 hit points per round, and it may ignore its weakness toward garlic, mirrors, holy symbols, and running water, as well as its vulnerability to sunlight.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Lifewell, invigorate <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> spell boost (empower) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Spell boost (heighten), special attack boost (empower) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Special attack boost (heighten) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Blood servant, boost defenses <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Spell boost (mazimise) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Greater blood drain, special attack boost (maximize) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Spell boost (quicken) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td>Greater invigorate <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Blood revel <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Book of Vile Darkness 63<\/h5>","reference":"Usergen"},{"id":10169,"name":"Mortal Hunter","type":"prestige","alignment":"Any evil","hit_die":"10","full_text":"<div topic='titel'><p><h3>Mortal Hunter<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>To qualify to become a mortal hunter, a character must fulfill all the following criteria.<\/p>\n\n\t<p><strong>Type:<\/strong>  Any outsider<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>All the following are class features of the mortal hunter prestige class.<\/p>\n\n\t<p><strong>Weapon and Armor Proficiency:<\/strong> Mortal hunters are proficient with no weapons, armor, or shields.<\/p>\n\n\t<p><strong>Spells:<\/strong> A mortal hunter gains the ability to cast a small number of arcane spells. To cast a spell, the mortal hunter must have a Charisma score of at least 10 + the spell&#39;s level, so a mortal hunter with a Charisma of 10 or lower cannot cast these spells. Mortal hunter bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + Cha modifier. When Table 5&#8212;10 shows 0 spells of a given level, such as 0 1st-level spells at 1st level, the mortal hunter gets only bonus spells. A mortal hunter without a bonus spell for that level cannot yet cast a spell of that level. The mortal hunter&#39;s spell list appears below; it has access to any spell on the list and need not prepare those spells ahead of time, just as a sorcerer. A mortal hunter casts spells just as a sorcerer does.<\/p>\n\n\t<p><strong>Mortal Hunting (Ex):<\/strong> A mortal hunter gains a bonus against mortals due to its extensive study of them and train- ing in the proper combat techniques. The mortal hunter gains a +1 bonus on attack and damage rolls against mortals and the same bonus on Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks when using these skills against mortals. The damage bonus applies to ranged weapons only against targets within 30 feet (the mortal hunter cannot strike with deadly accuracy beyond that range). The bonus does not apply to damage against creatures that are immune to critical hits. At 3rd, 6th, and 9th level, the mortal hunter&#39;s bonus associated with mortals goes up by +1. This bonus stacks with a ranger&#39;s favored enemy bonus.<\/p>\n\n\t<p><strong>Mortal Skin (Su):<\/strong> By magically grafting bits of mortal flesh to its own body, a mortal hunter gains the ability at 1st level to transform (as the <a href=\/spells\/tome-and-blood-a-guidebook-to-wizards-and-sorcerers--51\/polymorph-self--3422\/><em>polymorph self<\/em><\/a> spell) into any humanoid mortal form. At 5th level, a mortal hunter can polymorph into any mortal form except that of a dragon. At 8th level, any mortal form can be adopted. If the flesh used is from the exact individual being imitated, the duration is permanent. If the flesh is from a being of the same type as the form adopted, the duration is 1 hour. If the flesh is not the same type as the form adopted, the duration is 10 minutes. In all cases, the mortal hunter can dismiss the ability as a standard action. Otherwise, this ability works as the <a href=\/spells\/tome-and-blood-a-guidebook-to-wizards-and-sorcerers--51\/polymorph-self--3422\/><em>polymorph self<\/em><\/a> spell, and the mortal hunter can call upon it once per day.<\/p>\n\n\t<p><strong>Detect Mortals (Su):<\/strong> A 2nd-level mortal hunter can use detect mortals at will. This ability duplicates the effect of detect undead cast by a 15th-level caster, except that mortals are detected.<\/p>\n\n\t<p><strong>Boost Spell-Like Ability:<\/strong> At 2nd level, a mortal hunter gains this feat as a bonus feat.<\/p>\n\n\t<p><strong>Smite Mortals (Su):<\/strong> Once per day, a mortal hunter of 4th level or higher may attempt to smite mortals with one normal melee attack. It adds its Wisdom modifier (if positive) to its attack roll and deals 2 extra points of damage per class level; for example, an 8th-level mortal hunter armed with a longsword would deal 1d8+16 points of damage, plus 3 points of damage for its mortal hunting ability, plus any additional bonuses for high Strength or magical effects. If the mortal hunter accidentally smites a creature that is not a mortal, the smite has no effect but is still used up for that day.<\/p>\n\n\t<p><strong>Spurn Mortal Magic (Su):<\/strong> A 5th-level mortal hunter applies its Wisdom modifier (if positive) as an additional bonus on all saving throws against spells and spell-like abilities used by mortals. Will saving throws thus add double the normal Wisdom modifier.<\/p>\n\n\t<p><strong>Claws of the Overfiend (Ex):<\/strong> At 7th level, the damage dealt by all of the mortal hunter&#39;s natural attacks increases by one step. Use the table in the Size Increases section in the introduction of the <em>Monster Manual<\/em> to determine the proper die increase. For example, a bite that deals 1d6+2 points of damage now deals 1d8+2 points of damage.<\/p>\n\n\t<p><strong>Mortalbane Shout (Su):<\/strong> An 8th-level mortal hunter can, once per day, give a shout that stuns for 1 round all mortals within 50 feet who fail a Fortitude save (DC 10 + Charisma bonus + class levels).<\/p>\n\n\t<p><strong>Slay Mortal (Su):<\/strong> A 10th-level mortal hunter can attempt to slay a mortal with its touch once per day. If the mortal hunter succeeds at a melee touch attack, the mortal must make a Fortitude saving throw (DC 10 + class level + mortal hunter&#39;s Cha modifier) or die instantly.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Mortal hunting +1, mortal skin (any humanoid) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Detect mortals,  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Mortal hunting +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Smite mortals <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Spurn mortal magic, mortal skin (any nondragon) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Mortal hunting +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Claws of the overfiend <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Mortalbane shout <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Mortal hunting +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Slay mortal, mortal skin (any) <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Book of Vile Darkness 64<\/h5>","reference":"Usergen"},{"id":10170,"name":"Soul Eater","type":"prestige","alignment":"Any evil","hit_die":"8","full_text":"<div topic='titel'><p><h3>Soul Eater<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Type:<\/strong> Any living nonhumanoid (monstrous humanoid is acceptable)<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>All of the following are class features of the soul eater prestige class.<\/p>\n\n\t<p><strong>Weapon and Armor Proficiency:<\/strong> Soul eaters are proficient with no weapons, armor, or shields.<\/p>\n\n\t<p><strong>Energy Drain (Su):<\/strong> A soul eater gains the ability to drain energy, bestowing negative levels upon its victims. Beginning at 1st level, the touch of a soul eater bestows one negative level on its target. At 7th level the Soul eater bestows two negative levels with a touch.<\/p>\n\n\t<p><strong>Soul Strength (Su):<\/strong> When a 2nd-level soul eater uses its energy drain ability, it gains a +4 enhancment bonus to Strength for 24 hours. <\/p>\n\n\t<p><strong>Soul Blast (Su):<\/strong> When a 3rd-level soul eater uses its energy drain ability, it may project a 100-foot ray of force that deals 1d6 points of damage per soul eater level against one target. The target is allowed a Reflex saving throw to avoid the damage (DC 10 + soul eater&#39;s class level + soul eater&#39;s Cha bonus). this supernatural ability can be used once per day when the soul eater has drained levels.<\/p>\n\n\t<p><strong>Soul Enhancement (Su):<\/strong> When a 4th-level soul eater uses its energy drain ability, it gains a +2 enhancement bonus on all saving throws, ability checks, and skill checks for 24 hours. This bonus stacks with any enhancement bonuses gained to ability scores that apply to saves or checks. <\/p>\n\n\t<p><strong>Soul Endurance (Su):<\/strong> When a 5th-level soul eater uses its energy drain ability, it gains +4 enhancement bonus to Constitution for 24 hours. <\/p>\n\n\t<p><strong>Soul Radiance (Su):<\/strong> If a 6th-level soul eater completely drains a creature of energy, it may adopt the creatures soul radiance, taking the victims&#39;s form, appearance, and abilities (as the <a href=\/spells\/players-handbook-v35--6\/shapechange--2870\/>shapechange<\/a> spell) for 24 hours.<\/p>\n\n\t<p><strong>Soul Agility:<\/strong> When an 8th-level soul eater uses its energy drain ability, it gains a +4 enhancement bonus to Dexterity for 24 hours.<\/p>\n\n\t<p><strong>Soul Slave (Su):<\/strong> If a 9th-level soul eater completely drains a creature of energy, the victim becomes a wright under the command of the soul eater.<\/p>\n\n\t<p><strong>Soul Power (Su):<\/strong> After a 10th-level soul eater had drained energy, all spell-like and supernatural abilities gain a +2 profane bonus to their saving throw DC for 24 hours. Further, and and all spell-like or supernatural abilities the soul eater possesses may be used twice as often as normal during that 24-hour period. For example, if an aboleth soul eater drains energy, it may use its enslave power six times per day rather than three times per day.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Energy drain 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td>  Soul strength <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Soul blast <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Soul enhancement <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Soul endurance <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Soul radiance <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td>  Energy drain 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Soul agility <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Soul slave <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> + <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Soul power <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Book of Vile Darkness 66<\/h5>","reference":"Usergen"},{"id":10171,"name":"Thrall of Demogorgon","type":"prestige","alignment":"Chaotic evil","hit_die":"8","full_text":"<div topic='titel'><p><h3>Thrall of Demogorgon<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Chaotic evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Must be able to cast 1st-level spells or make sneak attacks.<\/p>\n\n\t<p><strong>Special:<\/strong> A thrall of Demogorgon is initiated in a horrific rite that involves the sacrifice of an intelligent being dedicated to Demogorgon. This ceremony must take place on unhallowed ground, at night, in the presence of a demon.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>All of the following are class features of the thrall of Demogorgon prestige class. <\/p>\n\n\t<p><strong>Weapon and Armor Proficiency:<\/strong> a thrall of demogorgon is proficient with all simple and martial weapons, with all types of armor and with shields. <\/p>\n\n\t<p><strong>Bonus Feat or Spells:<\/strong> When a thrall of Demogorgon attains 1st, 4th, 7th, and 10th level, the character gains new spells per day as if he had also gained a level in whatever spellcasting class be belonged to before he added the prestige class, or else he  gains a bonus feat of his choice. If the thrall chooses +1 spellcasting level, he does not gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those recieved from the prestige class, and so on) except for an increased effective level of spellcasting This essentially means that he adds the new level to the level of whatever other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. <\/p>\n\n\t<p>A thrall of Demogorgon is free to choose the bonus feat at one opportunity and the spellcasting level the next time the decision arises, or vise versa. Characters who are not spellcasters must chose the bonus feat. <\/p>\n\n\t<p><strong>Scaly Flesh (Ex):<\/strong> A 1st-level thrall of Demogorgon gains dark scaly flesh, which provides a +1 natural armor bonus. At every three levels beyond the 1st (4th, 7th and 10th), this bonus increases by +1. The bonus from scaly flesh stacks with that of natural armor derived from creature type (if the thrall of Demogorgon is a lizardfolk or troglodyte, for example), but not from magical sources such as an <em>amulet of natural armor<\/em>.<\/p>\n\n\t<p><strong><em>Hypnosis<\/em> (Sp):<\/strong> Once per day a thrall of Demogorgon can produce an effect identical to that of the <a href=\/spells\/players-handbook-v35--6\/hypnotism--2560\/><em>hypnosis<\/em><\/a> spell, except that it functions as a gaze attack with a range of 30 feet. The Will save DC to resist the effect is 10+ thrall&#39;s class level + thrall&#39;s Cha modifier. <\/p>\n\n\t<p><strong><em>Touch of Fear<\/em> (Sp):<\/strong> three times per day a thrall of Demogorgon of 2nd level or higher can use an effect identical to that of the <a href=\/spells\/players-handbook-v35--6\/cause-fear--2716\/>cause fear<\/a> spell. the Will save DC to negate the fear is 10 + class level + Cha modifier.<\/p>\n\n\t<p><strong>Reaching Touch (Su):<\/strong> three times per day, a 3rd-level thrall of Demogorgon can cause his arms to stretch unnaturally like tentacles, providing him an extra 5 feet of reach for 1 round. <\/p>\n\n\t<p><strong>Dual Actions (Su):<\/strong> Twice per day, a 4th-level thrall of Demogorgon can take two full rounds&#39; worth of actions in the same round.<\/p>\n\n\t<p><strong><em>Summon demon<\/em> (Sp):<\/strong> A 5th-level thrall of Demogorgon can summon a demon of 5 HD or less once per day. This functions as a <a href=\/spells\/players-handbook-v35--6\/summon-monster-i--2441\/>summon monster<\/a> spell cast by a 15th-level caster. Once per day a 9th-level thrall of Demogorgon can summon a demon of 10 HD or less. <\/p>\n\n\t<p><strong><em>Rotting Touch<\/em> (SP):<\/strong> Three times per day, a thrall of Demogorgon can deal 1d6 points of Constitution damage as a touch attack. <\/p>\n\n\t<p><strong>Two Personas (Ex):<\/strong> An 8th level thrall of Demogorgon goes a little insane, if he is not already mad. The thrall develops a multiple personality disorder that has the side effect of allowing the character to multiclass freely with no experience penalties. <\/p>\n\n\t<p><strong><em>Death Touch<\/em> (Sp):<\/strong> At 8th level, a thrall of Demogorgon can use an effect identical to that of the <a href=\/spells\/players-handbook-v35--6\/slay-living--2758\/spell>slay living<\/a> once per day. The Fortitude save DC to avoid death is 10 + class level+ Cha modifier.<\/p>\n\n\t<p><strong><em>Demogorgon&#39;s Will<\/em> (Sp:)<\/strong> A 10th-level thrall of Demogorgon can call upon the power of his master and be granted a <a href=\/spells\/players-handbook-v35--6\/limited-wish--2899\/>limited wish<\/a> spell once per day. The use of this ability requires 3 full rounds devoted to entreaties and prayers to Demogorgon before the &quot;limited wish&quot; \/spells\/players-handbook-v35&#8212;6\/limited-wish&#8212;2899\/ is granted. The thrall mus pay the experience point cost and provide any needed material components.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day\/Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Scaly flesh +1, <em>hypnosis<\/em> <\/td>\n\t\t\t<td> Bonus feat or +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Touch of fear<\/em>  <\/td>\n\t\t\t<td> &#8212;<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Reaching touch <\/td>\n\t\t\t<td> &#8212;<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Dual actions, scaly flesh +2 <\/td>\n\t\t\t<td> Bonus feat or +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Summon minor demon<\/em>  <\/td>\n\t\t\t<td> &#8212;<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <em>Rotting touch<\/em> <\/td>\n\t\t\t<td> &#8212;<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Scaly flesh +3 <\/td>\n\t\t\t<td> Bonus feat or +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Two personas, <em>death touch<\/em> <\/td>\n\t\t\t<td> &#8212;<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <em>Summon major demon<\/em> <\/td>\n\t\t\t<td> &#8212;<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> <em>Demogorgon&#39;s will<\/em>, scaly flesh +4 <\/td>\n\t\t\t<td> Bonus feat or +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Book of Vile Darkness 67<\/h5>","reference":"Usergen"},{"id":10172,"name":"Thrall of Graz'zt","type":"prestige","alignment":"Any evil","hit_die":"6","full_text":"<div topic='titel'><p><h3>Thrall of Graz'zt<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Must be able to cast 3rd-level spells with the evil descriptor.<\/p>\n\n\t<p><strong>Special:<\/strong> Graz&#39;zt&#39;s followers initiate new thralls in a horrific rite that involves the sacrifice of an intellegent being. This rite must be performed within an area of magical darkness under the influence of a <a href=\/spells\/players-handbook-v35--6\/desecrate--2604\/><em>desecrate<\/em> <\/a> or<a href=\/spells\/players-handbook-v35--6\/unhallow--2656\/> <em>unhallow<\/em><\/a> spell.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>All the following are class features of the thrall of Graz&#39;zt prestige class. <\/p>\n\n\t<p><strong>Weapon and Armor Proficiency:<\/strong> Thralls of Graz&#39;zt are proficient with no weapons, armor, or shields.<\/p>\n\n\t<p><strong>Spells:<\/strong> When a thrall of Graz&#39;zt gains 1st level, and every two levels after that (plus 10th level), the character gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points, beyond those received from the prestige class, and so on), except for an increased effective level of spellcasting. This essentially means that she adds the new level of thrall of Graz&#39;zt to the level of whatever other spellcasting class the character has., then determines spells per day, spells knowns, and caster level accordingly. For example, if Kalleyis, an 8th-level wizard, gains new spells as if she had risen to 9th level in wizard, bus she uses the other thrall of Graz&#39;zt aspects of level progression such as base attack bonus and save bonus. If she next gains a level of wizard, making her a 9th-level wizard\/ 1st-level thrall of Graz&#39;zt, she gains spells as if she had risen to 10-th level wizard. <\/p>\n\n\t<p>If a character had more than one spellcasting class before she became a thrall of Graz&#39;zt, she must decide to which class she adds the level of thrall of Graz&#39;zt.<\/p>\n\n\t<p><strong><em>Charm<\/em> (Sp):<\/strong> A thrall of Graz&#39;zt can produce an effect identical to that of a <a href=\/spells\/players-handbook-v35--6\/charm-person--2535\/><em>charm person<\/em><\/a>  spell cast by a caster of the thrall of Graz&#39;zt level.<\/p>\n\n\t<p><strong>Spell Betrayal (Sp):<\/strong> When casting a damage-dealing spell at a target or targets denied the Dexerity bonus, a thrall of Graz&#39;zt of 2nd level or higher can increase the amount of damage dealt. A 2nd-level thrall, for example, adds +1d6 points of damage to a spell cast against flatfooted targets. Graz&#39;zt grants this ability in the hope that the thrall will convince her enemies that she is their friend, then betray them with a surprise magical attack. the damage increase goes up by +1d6 for every two levels beyond 2nd, to +5d6 at 10th level. <\/p>\n\n\t<p><strong>Dark Charisma(Ex):<\/strong>  At 3rd level, a thrall of Graz&#39;zt can add an enhancement bonus on certain Charisma-based skill checks. The bonus is +1 at  3rd level, +2 at 5th level, and +3 at 7th level. The bonus improves Animal Empathy, Diplomacy, Bluff, Gather Information, Handle Animal, and Perform checks when dealing with evil creatures. <\/p>\n\n\t<p><strong><em>Summon Demon<\/em>(Sp):<\/strong> A 4th-level thrall of Graz&#39;zt can summon a demon of 5 HD or less once per day. This functions as a <a href=\/spells\/players-handbook-v35--6\/summon-monster-i--2441\/><em>summon monster<\/em><\/a> spell cast by a 15th level caster. A 9th-level thrall of Graz&#39;zt can summon a demon of 10 HD or less once per day.<\/p>\n\n\t<p><strong>Spellstrike (Su):<\/strong> If a thrall of Graz&#39;zt casts a damaging spell upon a target or targets threatened in melee (and thus distracted), the thrall  can add half of the spell betrayal bonus (round down) to the damage dealt. Thus a 6th-level or a 7th-level thrall of Graz&#39;zt deals an additional +1d6 points of damage with a spell against threatened targets. At 8th level and higher, this bonus damage increases to +2d6 points.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=7>Spells per Day\/Spells Known <\/th>\n\t\t\t<td><\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Charm<\/em> <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td>  Spell betrayal <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Dark Charisma +1 <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Spell betrayal +2d6, <em>Summon minor demon<\/em> <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Dark Charisma +2 <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Spell betrayal +3d6, Spellstrike +1d6 <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Dark Charisma +3 <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Spell betrayal +4d6, spellstrike +1d6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <em>Summon major demon<\/em> <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Spell betrayal +5d6  <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Book of Vile Darkness 68<\/h5>","reference":"Usergen"},{"id":10173,"name":"Thrall of Juiblex","type":"prestige","alignment":"Any Evil","hit_die":"10","full_text":"<div topic='titel'><p><h3>Thrall of Juiblex<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any Evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Must have been polymorphed or experience some sort of shape changing experience.<\/p>\n\n\t<p><strong>Special:<\/strong> The thrall of Juiblex is initiated in a horrific rite that involves the sacrifice of an intelligent being. At least three oozes, slimes or puddings must be present for the ritual. The victim of the ritual must be dissolved in acid. <\/p>\n\n\t<p><strong>Base Save Bonus:<\/strong> Fort +6<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> A thrall of Juiblex is proficient with all simple and martial weapons, with all types of armor and with shields. <\/p>\n\n\t<p><strong>Sickening Slime (Ex):<\/strong> A thrall of Juiblex can secrete a smelly slime that coats its body in a thin layer. Anyone within 5 feet must make a Fortitude saving throw (DC 10 +the thrall&#39;s class level + Constitution bonus) or take a &#8211; 1 circumstance penalty on attack rolls and skill checks, due to the outrageous odor of the slime layer.<\/p>\n\n\t<p><strong>Corrosive Touch (Ex):<\/strong>  Three times per day, a thrall of Juiblex of 2nd level or higher can secrete a caustic slime on its hand that deals 2d6 points of damage. Once it is secreted, the thrall can make an attack to get the corrosive slime to damage a foe, dealing normal unarmed damage as well as the damage from the slime. Because of the corrosive slime, this attack is not considered unarmed and does not provoke attacks of opportunity.<\/p>\n\n\t<p><strong><em>Summon Ooze<\/em> (Sp):<\/strong> At 3rd level a Thrall of Juiblex can summon a patch of green sime, a gray ooze, an ochre jelly, or a gelatinous cube as the <a href=\/spells\/players-handbook-v35--6\/summon-monster-i--2441\/><em>summon monster<\/em><\/a> spell with hus thrall level as the caster level.<\/p>\n\n\t<p><strong>Contagion (Su):<\/strong> Once per day, a thrall of Juiblex can spread disease, as the <a href=\/spells\/players-handbook-v35--6\/contagion--2721\/><em>contagion<\/em><\/a> spell (caster level 10th).<\/p>\n\n\t<p><strong>Alter Self (Su):<\/strong> At 4th level, a thrall of Juiblex&#39;s form becomes somewhat traisitory and amorphous. It can  change its appearance and form at will, as the <a href=\/spells\/players-handbook-v35--6\/alter-self--2774\/><em>alter self<\/em><\/a> spell cast by a 4th-level caster. <\/p>\n\n\t<p><strong><em>Summon Demon<\/em> (Sp):<\/strong> A 5th-level thrall of Juiblex can summon a demon of 5 HD or less ones per day. This functions as a <a href=\/spells\/players-handbook-v35--6\/summon-monster-i--2441\/><em>summon monster<\/em><\/a> spell case by a 15th-level caster. A 9th-level thrall of Juiblex can summon a demon of 10 HD or less once per day. <\/p>\n\n\t<p><strong>Corrosive Spew (Ex):<\/strong> At 6th level, a thrall of Juiblex  can spit a gout of caustic goo in a line 5 feet wide and 30 feet long once per day. The corroside spew deals 8d6 points of acid damage to anyone in its path, with a reflex saving throw (DC 10 + thrall&#39;s class level + thralls Con bonus) for half damage.<\/p>\n\n\t<p><strong><em>Summon Pudding<\/em> (Sp):<\/strong> At 7th level, a thrall of Juiblex can summon a black pudding as if it had cast a <a href=\/spells\/players-handbook-v35--6\/summon-monster-i--2441\/><em>summon monster<\/em><\/a> spell with its thrall level as the caster level.<\/p>\n\n\t<p><strong>Polymorph Self (Su):<\/strong> An 8th-level thrall of Juiblex&#39;s form is more amorphous than ever, It can change its appearance and form at will, as the <a href=\/spells\/tome-and-blood-a-guidebook-to-wizards-and-sorcerers--51\/polymorph-self--3422\/><em>polymorph self<\/em><\/a> spell cast by an 8th-level caster.<\/p>\n\n\t<p><strong>No Discernable Anatomy (Ex):<\/strong> At 10th level, a thrall of Juiblex&#39;s form is so amorphous that it no longer worry about being affected by critical hits, sneak attacks, damage from poison, paralysis, or stunning. However potions no longer affect the thrall either.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2<\/td>\n\t\t\t<td> Sickening slime <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Corrosive touch <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Summon Ooze<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Contagion, alter self <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Summon minor demon<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Corrosive spew <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <em>Summon pudding<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Polymorph self <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <em>Summon major demon<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> No discernable anatomy <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Book of Vile Darkness 70<\/h5>","reference":"Usergen"},{"id":10174,"name":"Thrall of Orcus","type":"prestige","alignment":"Any evil","hit_die":"8","full_text":"<div topic='titel'><p><h3>Thrall of Orcus<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>To qualify to become a thrall of Orcus, a character must fulfill all the following criteria.<\/p>\n\n\t<p><strong>Special:<\/strong> Must be able to cast a spell of the Necromancy school.<\/p>\n\n\t<p><strong>Special:<\/strong> The sacrifice of an intelligent being is the centerpiece of the horrific rite that initiates a new thrall of Orcus. This ritual takes place in complete darkness atop an alter made of at least thirty skulls.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>All of the following are class features of the thrall of Orcus prestige class.<\/p>\n\n\t<p><strong>Weapon and Armor Proficiency:<\/strong> A thrall of Orcus is proficient with all simple and martial weapons, with all types of armor, and with shields.<\/p>\n\n\t<p><strong>Bonus Feat or Spells:<\/strong>  When a thrall of Orcus attains 1st, 4th, 7th, and 10th level, the character gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class, or else she gains a bonus feat of her choice. if the thrall choses +1 spellcasting level, she does not gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those received from the prestige class, and so on), except for an increased effective level of spellcasting. This essentially means that she adds the new level to the level of whatever other spellcasting class the character has, then determines spells per day, spells known, and caster levels accordingly. If a character has more than one spellcasting class before she became a thrall of Orcus, she must decide to which class she adds the level for purposes of determining spells per day. <\/p>\n\n\t<p>A thrall of Orcus is free to choose the bonus feat at one opportunity and the spellcasting level the next time the decision arises, or vice verse. Characters who are not spellcasters must choose the bonus feat. <\/p>\n\n\t<p><strong>Carrion Stench (Ex):<\/strong> a thrall of Orcus, when desired, emites a terrible smell in a 10-foot radius. Living creatures in the radius (excluding the thrall) must succeed on a Fortitude save (DC 10 + thrall&#39;s class level + thrall&#39;s Con modifier) or take a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for 1 round per class level of the thrall of Orcus. Furthermore, mindless undead creatures within the radius of the stench believe the thrall of Orcus to be undead. <\/p>\n\n\t<p><strong><em>Touch of Fear<\/em> (Sp):<\/strong> Three times per day, a 3rd-level thrall of Orcus can produce an effect identical to that of the <a href=\/spells\/players-handbook-v35--6\/cause-fear--2716\/><em>cause fear<\/em><\/a> spell cast by a 10th-level caster. <\/p>\n\n\t<p><strong>Demon Wings (Su):<\/strong> Once per day, a 3rd-level thrall of Orcus can bring forth massive black wings from his back. These wings allow the thrall to fly at his normal land speed with average maneuverability. The demon wings last for up to 1 hour and are dismissible with a standard action. At 7th level, the thrall can use his demon wings at will, and the last as long as needed. <\/p>\n\n\t<p><strong>Massive Girth\/Skeletal Visage (Su):<\/strong> At 4th level, a thrall of Orcus must chose to become obese like her dread master or gaunt like an undead creature. Depending on the choice, the thrall gains the Deformity (<a href=\/feats\/book-of-vile-darkness--37\/deformity-obese--566\/>obese<\/a>) or Deformity (<a href=\/feats\/book-of-vile-darkness--37\/deformity-gaunt--565\/>gaunt<\/a>) as a bonus feat. <\/p>\n\n\t<p><strong><em>Summon Undead<\/em>(Sp):<\/strong> Once per day, a 5th-level thrall of Orcus can summon 1d4 ghouls, 1d3 shadows, 1 wight, or 1 wrath as  the <a href=\/spells\/players-handbook-v35--6\/summon-monster-i--2441spell><em>summon monster<\/em><\/a> cast be a caster of her class level. at 9th level, the thrall can summon 1d3 mummies, 1 spectre, 1 mohrg, 1 vampire, or 1 ghost instead. if she choses a vampire or a ghost, its character level is one less than the thrall&#39;s class level. <\/p>\n\n\t<p><strong>Pallor of Death (Su):<\/strong> a 6th-level thrall of Orcus can adopt the appearance of a humanoid undead creature of her choosing as if she had cast the <a href=\/spells\/players-handbook-v35--6\/alter-self--2774\/><em>alter self<\/em><\/a> spell. while in this form, the thrall as an aura of fear (as the <a href=\/spells\/players-handbook-v35--6\/fear--2736\/><em>fear<\/em><\/a> spell cast by a 6th-level caster) that affects only living nonoutsiders within 25 feet. Pallor of death lasts for 1 minute per class level and can be used once per day. <\/p>\n\n\t<p><strong><em>Death Touch<\/em>(Sp):<\/strong> An 8th-level thrall of Orcus can adopt the force a living creature hit with a touch attack to attempt a Fortitude save (DC 10 + thrall&#39;s class level Thrall&#39;s Cha bonus). If the target fails. it dies. <\/p>\n\n\t<p><strong><em>Summon Nightwing<\/em> (Sp):<\/strong> A 10-th level thrall of Orcus can summon 1 nightwing once per week, as the <a href=\/spells\/players-handbook-v35--6\/summon-monster-i--2441><em>summon monster<\/em><\/a> spell cast byt a 15th-level caster.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=7>Spells per Day\/Spells Known <\/th>\n\t\t\t<td><\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Carrion Stench <\/td>\n\t\t\t<td> Bonus feat or +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td>  <em>touch of fear<\/em> <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Demon wings <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Massive girth\/skeletal visage <\/td>\n\t\t\t<td> Bonus feat or +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> _Summon minor undead <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Pallor of death <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Demon wings (at will) <\/td>\n\t\t\t<td> Bonus feat or +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <em>Death touch<\/em> <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <em>Summon major undead<\/em> <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> <em>Summon nightwing<\/em>  <\/td>\n\t\t\t<td> Bonus feat or +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Book of Vile Darkness 71<\/h5>","reference":"Usergen"},{"id":10175,"name":"Ur-priest","type":"prestige","alignment":"Any evil","hit_die":"8","full_text":"<div topic='titel'><p><h3>Ur-priest<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>To qualify to become an ur-priest, a character must fulfill all the following criteria.<br \/><strong>Base Save Bonus:<\/strong> Fort +3, Will +3.<br \/><strong>Special:<\/strong> The character must have no ability to cast divine spells. If such spellcasting ability was previously possessed (as with an ex-cleric), that ability is forever forsaken. The character must be trained by another ur-priest.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Ur-priests are proficient with simple weapons, but not with armor or shields.<\/p>\n\n\t<p><strong>Spells per Day:<\/strong> An ur-priest gains the ability to cast a number of divine spells. To cast a spell, an ur-priest must have a Wisdom score of at least 10 + the spell&#39;s level, so an ur-priest with a Wisdom of 10 or lower cannot cast these spells. Ur-priest bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + Wisdom modifier. When the table indicates that the ur-priest gets 0 spells per day of a given spell level, such as 0 2nd-level spells at 2nd level, the ur-priest gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.<\/p>\n\n\t<p>The ur-priest spell list is identical to the cleric spell list. An ur-priest has access to any spell on the list and prepares those spells as a cleric, except that he does not pray for spells, he just takes them. An ur-priest casts spells as a cleric does, except that unlike a cleric, he does not have the ability to spontaneously cast <em>cure<\/em> or <em>inflict<\/em> spells, nor does he have domain spells or associated domain granted powers. He does not have restrictions on spells with alignments. To determine the caster level of an ur-priest, add the character&#39;s ur-priest levels to one-half of his levels in other spellcasting classes. (Any levels gained in the cleric class by an ex-cleric don&#39;t count.)<\/p>\n\n\t<p><strong>Rebuke Undead:<\/strong> Like an evil cleric, an ur-priest of 2nd level or higher can rebuke undead. He uses his ur-priest level as the cleric level for determining success and damage (see Turn or Rebuke Undead in Chapter 8 of the <em>Player&#39;s Handbook<\/em>).<\/p>\n\n\t<p><strong>Divine Spell Resistance (Su):<\/strong> At 4th level, an ur-priest gains spell resistance 15, but only against divine spells and the spell-like abilities of outsiders. At 8th level, the ur-priest&#39;s spell resistance increases to 20.<br \/><strong>Divine Spell Resistance (Su):<\/strong> At 4th level, an ur-priest gains spell resistance 15, but only against divine spells and the spell-like abilities of outsiders. At 8th level, the ur-priest&#39;s spell resistance increases to 20.<br \/><strong>Siphon Spell Power (Ex):<\/strong> Because they steal whatever power they can, ur-priests learn to manipulate their energy in ways that confound other casters. An ur-priest of 6th level or higher can temporarily sacrifice two (or more) lower-level spell slots and use those slots to prepare a higher-level spell. The higher-level spell must be of a level the ur-priest can cast. Only one exchange of this sort can be made each day. The levels of the lower-level slots are totaled, then reduced to three-quarters (round down) to determine the level of the extra higher-level spell slot. For example, an ur-priest who sacrifices a 3rd-level spell and a 5th-level spell can use that spell slot to prepare an additional 6th-level spell (3 + 5 = 8, and 8 \u00d7 3\/4 = 6).<\/p>\n\n\t<p><strong>Steal Spell-Like Ability (Su):<\/strong> The most powerful ur-priests can use the same techniques that siphon off the gods&#39; spell power to steal the spell-like abilities of another creature. Once each day, when a creature with spell-like abilities is within 50 feet of a 10th-level ur-priest, the ur-priest can choose one of the spell-like abilities of the creature to steal for himself. The ur-priest can use the spell-like ability as often as the creature can, or three times per day, whichever is less. The ur-priest uses the ability as the creature does with regard to caster level and save DCs. This ability only lasts 24 hours. The creature with the spell-like ability does not lose the ability when the urpriest steals it. If an ur-priest tries to steal a spell-like ability that the creature doesn&#39;t have, or tries to steal an ability that is supernatural rather than spell-like, the attempt automatically fails.<\/p>\n\n\t<p>For example, if an ur-priest is near a noble salamander, he can steal <em>fireball<\/em> and use it three times that day or steal <em>dispel magic<\/em> and use it once that day. If he is near a pit fiend, he could steal <em>teleport without error<\/em> (self plus 50 pounds of objects only) and use it three times per day, because the pit fiend can do it at will. He could even steal the pit fiend&#39;s <em>wish<\/em> ability, but because a pit fiend can only use <em>wish<\/em> once per year, the ur-priest would be similarly limited. He could not steal that power again from any creature for one year.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th colspan=10>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>0th <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t\t<th>6th <\/th>\n\t\t\t<th>7th <\/th>\n\t\t\t<th>8th <\/th>\n\t\t\t<th>9th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Rebuke undead <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Divine spell resistance 15 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Siphon spell power <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Divine spell resistance 20 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Steal spell-like ability <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Book of Vile Darkness 72<\/h5>","reference":"Usergen"},{"id":10176,"name":"Vermin Lord","type":"prestige","alignment":"Any evil","hit_die":"6","full_text":"<div topic='titel'><p><h3>Vermin Lord<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Must be able to cast the <a href=\/spells\/players-handbook-v35--6\/giant-vermin--2820\/><em>Giant Vermin<\/em><\/a> spell.<br \/><strong>Special:<\/strong> The vermin lord must be ordained by an intelligent evil creature with a physical resemblance to vermin&#8212;a drider, chasme, gelugon, aranea, bebulith, phase spider, evil fromian, or similar creature. The ordaining creature must be intelligent enough to communicate with the vermin lord to-be. Of course, such a creature will demand service or payment in return.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>All the following are class features of the vermin lord prestige class.<\/p>\n\n\t<p><strong>Spells:<\/strong> When a vermin lord gains 1st level, and every two levels after that (plus 10th level), the character gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points, beyond those received from the prestige class, and so on), except for an increased effective level of spellcasting. This essentially means that she adds the new level of vermin lord to the level of whatever other spellcasting class the character has, then determines spells per day, spells knowns, and caster level accordingly. For example, if Silican, an 8th-level wizard, gains a level in vermin lord, he gains new spells as if she had risen to 9th level in wizard, bus he uses the other vermin lord aspects of level progression such as base attack bonus and save bonus. If he next gains a level of wizard, making him a 9th-level wizard\/ 1st-level vermin lord, he gains spells as if she had risen to 10-th level wizard. <\/p>\n\n\t<p>If a character had more than one spellcasting class bebore she became a vermin lord, she must decide to which class she adds the level of vermin lord.<\/p>\n\n\t<p><strong>Chitin (Ex):<\/strong> A vermin lord gains a +1 natural armor bonus to Armor Class from the chitinous plates that begin to grow on his flesh. Every three levels beyond the 1st, this bonus increases by +1.<\/p>\n\n\t<p><strong>Vermin Servant :<\/strong> A vermin lord gains a servant in the for of a vermin of up to 1 HD. This servant is treated as a familar, its intellegence increases, and its considered a magical beast (see the Familiars section in chapter 3 of the <em>Player&#39;s Handbook<\/em>). The vermin servant is in addition to any familiar the character may already have.<\/p>\n\n\t<p>A vermin lord gains additional servants at higher levels. at 5th level, the vermin servant gained can be up to 4 HD. At 9th level, the vermin servant may be up to 16 HD<\/p>\n\n\t<p><strong>Blood Drain (Su):<\/strong> A 2nd-level vermin lord can grow insectoid mandibles at will. He can use these mandibles to make a bite attack that deals 1 point of damage. Furthermore, the vermin lord can attempt to start a grapple, provoking no attack of opportunity. If successful the mandibles automatically deal 2d6 points of damage each round as they suck blood from the victim. The blood drain ability only works on living creatures.<\/p>\n\n\t<p><strong><em>Spider Hand<\/em> (Sp):<\/strong> Once per day, a 3rd-level vermin lord can produce an effect identical to that of a <a href=\/spells\/book-of-vile-darkness--37\/spider-hand--257\/><em>spider hand<\/em><\/a> spell cast at his effective caster level.<\/p>\n\n\t<p><strong>Swarm Armor (Su):<\/strong> Each day, a  4th-level vermin lord automatically summons a swarm of insects, spiders, or scorpions that cover his flesh when he regains his spells. these insects absorb up to 10 points of damage from and damaging attack ( weapons or spells). the insects die off when they absorb such attacks, and a total of up to 5 points per vermin lord level can be absorbed per day. Thus, a 7th-level vermin lord&#39;s swarm armor can absorb up to 35 points of damage, although no more that 10 points from any one attack.<br \/>If a vermin lord is already wearing armor, the swarm armor has no effect. <\/p>\n\n\t<p><strong>Wings of the Vermin (Su):<\/strong> A vermin lord of 5th level or higher can sprout massive, buzzing insectoid wings from his back once per day. With these wings, he can fly at his normal land speed with average maneuverability for 1 hour. The vermin lord can carry his normal carrying capacity, and greater burdens  affect his speed as they would affect his land speed. It is impossible to move silently with these wings.<\/p>\n\n\t<p><strong><em>Spider Legs<\/em> (Sp):<\/strong> Once per day, a 6th-level vermin lord can produce an effect identical to that of a <a href=\/spells\/book-of-vile-darkness--37\/spider-legs--258\/><em>spider legs<\/em><\/a> spell cast at his effective caster level.<\/p>\n\n\t<p><strong><em>Spew Vermin<\/em> (Sp):<\/strong> Once per day, a 7th-level vermin lord is able to spray out a swarm of vermin from his mouth, as a breath weapon in a 30-foot cone. Anyone in this area takes 1d6 points of damage per vermin lord level, with a successful Reflex save reducing the damage by half (DC 10 + vermin lord&#39;s class level + vermin lord&#39;s Con bonus). These vermin then remain as if a <a href=\/spells\/players-handbook-v35--6\/summon-swarm--2459\/><em>summon swarm<\/em><\/a> spell had been cast at the vermin lord&#39;s class level. The vermin are under the command of the vermin lord. <\/p>\n\n\t<p><strong>Poison (Ex):<\/strong> In a vermin lord of 8th level or higher, the mandibles gained from the blood drain ability now carry a natural venom that deals 1 point of Strength damage with each successful bite attack, and 1 point of Strength damage 1 minute later. The Fortitude save DC to resist the poison is 10 + vermin lord&#39;s class level + vermin lord&#39;s Con modifier.<\/p>\n\n\t<p><strong>Hivemind (Su):<\/strong> A 10th-level vermin lord can form the impetus to create a hivemind (see Hivemind in chapter 2). The hivemind must include the vermin lord, although he counts as only a single individual and his intelligence and Charisma scores are unaffected. However, he controls the hivemind, gains insight bonuses, and can take advantage of the spellcasting abilities of the hivemind if enough individuals are present. The vermin lord&#39;s vermin servant can also join the hivemind if the vermin lord wishes.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day\/Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Chitin +1, vermin servant 1 HD <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td>  Blood drain <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Spider hand<\/em> <\/td>\n\t\t\t<td> +1 level of existing class<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Chitin +2, swarm armor <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Wings of the vermin, vermin servant 4 HD <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <em>Spider legs<\/em> <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Chitin +3, <em>spew vermin<\/em> <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Poison, pincer claws <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Vermin servant 16 HD <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Chitin +4, hivemind <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Book of Vile Darkness 73<\/h5>","reference":"Usergen"},{"id":10177,"name":"Warrior of Darkness","type":"prestige","alignment":"Any evil","hit_die":"10","full_text":"<div topic='titel'><p><h3>Warrior of Darkness<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> the character must endure a week of painful and scarring black magic rituals performed in solitude, the secrets of which take months to study and research successfully.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>All the following are class features of the warrior of darkness prestige class.<\/p>\n\n\t<p><strong>Weapon and Armor Proficiency:<\/strong> A warrior of darkness is proficient with all simple and martial weapons, with all types of armor, and with shields.<\/p>\n\n\t<p><strong>Black Magic Oil (Su):<\/strong> A warrior of darkness can use his forbidden arcane arts to create a magic oil that he anoints himself with. An individual warrior of darkness makes oil that works only on him, and he can only make one dose of the oil each time this class feature is gained (at 1st, 4th, 7th, and 10th level).<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Class Level + Cha Modifier <\/th>\n\t\t\t<th>Ability\/Effect <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2 or lower <\/td>\n\t\t\t<td> Dweller in darkness; character gains the Blind-Fight feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3-4 <\/td>\n\t\t\t<td> Demonic celerity; character gains the Combat Reflexes feat. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5-6 <\/td>\n\t\t\t<td> Ensorcelled flesh; character&#39;s natural armor bonus improves by +1. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7-8 <\/td>\n\t\t\t<td> Hellpower; character gains +1 inherent bonus to Str, Con, or Dex.  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> Rapid step; character gains inherent +10 ft. bonus to speed. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> Unholy strike; character gains the ability to deal +2d6 damage against good creatures 3\/day. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11 or higher <\/td>\n\t\t\t<td> Malign fury; character can take a full attack action in conjunction with a move or move-equivalent action, usable 3 rounds per day <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>When he attains an appropriate level, the warrior of darkness creates a new black magic oil and anoints himself with it. He then chooses from the above list of supernatural abilities to imbue within himself permanently, picking a choice available to him based on his class level and Charisma modifier (the highest-numbered choice possible, or any lower one). A warrior of darkness cannot choose an ability more than once.<\/p>\n\n\t<p><strong>Darkling Weapon (Su):<\/strong> With 3 rounds of preparation (involving rituals and alchemical substances that cost 50 gp), a warrior of darkness can imbue any weapon with a +1 enhancement bonus on attack and damage rolls. If the weapon already has an enhancement bonus, the warrior of darkness can instead imbue the weapon with any magical special quality that is the equivalent of a +1 bonus (see Chapter 8 of the Dungeon Master&#39;s Guide for a list of weapon qualities). The bonus or special quality only functions when the weapon is in the hands of the warrior of darkness, and it lasts 1 hour per warrior of darkness level. The warrior can imbue only one special quality in a weapon at a time.<\/p>\n\n\t<p><strong>Black Magic Elixir (Su):<\/strong> At 3rd level, a warrior of darkness can use his knowledge of black magic and alchemy to create a magical elixir that he then imbibes. An individual warrior of darkness makes elixir that works only on him, and he can only make one dose of the elixir each time this class feature is gained (at 3rd, 6th, and 9th level).<\/p>\n\n\t<p>When he creates an elixir, the warrior of darkness chooses from the following list of supernatural abilities to imbue within himself permanently, picking a choice available to him based on his class level and Charisma modifier. No ability other than violent knowledge may be chosen more than once.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Class Level + Cha Modifier <\/th>\n\t\t\t<th>Ability\/Effect <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3 or lower <\/td>\n\t\t\t<td> Violent knowledge; character gains bonus feat from list below. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4-6 <\/td>\n\t\t\t<td>Aura of evil; character gains +1 deflection bonus to Armor Class.  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7-8 <\/td>\n\t\t\t<td> Inner hellpower; character gains +1 inherent bonus to Int, Wis, or Cha. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> Dark senses; character gains the tremorsense ability (can sense location of anything within 60 feet that is incontact with the ground). <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10 or higher <\/td>\n\t\t\t<td> Demonic wings; character can use the spell <a href=\/spells\/book-of-vile-darkness--37\/demon-wings--235\/><em>demon wings<\/em><\/a> 1\/day cast at the character&#39;s warrior of darkness level <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong><em>Violent Knowledge Feat List:<\/em><\/strong> <a href=\/feats\/players-handbook-30--106\/ambidexterity--3321\/>Ambidexterity<\/a>, Bull Rush, <a href=\/feats\/players-handbook-v35--6\/cleave--354\/>Cleave<\/a>, <a href=\/feats\/players-handbook-v35--6\/far-shot--1078\/>Deflect Arrows<\/a>, <a href=\/feats\/players-handbook-v35--6\/dodge--681\/>Dodge<\/a>, <a href=\/feats\/players-handbook-v35--6\/exotic-weapon-proficiency--985\/>Exotic Weapon Proficiency<\/a>, <a href=\/feats\/players-handbook-30--106\/expertise--3320\/>Expertise<\/a>, <a href=\/feats\/players-handbook-v35--6\/far-shot--1078\/>Far Shot<\/a>, <a href=\/feats\/players-handbook-v35--6\/great-cleave--1258\/>Great Cleave<\/a>, <a href=\/feats\/players-handbook-v35--6\/improved-critical--1463\/>Improved Critical<\/a> <strong>, <a href=\/feats\/players-handbook-v35--6\/improved-disarm--1468\/>Improved Disarm<\/a>, <a href=\/feats\/players-handbook-v35--6\/improved-initiative--1512\/>Improved Initiative<\/a>, <a href=\/feats\/players-handbook-v35--6\/improved-trip--1587\/>Improved Trip<\/a>, <a href=\/feats\/players-handbook-v35--6\/improved-two-weapon-fighting--1593\/>Improved Two-Weapon Fighting<\/a>, <a href=\/feats\/players-handbook-v35--6\/improved-unarmed-strike--1595\/>Improved Unarmed Strike<\/a>, <a href=\/feats\/players-handbook-v35--6\/mobility--1975\/>Mobility<\/a>, <a href=\/feats\/players-handbook-v35--6\/mounted-archery--1989\/>Mounted Archery<\/a>, <a href=\/feats\/players-handbook-v35--6\/mounted-combat--1992\/>Mounted Combat<\/a>, <a href=\/feats\/players-handbook-v35--6\/point-blank-shot--2185\/>Point Blank Shot<\/a>, <a href=\/feats\/players-handbook-v35--6\/power-attack--2208\/>Power Attack<\/a>, <a href=\/feats\/players-handbook-v35--6\/precise-shot--2234\/>Precise Shot<\/a>, <a href=\/feats\/players-handbook-v35--6\/quick-draw--2317\/>Quick Draw<\/a>, <a href=\/feats\/players-handbook-v35--6\/rapid-shot--2377\/>Rapid Shot<\/a>, <a href=\/feats\/players-handbook-v35--6\/ride-by-attack--2455\/>Ride-By Attack<\/a>, <a href=\/feats\/players-handbook-v35--6\/shot-on-the-run--2618\/>Shot on the Run<\/a>, <a href=\/feats\/players-handbook-v35--6\/spirited-charge--2733\/>Spirited Charge<\/a>, <a href=\/feats\/players-handbook-v35--6\/spring-attack--2750\/>Spring Attack<\/a>, <a href=\/feats\/players-handbook-v35--6\/stunning-fist--2802\/>Stunning Fist<\/a>, <a href=\/feats\/players-handbook-v35--6\/sunder--2837\/>Sunder<\/a>, <a href=\/feats\/players-handbook-v35--6\/trample--2954\/>Trample<\/a>, <a href=\/feats\/players-handbook-v35--6\/two-weapon-fighting--2998\/>Two-Weapon Fighting<\/a>, <a href=\/feats\/players-handbook-v35--6\/weapon-finesse--3103\/>Weapon Finesse<\/a><\/strong>, <a href=\/feats\/players-handbook-v35--6\/weapon-focus--3105\/>Weapon Focus<\/a> *, <a href=\/feats\/players-handbook-v35--6\/weapon-specialization--3124\/>Weapon Specialization<\/a> *, <a href=\/feats\/players-handbook-v35--6\/whirlwind-attack--3128\/>Whirlwind Attack<\/a>.<\/p>\n\n\t<p>A character can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. Characters must still meet all prerequisites for a feat, including ability scores and base attack bonus (see Chapter 5 of the <em>Player&#39;s Handbook<\/em> for descriptions of feats and their prerequisites).<\/p>\n\n\t<p><strong>Scarred Flesh (Su):<\/strong> Through ritual scarification, a 5th- level warrior of darkness gains damage reduction 5\/+3.<\/p>\n\n\t<p><strong>Repellent Flesh (Su):<\/strong> Through ritual, obscene tattooing, an 8th-level warrior of darkness gains spell resistance 20.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Black magic oil <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Darkling weapon <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Black magic elixir <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Black magic oil <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Scarred flesh <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Black magic elixir <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Black magic oil <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Repellent flesh <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Black magic elixir <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Black magic oil <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Book of Vile Darkness 75<\/h5>","reference":"Usergen"},{"id":10178,"name":"Cancer Mage","type":"prestige","alignment":"Any evil","hit_die":"6","full_text":"<div topic='titel'><p><h3>Cancer Mage<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Base Save Bonus:<\/strong> Fort +5<br \/><strong>Special:<\/strong> the cancer mage must have fallen victim to the ravages of a disease and must have taken damage from a poison.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Sneak Attack:<\/strong> If a cancer mage can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage. Basically, the cancer mage&#39;s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether she actually has a Dexterity bonus or not), the cancer mage&#39;s attack deals +1d6 points of damage. This extra damage increases by +1d6 points evert four levels (+2d6 at 5th level and +3d6 at 9th level) Should the cancer mage score a critical hit with a sneak attack, this extra damage is not multiplied. <\/p>\n\n\t<p>It takes precision and penetration to hit a vital spot, so ranged attacks can only count as sneak attacks if the target is 30 feet away or less.<\/p>\n\n\t<p>With a sap or an unarmed strike, a cancer mage can make a sneak attack that deals subdual damage instead of normal damage. He cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual -4 penalty, because she must make optimal use of her weapon in order to execute a sneak attack. <\/p>\n\n\t<p>A cancer mage can sneak attack only living creatures with discernible anatomies&#8212;undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical hits is similarly immune to sneak attacks. Also the cancer mage must be able to see the target well enough to pick out a vital spot.  A cancer mage cannot sneak attack while striking at a creature with concealment or by striking the limbs of a creature whose vitals are beyond reach.<\/p>\n\n\t<p>If a cancer mage gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack. <\/p>\n\n\t<p><strong>Disease Host (Ex):<\/strong> At 1st level, a cancer mage suffers no ill effects of diseases, except for purely cosmetic ones such as boils, pockmarks, watery eyes, blackened skin, hair loss, foul smell, and so on. The cancer mage becomes a carrier of every disease he encounters, though he remains immune to most of their effects. However, the cancer mage takes 1d6 points of damage per caster level if someone casts a cure disease spell or effect on him (he can make a Fortitude save to try to resist the effect). Furthermore, if the cancer mage has a cancerous companion (see below), he loses all abilities gained from the companion for 1d10 days after being the subject of a cure disease spell.<\/p>\n\n\t<p><em>Contagion<\/em> (Sp): Beginning at 2nd level, the touch of a cancer mage carries a contagion spell once per day per class level. The DC for the target&#39;s saving throw is 13 + the cancer mage&#39;s Wisdom modifier.<\/p>\n\n\t<p><strong>Cancerous Companion (Ex):<\/strong> At 2nd level, a cancer grows within the cancer mage, forming a large tumor. This cancerous growth gains intelligence and a personality distinct from the cancer mage. The companion and the cancer mage can communicate telepathically. When needed, the cancerous companion uses the cancer mage&#39;s scores for saves, ability scores other than Intelligence, and so forth. The cancerous companion gains abilities as the cancer mage gains levels.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Cancer Mage level <\/th>\n\t\t\t<th>Companion Int <\/th>\n\t\t\t<th>Ability <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> Blindsight 30 ft. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> Can use a spell or spell-like ability of the cancer mage on its own as a standard action once per day, requiring no action on the part of the cancer mage. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> Can warn the cancer mage of danger, granting him the evasion ability. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> Can warn the cancer mage of danger, granting him the uncanny dodge (Dex bonus to AC) ability. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> Mind-affecting spells and effects have a 50% chance of affecting the companion rather than the cancer mage. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> 11 <\/td>\n\t\t\t<td> Can use a spell or spell-like ability of the cancer mage on its own as a standard action three times per day, requiring no action on the part of the cancer mage. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> 12 <\/td>\n\t\t\t<td> Can warn the cancer mage of danger, granting him the uncanny dodge (can&#39;t be flanked) ability. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> 13 <\/td>\n\t\t\t<td> Can form a 1-ft. tendril of flesh capable of making touch attacks, including the cancer mage&#39;s contagion and poison spell-like abilities. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> 14 <\/td>\n\t\t\t<td> Blindsight 60 feet. <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Tatterdemalion (Ex):<\/strong> Gathering scraps of clothing and old, discarded rags, a 3rd-level cancer mage is able to make such articles into light armor with a the following stats: armor bonus +4, maximum Dex bonus +5, armor check penalty &#8212;1, arcane spell failure 15%, speed 30 ft.\/20 ft., weight 20 lb. Only a 3rd-level or higher cancer mage can wear this armor and gain these benefits; other wearers treat it as padded armor. This armor is considered masterwork quality and can be fashioned into magic armor.<\/p>\n\n\t<p><em>Poison<\/em> (Sp): Once per day per class level beginning at 3rd level, the touch of a cancer mage carries a <a href=\/feats\/drow-of-the-underdark--93\/poison-spell--3436\/><em>poison<\/em><\/a> spell. The DC for the target&#39;s saving throw is 14 + the cancer mage&#39;s Wisdom modifier.<\/p>\n\n\t<p><strong>Children of the Night (Su):<\/strong> A 4th-level cancer mage commands the lesser creatures of the world and can call forth a swarm of 2d6 Small monstrous spiders or a pack of 4d8 dire rats or a swarm of 10d10 bats, once per day, as a stan- dard action. These creatures arrive in 2d6 rounds and serve the cancer mage (understanding his mental commands) for up to 10 minutes per class level.<\/p>\n\n\t<p><strong>Viral Agent (Su):<\/strong> At 5th level, a cancer mage befriends a disease or virus that infests his body. He supernaturally enhances a disease, making it smarter by giving it a point of his own Intelligence. He establishes a telepathic link with the disease that functions at a range of one mile per class level of the cancer mage.<\/p>\n\n\t<p>The cancer mage can then attempt to infect a target with his viral agent, using his contagion ability. If successful, the viral agent can tell the cancer mage telepathically what its host experiences. In all other respects, the viral agent is a normal disease; if the victim fights it off or a cure disease spell is used, the disease and the viral agent die. The cancer mage regains his Intelligence point 24 hours after the viral agent dies. The cancer mage can create as many viral agents as he is willing to devote Intelligence points toward.<br \/>Infected Wound (Ex): Once per day per class level beginning at 6th level, a cancer mage can infect his foe with an infectious taint after making a successful melee attack. The foe takes 1 point of Constitution damage and must make a Fortitude save (DC 10 + cancer mage&#39;s class level + cancer mage&#39;s Wis modifier) 1 hour later or take a further 1d6 points of Constitution damage.<\/p>\n\n\t<p><em>Insect Plague<\/em> (Sp): At 7th level, a cancer mage invokes <a href=\/spells\/players-handbook-v35--6\/insect-plague--2402\/><em>insect plague<\/em><\/a> once per day as a cleric of his class level.<\/p>\n\n\t<p><strong>Insect Armor (Su):<\/strong> By allowing insects and worms to crawl over his body, a 7th-level cancer mage gains a +4 natural armor bonus. The cancer mage cannot wear armor heavier than light armor and keep this benefit, however.<\/p>\n\n\t<p><strong>Viral Ally (Su):<\/strong> In a fashion similar to the viral agent ability, a cancer mage of 8th level or higher can create a viral ally by devoting 3 points of Intelligence to a disease or virus in his system. The cancer mage can then bestow his viral ally upon a humanoid victim using his contagion ability, and the viral ally can communicate telepathically with the cancer mage. The viral ally (and thus the cancer mage) controls its host as surely as with a <a href=\/spells\/players-handbook-v35--6\/dominate-person--2547\/><em>dominate person<\/em><\/a> spell, although the host gets no separate saving throw to avoid the <a href=\/spells\/players-handbook-v35--6\/dominate-person--2547\/>_ dominate person_<\/a> effect. The viral ally is a normal disease, however, and the victim can fight it off with successful Fortitude saves or a cure disease spell, either of which kills the viral ally. The cancer mage regains his missing Intelligence points 24 hours later. A cancer mage can create as many viral allies as he is willing to devote Intelligence points toward.<\/p>\n\n\t<p><strong>Disease Form (Su):<\/strong> At 10th level, a cancer mage gains the ability to tranform into a disease once per day. (This ability also affects up to 100 pounds of gear the cancer mage is carrying, plus tatterdemalion armor, insect armor, and a cancerous companion.) As a disease, the cancer mage is intangible and invisible to standard methods of observation, even blindsight. Creatures with the scent ability note a foulness in the air. The cancer mage cannot move, except with the wind (if any), or within a host.<\/p>\n\n\t<p>The cancer mage may adopt his disease form as a standard action, attempting to infect a living creature within 100 feet. A potential victim must succeed at a Fortitude save (DC 20) to avoid being infected with the cancer mage. Any creature that comes within 10 feet of a cancer mage in disease form is subject to the saving throw to resist infection as well. Once inside an infected host, the cancer mage deals 1d3 points of Constitution damage per day after a 24-hour incubation period. The victim has no way of knowing that the cancer mage is anything other than a normal illness.<\/p>\n\n\t<p>The cancer mage travels with the victim, aware of whatever the victim is aware of. A number of times per day equal to the cancer mage&#39;s Charisma bonus, the cancer mage can attempt to force the victim to take one round&#39;s worth of actions of the cancer mage&#39;s choosing; a successful Will save (DC 18 + cancer mage&#39;s Wis modifier) allows the victim to resist this. While controlling his victim, the cancer mage has access to all skills, feats, spells, and special abilities of the host, plus any of his own that he can use in his disembodied state.<br \/>The cancer mage can leave his host at any time, allowing the victim to recover normally. The victim can also attempt to force the cancer mage out by making Fortitude saves as if the cancer mage were a normal disease. Heal checks help the victim as they would normally. A cure disease spell kills the cancer mage if he fails a Fortitude save (calculating the save DC as for spells of the same level). Even if the cancer mage succeeds at the saving throw, he is forced to reassume his material form adjacent to the victim.<\/p>\n\n\t<p>A cancer mage can remain in disease form as long as he desires, or he can return to his natural form and be done with the disease form for that day. While in disease form, the cancer mage does not need to eat, sleep, or drink, and he does not age. A cancer mage could remain dormant in a room for a hundred years, then take his material form or infect a new victim.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Sneak attack +1d6, disease host <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> <em>Contagion<\/em>, cancerous companion <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Tatterdemalion, <em>poison<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Chlidren of the night <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sneak attack +2d6, viral agent <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Infect wound <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Insect plague,<\/em> insect armor <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Viral ally <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sneak attack +3d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Disease form <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Book of Vile Darkness 52<\/h5>","reference":"Usergen"},{"id":10179,"name":"Animal Lord","type":"prestige","alignment":"Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil","hit_die":"10","full_text":"<div topic='titel'><p><h3>Animal Lord<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><em>Apelord<\/em>: Climb 4, Toughness<br \/><em>Bearlord<\/em>: Intimidate 4, Endurance<br \/><em>Birdlord<\/em>: Spot 4, Improved Flight\u2020<br \/><em>Catlord<\/em>: Move Silently 4, Weapon Finesse<br \/><em>Horselord<\/em>: Jump 4, Run<br \/><em>Sharklord<\/em>: Swim 4, Improved Swimming\u2020<br \/><em>Snakelord<\/em>: Escape Artist 4, Combat Reflexes<br \/><em>Wolflord<\/em>: Survival 4, Track<\/p>\n\n\t<p>\u2020New feat described on page 110.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Animal lords gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Animal Bond (Ex):<\/strong> An animal lord develops a bond with animals of his selected group (see below). He gains a +4 bonus on Handle Animal and wild empathy checks made to influence animals from his chosen group. If an animal lord has the animal companion class feature, he adds his animal lord level to his effective druid level for the purposes of determining his animal companion&#39;s bonus Hit Dice, special abilities, and so forth. <\/p>\n\n\t<p>The eight groups of animals included here, along with examples taken from the <em>Monster Manual,<\/em> are as follows. <br \/><em>Apelord:<\/em> ape, baboon, dire ape, monkey.<br \/><em>Bearlord:<\/em> black bear, brown bear, dire bear, polar bear.<br \/><em>Birdlord:<\/em> eagle, giant eagle\u2020, giant owl\u2020, hawk, owl, raven.<br \/><em>Catlord:<\/em> cat, cheetah, dire lion, dire tiger, leopard, lion, tiger.<br \/><em>Horselord:<\/em> horse (all), pony, warpony.<br \/><em>Sharklord:<\/em> dire shark, shark (all).<br \/><em>Snakelord:<\/em> constrictor, giant constrictor, viper (all).<br \/><em>Wolflord:<\/em> dire wolf, wolf.<br \/>\u2020These creatures are included even though they are not of the animal type. <\/p>\n\n\t<p><strong>Detect Animals (Sp):<\/strong> Beginning at 1st level, an animal lord can detect the presence of any animals of his selected group at will, as if using <em>detect animals or plants<\/em> with a caster level equal to his class level. <\/p>\n\n\t<p><strong>Wild Empathy (Ex)<\/strong>: An animal lord can improve the attitude of an animal. See the druid class feature, page 35 of the <em>Player&#39;s Handbook.<\/em> If an animal lord has wild empathy from another class, his level stack for determining the bonus. <\/p>\n\n\t<p><strong>First Totem:<\/strong> At 2nd level, an animal lord gains a +4 bonus on checks made with a specific skill, determined by his selected group as follows. <em>Apelord<\/em>: Climb; <em>Bearlord<\/em>: Intimidate; <em>Birdlord<\/em>: Spot; <em>Catlord<\/em>: Move Silently; <em>Horselord<\/em>: Jump; <em>Sharklord<\/em>: Swim; <em>Snakelord<\/em>: Escape Artist; <em>Wolflord<\/em>: Survival. <\/p>\n\n\t<p><strong>Low-Light Vision (Ex):<\/strong> At 2nd level, an animal lord gains low-light vision, allowing him to see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. He retains the ability to distinguish color and detail under these conditions. If an animal lord already has low-light vision from another source (such as his race), his low-light vision improves, allowing him to see three times as far as a human in conditions of shadowy illumination.<\/p>\n\n\t<p><strong>Wild Aspect (Su):<\/strong> At 3rd level and higher, an animal lord can take on an aspect of the animals of his selected group. Assuming a wild aspect is a swift action that does not provoke attacks of opportunity (see Swift Actions and Immediate Actions, page 137). Unless otherwise noted, the effect lasts for 1 minute per level. An animal lord can use this ability once per day at 3rd level, plus one additional time per day for every three levels gained after 3rd (twice per day at 6th level and three times per day at 9th level). When an animal lord reaches 7th level, his wild aspect becomes more powerful, as described below. <\/p>\n\n\t<p>If an animal lord has the wild shape ability, he can spend one daily use of wild shape to assume his wild aspect instead (the duration is as normal for the wild aspect). If an animal lord already has a natural attack of the type gained by his wild aspect, use whichever damage figure is superior while the wild aspect is active. If an animal lord wields a weapon while using his wild aspect, he can use the natural attacks gained as natural secondary weapons if he uses his weapon as a primary attack, provided they are still available (an apelord couldn&#39;t use a secondary claw attack, for example, if he wields a two-handed weapon).<\/p>\n\n\t<p><em>Apelord:<\/em> An apelord gains two primary claw attacks. Each claw deals 1d4 points of damage (or 1d3 points for Small apelords). If an apelord hits an opponent with both claw attacks, he rends the foe for an additional 2d4 points of damage (or 2d3 points for Small apelords), plus 1-1\/2 times his Strength bonus. At 7th level, the claw damage increases to 1d6 points (or 1d4 points for Small apelords) and the rend damage to 2d6 points (or 2d4 points for Small apelords).<\/p>\n\n\t<p><em>Bearlord:<\/em> A bearlord gains two primary claw attacks. Each claw deals 1d4 points of damage (or 1d3 points for Small bearlords). If a bearlord hits with a claw attack, he can attempt to start a grapple as a free action without provoking attacks of opportunity. The bearlord still follows all the other normal grappling rules. At 7th level, the claw damage increases to 1d6 points (or 1d4 points for Small bearlords).<\/p>\n\n\t<p><em>Birdlord:<\/em> A birdlord grows feathery wings, allowing him to fly at his base land speed (average maneuverability). At 7th level, the duration increases to 10 minutes per level.<\/p>\n\n\t<p><em>Catlord:<\/em> A catlord gains two primary claw attacks. Each claw deals 1d4 points of damage (or 1d3 points for Small catlords). If a catlord charges, he can attack with both claws at the end of his charge. At 7th level, the claw damage increases to 1d6 points (or 1d4 points for Small catlords).<\/p>\n\n\t<p><em>Horselord:<\/em> A horselord&#39;s speed, as well as the speed of any horse upon which he rides, improves by 10 feet for a duration of 1 hour per level. At 7th level, the speed increase improves to 20 feet.<\/p>\n\n\t<p><em>Sharklord:<\/em> A sharklord gains a devastating bite as a primary natural attack. The bite deals 1d8 points of damage (or 1d6 points for Small sharklords). A sharklord also gains the ability to breathe water while his wild aspect is active. At 7th level, the bite damage increases to 2d6 points (or 1d8 points for Small sharklords).<\/p>\n\n\t<p><em>Snakelord:<\/em> A snakelord gains a poisonous bite as a primary natural attack for 1 round per level. This bite deals 1d4 points of damage (or 1d3 points for Small snakelords). The poison&#39;s Fortitude save DC is 10 + animal lord level + Con modifier, and it deals initial and secondary damage of 1d3 points of Constitution. At 7th level, the bite damage increases to 1d6 points (or 1d4 points for Small snakelords), and the initial and secondary poison damage increases to 1d4 points of Constitution.<\/p>\n\n\t<p><em>Wolflord:<\/em> A wolflord gains the scent ability (see page 314 of the <em>Monster Manual<\/em>) for 10 minutes per level. At 7th level, the duration increases to 1 hour per level.<\/p>\n\n\t<p><strong>Speak with Animals (Sp):<\/strong> Beginning at 4th level, an animal lord can use <em>speak with animals<\/em> (as the spell) once per day to converse with animals of his selected group.<\/p>\n\n\t<p><strong>Summon Animal (Sp):<\/strong> Beginning at 5th level, an animal lord can summon one or more animals of his selected group once per day. This ability functions identically to <em>summon nature&#39;s ally V<\/em>, except that an animal lord can summon creatures only from his selected group, as detailed below. The duration of the effect is 1 minute per class level.<\/p>\n\n\t<p><em>Apelord:<\/em> 1d3 dire apes or 1d4+1 apes.<br \/><em>Bearlord:<\/em> 1 polar bear, 1d3 brown bears, or 1d4+1 black bears. <br \/><em>Birdlord:<\/em> 1d4+1 eagles, giant eagles <sup>1<\/sup>, giant owls <sup>1<\/sup>, hawks, ravens, or owls.<br \/><em>Catlord:<\/em> 1 dire lion, 1d3 tigers, or 1d4+1 lions.<br \/><em>Horselord:<\/em> 1d4+1 heavy horses, heavy warhorses, light horses, light warhorses, ponies, or warponies.<br \/><em>Sharklord:<\/em> 1d3 Huge sharks <sup>2<\/sup> or 1d4+1 Large sharks <sup>2<\/sup>.<br \/><em>Snakelord:<\/em> 1 giant constrictor snake, 1d3 Huge vipers, or 1d4+1 constrictor snakes or Large vipers.<br \/><em>Wolflord:<\/em> 1d4+1 dire wolves or wolves.<br \/><sup>1<\/sup> May be summoned only by nonevil birdlords.<br \/><sup>2<\/sup> May be summoned only into an aquatic or watery environment.<\/p>\n\n\t<p><strong>Second Totem:<\/strong> At 6th level, an animal lord gains a bonus feat related to his selected group, even if he doesn&#39;t meet the prerequisites. If the animal lord already has the feat, he can choose any other feat for which he meets the prerequisites. <em>Apelord:<\/em> Brachiation\u2020; <em>Bearlord:<\/em> Improved Grapple; <em>Birdlord:<\/em> Flyby Attack (see page 303 of the <em>Monster Manual<\/em>); <em>Catlord:<\/em> Lightning Reflexes; <em>Horselord:<\/em> Trample; <em>Sharklord:<\/em> Improved Critical (bite); <em>Snakelord:<\/em> Improved Initiative; <em>Wolflord:<\/em> Improved Trip.<br \/>\u2020New feat described on page 106.<\/p>\n\n\t<p><strong>Animal Growth (Sp):<\/strong> Once per day, an animal lord of 7th level or higher can use animal growth on a single animal from his selected group as a swift action (see Swift Actions and Immediate Actions, page 137) as a spellcaster of his class level. This ability otherwise functions just like the spell.<\/p>\n\n\t<p><strong>Animal Telepathy (Su):<\/strong> Beginning at 8th level, an animal lord can converse telepathically with any animal of his selected group that he can see within 100 feet.<\/p>\n\n\t<p><strong>Third Totem:<\/strong> At 10th level, an animal lord gains a permanent 2-point increase to one of his ability scores, determined by his chosen animal group as follows. <em>Apelord:<\/em> +2 Strength; <em>Bearlord:<\/em> +2 Constitution; <em>Birdlord:<\/em> +2 Wisdom; <em>Catlord:<\/em> +2 Dexterity; <em>Horselord:<\/em> +2 Constitution; <em>Sharklord:<\/em> +2 Strength; <em>Snakelord:<\/em> +2 Charisma; <em>Wolflord:<\/em> +2 Strength.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Animal bond, <em>detect animals<\/em>, wild empathy <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> First totem, low-light vision <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Wild aspect 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> <em>Speak with animals<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> <em>Summon animal<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Second totem, wild aspect 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Animal growth<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Animal telepathy <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Wild aspect 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Third totem <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Adventurer 22<\/h5>","reference":"Usergen"},{"id":10180,"name":"Dread Pirate","type":"prestige","alignment":"Any nonlawful.","hit_die":"8","full_text":"<div topic='titel'><p><h3>Dread Pirate<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonlawful..<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> The character must own a ship worth at least 10,000 gp. The method of acquisition&#8212;purchase, force of arms, or skullduggery&#8212;makes no difference, as long as he can freely operate it on the high seas.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Dread pirates are proficient with all simple weapons, with light martial weapons, and with the rapier. Dread pirates are proficient with light armor but not with shields.<\/p>\n\n\t<p><strong>Seamanship (Ex):<\/strong> A dread pirate adds his class level as an insight bonus on all Profession (sailor) checks. Allies within sight or hearing of a dread pirate add an insight bonus equal to half this number on their Profession (sailor) checks.<\/p>\n\n\t<p><strong>Two-Weapon Fighting:<\/strong> A dread pirate wearing light or no armor is treated as having the Two-Weapon Fighting feat, even if he does not have the prerequisites for the feat.<\/p>\n\n\t<p><strong>Fearsome Reputation (Ex):<\/strong> By the time he attains 2nd level, a dread pirate has developed a reputation on the high seas. At this point, he must choose whether to cultivate a reputation as an honorable pirate (avoiding undue bloodshed, honoring flags of truce, and the like) or as a dishonorable pirate (favoring mayhem and dire treatment of prisoners).<\/p>\n\n\t<p>An honorable dread pirate gains a +2 circumstance bonus on Diplomacy checks, while a dishonorable one gains a +2 circumstance bonus on Intimidate checks. This bonus increases to +4 at 6th level and to +6 at 10th level. In addition, a dread pirate gains other abilities at higher levels based on his chosen reputation.<\/p>\n\n\t<p>A dread pirate&#39;s actual activities or alignment need not match his reputation. However, a radical shift away from his reputation might negate or even reverse that reputation at the DM&#39;s option. Also, a dread pirate in disguise does not gain any effect granted by his reputation (including the special abilities described below that depend on the dread pirate&#39;s reputation).<\/p>\n\n\t<p><strong>Rally the Crew (Ex):<\/strong> Starting at 3rd level, an honorable dread pirate can inspire his allies (including himself) to great bravery in combat once per day. This inspiration grants them a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack rolls and weapon damage rolls. To be affected, an ally must be able to see or hear the dread pirate. The effect requires a free action to activate and lasts for 1 minute per class level, even if the dread pirate moves out of range or loses consciousness. This is a mind-affecting ability. <\/p>\n\n\t<p>At 7th level, a dread pirate can use this ability twice per day, and the bonus increases to +2. <\/p>\n\n\t<p>If a dread pirate has the inspire courage bardic music ability, he can add the morale bonus gained from that ability to the morale bonus gained from this ability to determine the total morale bonus granted. For example, an 8th-level bard\/3rd-level dread pirate would provide a +3 morale bonus on attack rolls and weapon damage rolls.<\/p>\n\n\t<p><strong>Sneak Attack (Ex):<\/strong> Beginning at 3rd level, a dishonorable dread pirate deals an extra 1d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. See the rogue class feature, page 50 of the <em>Player&#39;s Handbook<\/em>. The amount of extra damage dealt increases to 2d6 at 7th level. If a dishonorable dread pirate gets a sneak attack bonus from another source (such as levels of rogue), the bonuses on damage stack.<\/p>\n\n\t<p><strong>Acrobatic Charge (Ex):<\/strong> A dread pirate of 4th level or higher can charge over difficult terrain that normally slows movement or through the squares occupied by allies blocking his path. This ability enables him to charge across a cluttered ship&#39;s deck, leap down from a higher deck, or swing between two adjacent ships to get to his target. Depending on the circumstances, he might still need to make appropriate checks (such as Jump, Tumble, or Use Rope checks) to successfully move over the terrain.<\/p>\n\n\t<p><strong>Steady Stance (Ex):<\/strong> At 4th level and higher, a dread pirate remains stable on his feet when others have difficulty standing. He is not considered flat-footed while balancing or climbing, and he adds his class level as a bonus on Balance or Climb checks to remain balancing or climbing when he takes damage.<\/p>\n\n\t<p><strong>Luck of the Wind (Ex):<\/strong> Once per day, an honorable dread pirate of 5th level or higher can reroll any failed attack roll, skill check, ability check, or saving throw. He must take the result of the reroll, even if it&#39;s worse than the original roll.<\/p>\n\n\t<p><strong>Scourge of the Seas (Ex):<\/strong> Starting at 5th level, a dishonorable dread pirate can instill fear into his enemies. When the character uses Intimidate to demoralize foes, the attempt affects all enemies within 30 feet who can see and hear him, and the effect lasts for a number of rounds equal to his Charisma modifier (minimum 1 round). Multiple uses of this ability don&#39;t stack. This is a mind-affecting ability.<\/p>\n\n\t<p><strong>Skill Mastery (Ex):<\/strong> At 8th level, a dread pirate becomes supremely confident of his mobility. He has mastered the skills Balance, Climb, Jump, and Tumble to the extent that he can take 10 with them even under stress.<\/p>\n\n\t<p><strong>Fight to the Death (Ex):<\/strong> At 9th level and higher, an honorable dread pirate can inspire his allies to carry on against tremendous odds. Each ally affected by the dread pirate&#39;s rally the crew ability (see above) also gains temporary hit points equal to 10 + the dread pirate&#39;s Cha bonus (minimum 10), gains a dodge bonus to Armor Class equal to the dread pirate&#39;s Cha bonus (minimum +1), and is treated as having the Diehard feat even if he doesn&#39;t meet the prerequisites. These effects are lost if the dread pirate loses consciousness.<\/p>\n\n\t<p><strong>Motivate the Scum (Ex):<\/strong> Once per day, a dishonorable dread pirate of 9th level or higher can motivate his allies by killing a helpless individual. All allies of the dread pirate who see the act gain a +2 morale bonus on damage rolls. This effect lasts for 24 hours.<\/p>\n\n\t<p>Most dishonorable dread pirates don&#39;t care whether the victim is a prisoner or one of their own crew. In fact, if the slain individual is one of the dread pirate&#39;s crew, the morale bonus on damage rolls improves to +4, but the allies also take a &#8212;2 penalty on Will saves for the duration of the effect.<\/p>\n\n\t<p><strong>Pirate King (Ex):<\/strong> A 10th-level dread pirate&#39;s exploits have become so legendary that great numbers of able sailors are willing to sign on as his crew for no compensation other than a share of the booty. Treat this ability as the equivalent of the Leadership feat, except that only followers (and no cohorts) are gained.<\/p>\n\n\t<h4><span class=caps>THE<\/span> <span class=caps>PIRATE<\/span> <span class=caps>CODE<\/span><\/h4>\n\n\t<p>Most pirate codes share a number of elements regarding the proper &quot;etiquette&quot; of piracy. Here are a few ideas that might be appropriate for your dread pirate&#39;s personal code:\n\t<ul>\n\t\t<li>Everyone shall obey all orders.<\/li>\n\t\t<li>Everyone shall have a vote in major decisions. (This point is not necessarily limited to honorable dread pirates.)<\/li>\n\t\t<li>Everyone shall have a share of captured food and drink.<\/li>\n\t\t<li>Booty will be shared out as follows: one share to each among the crew; one and one-half shares each to the first mate, master carpenter, and boatswain; and two shares to the captain. (Some honorable captains might accept a smaller share, but they will take no fewer than one and one-half shares.)<\/li>\n\t\t<li>Anyone not keeping his weapons clean and fit for an engagement shall be cut off from his share, and suffer other punishment as the captain deems fit.<\/li>\n\t\t<li>Anyone who strikes another among the crew shall receive forty lashes across his back.<\/li>\n\t\t<li>Anyone who attempts to desert or keep any secret from the company shall be marooned with one bottle of water and one weapon.<\/li>\n\t\t<li>Anyone who steals from a crewmate shall be marooned or run through. (The latter consequence is more appropriate for dishonorable dread pirates.)<\/li>\n\t<\/ul><\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Seamanship, two-weapon fighting <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Fearsome reputation +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Rally the crew +1 (1\/day) or sneak attack +1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Acrobatic charge, steady stance <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Luck of the wind or scourge of the seas <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Fearsome reputation +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Rally the crew +2 (2\/day) or sneak attack +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Skill mastery <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Fight to the death or motivate the scum <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Fearsome reputation +6, pirate king <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Adventurer 39<\/h5>","reference":"Usergen"},{"id":10181,"name":"Dungeon Delver","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Dungeon Delver<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 8.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Trapfinding class feature.<br \/><strong>Special:<\/strong> The character must survive a great trial underground. This trial usually takes one of three forms:\n\t<ul>\n\t\t<li>A solo dungeon expedition that earns the character half of the experience points needed for advancement to the next level. (For example, a 7th-level character must earn 3,500 XP on such a solo run.) The character must complete the venture in one week, though he may leave the dungeon and return as often as desired during that time.<\/li>\n\t\t<li>Survival of a cave-in or other collapse (see page 66 of the <em>Dungeon Master&#39;s Guide<\/em>). <\/li>\n\t\t<li>Living for a year without seeing the light of the sun, usually among underground denizens such as the deep dwarves or drow.<\/li>\n\t<\/ul><\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Dungeon delvers gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Darkvision (Ex):<\/strong> A dungeon delver&#39;s long exposure to pitch-black subterranean surroundings enables him to develop darkvision out to 60 feet. If the character already has darkvision, the range increases by 30 feet.<\/p>\n\n\t<p><strong>Deep Survival (Ex):<\/strong> A dungeon delver&#39;s experience in deep, dark places grants him a great familiarity with that world. He adds his class level to Survival checks made in underground environments.<\/p>\n\n\t<p><strong>Trap Sense (Ex):<\/strong> A dungeon delver is adept at evading the effects of traps. See the barbarian class feature, page 26 of the Player&#39;s Handbook. The bonuses rise by 1 for every three additional dungeon delver levels gained (+2 at 4th level, +3 at 7th level, and +4 at 10th level) and stack with similar bonuses granted by other classes.<\/p>\n\n\t<p><strong>Reduce (Sp):<\/strong> A dungeon delver frequently finds it necessary to squeeze through narrow crevices, half-collapsed passages, prison bars, and other tight spots that would normally block a character of his size and bulk. Starting at 2nd level, a dungeon delver can use reduce person on himself three times per day  (regardless of his creature type). His caster level is equal to his class level.<\/p>\n\n\t<p><strong>Stonecunning (Ex):<\/strong> At 2nd level, a dungeon delver gains the stonecunning ability. This functions exactly as the dwarf racial trait of the same name (see page 15 of the <em>Player&#39;s Handbook<\/em>), except that the check modifiers are competence bonuses rather than racial bonuses. If a dungeon delver already has stonecunning because of his race, both sets of bonuses apply.<\/p>\n\n\t<p><strong>Augury (Sp):<\/strong> Beginning at 3rd level, a dungeon delver can foretell whether a particular action will bring good or bad results for him in the immediate future. Once per day, he can use augury as a free action; his caster level is equal to his class level. He can use this ability one additional time per day for every three additional class levels gained (2\/day at 6th level and 3\/day at 9th level). <\/p>\n\n\t<p><strong>Skill Mastery (Ex):<\/strong> At 3rd level, a dungeon delver becomes so confident in the use of certain skills that he can use them reliably even under adverse conditions. The character selects a number of skills equal to 3 + his Intelligence modifier. See the rogue class feature, page 51 of the <em>Player&#39;s Handbook<\/em>.<\/p>\n\n\t<p><strong>Evasion (Ex):<\/strong> Beginning at 4th level, a dungeon delver can avoid damage from certain attacks with a successful Reflex save. See the monk class feature, page 41 of the <em>Player&#39;s Handbook<\/em>.<\/p>\n\n\t<p>If a dungeon delver already has evasion, he gains improved evasion instead, allowing him to avoid damage from certain attacks with a successful Reflex save and take only half damage on a failed save. See the monk class feature, page 42 of the <em>Player&#39;s Handbook<\/em>.<\/p>\n\n\t<p><strong>Blindsense (Ex):<\/strong> At 5th level, a dungeon delver gains the ability to activate an acute sensitivity to sounds, smells, movement, and other disturbances within 30 feet. This functions as described on page 306 of the <em>Monster Manual<\/em> and lasts for 1 minute per class level. A dungeon delver can use blindsense once per day at 5th level and twice per day at 10th level.<\/p>\n\n\t<p><strong>Passwall (Sp):<\/strong> Starting at 6th level, a dungeon delver can use <em>passwall<\/em> once per day as a caster of his class level. This ability comes in handy for bypassing small cave-ins or sneaking into vaults.<\/p>\n\n\t<p><strong>Find the Path (Sp):<\/strong> Starting at 8th level, a dungeon delver can use <em>find the path<\/em> twice per day as a caster of his class level. Typically, a delver uses this to find his way into and out of confounding mazes and dungeons. He can target only himself with the ability.<\/p>\n\n\t<p><strong>Phase Door (Sp):<\/strong> At 9th level, a dungeon delver gains the ability to use <em>phase door<\/em> once per day as an 18th-level caster. This ability enables him to bypass cave-ins, walk through dead ends and immovable obstructions, and make quick escapes through walls.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Darkvision, deep survival, trap sense +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> <em>Reduce,<\/em> stonecunning <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> <em>Augury<\/em> 1\/day, skill mastery <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Evasion, trap sense +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Blindsense 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Augury<\/em> 2\/day, <em>passwall<\/em>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Trap sense +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Find the path<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Augury<\/em> 3\/day, phase door <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Blindsense 2\/day, trap sense +4 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Adventurer 42<\/h5>","reference":"Usergen"},{"id":10182,"name":"Exemplar","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Exemplar<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 8.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>Any other skill 13 ranks.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Exemplars gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Skill Artistry (Ex):<\/strong> An exemplar is particularly talented in the use of one of her skills. Choose one skill in which the exemplar has at least 13 ranks. She gains a +4 competence bonus on all checks involving that skill.<\/p>\n\n\t<p>At 4th, 7th, and 10th levels, an exemplar gains this ability again. Each time she selects a different skill to receive the +4 competence bonus, provided she has at least 13 ranks in a skill that she has not yet chosen to benefit from this ability. If not, she gains no benefit from the ability until she has 13 ranks in another skill. She can then immediately apply the benefit of skill artistry to that skill.<\/p>\n\n\t<p><strong>Skill Mastery (Ex):<\/strong> An exemplar is so confident in the use of certain skills that she can use them reliably even under adverse conditions. She selects a number of skills equal to 1 + her Int modifier. When making a check with one of these skills, she can take 10 even if stress and distractions would normally prevent her from doing so. Each time an exemplar gains a class level, she can add another skill to the list of skills with which she has mastery.<\/p>\n\n\t<p><strong>Lend Talent (Ex):<\/strong> Starting at 2nd level, an exemplar can lend some of her skill artistry to allies, allowing them to exceed their normal talents. By accepting a penalty on checks using a skill for which she has selected skill artistry, an exemplar grants a competence bonus on checks with that skill to all allies within 30 feet. The penalty can be any number that does not exceed the exemplar&#39;s class level, and the competence bonus is equal to one-half the penalty. Activating this ability is a full-round action,<br \/>and the effect lasts for as long as the exemplar remains conscious and within range.<\/p>\n\n\t<p>For example, a 4th-level exemplar who has selected skill artistry with Craft (armorsmithing) can accept  a &#8212;4 penalty on Craft (armorsmithing) checks to grant all allies within 30 feet a +2 competence bonus on Craft (armorsmithing) checks for as long as she remains nearby. <\/p>\n\n\t<p>At 8th level, the competence bonus granted by this ability becomes equal to the penalty accepted by the exemplar.<\/p>\n\n\t<p><strong>Bonus Feat:<\/strong> At 3rd, 6th, and 9th levels, an exemplar gains a bonus feat, which must be selected from  the following list: Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Blind-Fight, Combat Casting, Combat Expertise, Deceitful, Deft Hands, Diligent, Improved Initiative, Improved Swimming\u2020, Investigator, Magical Aptitude, Negotiator, Nimble Fingers, Open Minded\u2020, Persuasive, Self-Sufficient, Skill Focus, Stealthy, Track, or Versatile Performer\u2020. The exemplar must meet all the prerequisites for the chosen feat.<br \/>\u2020 New feat described in Chapter 3.<\/p>\n\n\t<p><strong>Sustaining Presence (Su):<\/strong> Starting at 4th level, an  exemplar knows how to call upon her force of personality  to help keep herself alive in tense or dangerous situations. She adds her Charisma bonus (if any) to her Concentration checks and Fortitude saves.<\/p>\n\n\t<p><strong>Persuasive Performance (Ex):<\/strong> Starting at 5th level, an exemplar can use her skill artistry to improve the attitudes of NPCs. To do this, the NPCs must observe her using one of the skills to which she has applied skill artistry. Treat this as a Diplomacy check made to influence <span class=caps>NPC<\/span> attitudes (see pages 71&#8212;72 of the <em>Player&#39;s Handbook<\/em>), but replace the Diplomacy check with a check using the chosen skill.<\/p>\n\n\t<p>The demonstration must be nonthreatening and intended to entertain and amuse the onlookers. Viewers must be within 30 feet of the exemplar, must be able to see her clearly, and must willingly pay attention to her actions. This ability requires at least 1 minute to perform, and it can affect a particular creature only once every 24 hours.<\/p>\n\n\t<p><strong>Intellectual Agility (Su):<\/strong> Starting at 8th level, an exemplar can channel her intellect to more physical needs. She adds her Intelligence bonus (if any) to her initiative checks and Reflex saves.<\/p>\n\n\t<p><strong>Perfect Self:<\/strong> A 10th-level exemplar has tuned her body with skill to the point that she becomes a magical creature. Her type changes to outsider (native). See the monk class feature, page 42 of the Player&#39;s Handbook.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Skill artistry, skill mastery <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Lend talent (one-half penalty) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Skill artistry, sustaining presence <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Persuasive performance <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Skill artistry <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Intellectual agility, lend talent (equal to penalty) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Perfect self, skill artistry <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Adventurer 44<\/h5>","reference":"Usergen"},{"id":10183,"name":"Fochlucan Lyrist","type":"prestige","alignment":"Neutral good, neutral, chaotic neutral, or neutral evil.","hit_die":"6","full_text":"<div topic='titel'><p><h3>Fochlucan Lyrist<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Neutral good, neutral, chaotic neutral, or neutral evil..<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells:<\/strong> Ability to cast 1st-level arcane and divine spells.<br \/><strong>Special:<\/strong> Bardic knowledge and evasion abilities.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Fochlucan lyrists gain no proficiency with any weapon or armor. <\/p>\n\n\t<p><strong>Spells per Day\/Spells Known:<\/strong> At each level, a Fochlucan lyrist gains new spells per day (and spells known, if applicable) as if she had also gained a level in any one arcane spellcasting class and any one divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one arcane spellcasting class or divine spellcasting class before becoming a Fochlucan lyrist, she must decide to which class to add each Fochlucan lyrist level for the purpose of determining spells per day, spells known, and overall caster level. <\/p>\n\n\t<p>For example, a 2nd-level rogue\/5th-level bard\/4th-level druid\/3rd-level Fochlucan lyrist can cast arcane spells as an 8th-level bard and divine spells as a 7th-level druid. <\/p>\n\n\t<p><strong>Bardic Knowledge (Ex):<\/strong> A Fochlucan lyrist can attempt to recall some relevant piece of information about local notable people, legendary items, or noteworthy places. See the bard class feature, page 28 of the <em>Player&#39;s Handbook<\/em>. She adds her Fochlucan lyrist class level to her bardic knowledge checks, so her bardic knowledge checks have a bonus equal to her bard level + her Fochlucan lyrist level + her Int modifier.<\/p>\n\n\t<p><strong>Bardic Music:<\/strong> A Fochlucan lyrist adds her lyrist level to her bard level to determine the number of times per day she can use her bardic music, the bardic music abilities she can employ, and the power of those abilities. For example, a 2nd-level rogue\/5th-level bard\/4th-level druid\/3rd-level Fochlucan lyrist can use her bardic music eight times per day, can use any bardic music ability an 8th-level bard could use (assuming she meets the Perform skill rank requirements), and is treated as an 8th-level bard for adjudicating the effects of those abilities (such as number of targets, save DC, and so forth). <\/p>\n\n\t<p><strong>Unbound:<\/strong> A Fochlucan lyrist&#39;s druid oaths are relaxed, allowing her to wear light metal armor with no loss of spellcasting, supernatural, or spell-like abilities. A lyrist also suffers no experience point penalty for multi-classing.<\/p>\n\n\t<h4><span class=caps>FOCHLUCAN<\/span> <span class=caps>BANDORE<\/span><\/h4>\n\n\t<p>In the same vein that most folk consider the Fochlucan College to be the most famous of the bardic colleges, the most well-known and most often encountered of all the famed instruments of the bards is the Fochlucan bandore. (This item and the other instruments of the bards are described in detail in Complete Arcane.)<\/p>\n\n\t<p>This three-stringed masterwork lute grants a +2 circumstance bonus on Perform (string instruments) checks and a +1 competence bonus on bardic music checks for countersong, fascinate, and suggestion. The instrument can be played by anyone to produce light once per day. Any character with at least 2 ranks in Perform (string instruments) can use the bandore to cast flare, mending, and message each once per day.<\/p>\n\n\t<p>Faint transmutation, faint evocation; CL 3rd; Craft Wondrous Item, flare, light, mending, message, creator must be a bard; Price 1,900 gp; Weight 3 lb.<\/p>\n\n\t<h4><span class=caps>FOCHLUCAN<\/span> <span class=caps>COLLEGE<\/span><\/h4>\n\n\t<p>Perhaps the most famous of the bardic colleges, the Fochlucan College serves as a beacon of learning and diplomacy in a dark and restless land. Many have accused the Fochlucan masters of fomenting intrigues among the nearby kingdoms and using their famed neutrality to conceal the real extent of their meddling and manipulation. By advising mighty rulers and undertaking the tutoring of royal heirs, the Fochlucan bards turn the fate of kingdoms with nothing more than quiet words and whispered secrets.<\/p>\n\n\t<p>The Fochlucan College itself is located on the shores of the misty Loch Firrnen, a few miles from the town of Oakenway. The College is a rambling old stone building that resembles something between a minor lord&#39;s manor house and a decrepit old monastery. Green ivy covers its walls, and old lanterns hanging from its eaves warm its chill, misty nights with golden light.<\/p>\n\n\t<p>No more than a handful of its collegians are present at any given time&#8212;the strength of the organization lies in the learning and skill of its individual members, not in any muster of warriors. Members are welcome to stay as long as they like but are expected to contribute to the college&#39;s upkeep. The customary donation is 50 gp a month (for itinerant members) or 200 gp a month (for members living on the premises).<\/p>\n\n\t<p>A small number of servants keep the College in order and prepare meals, but there are no guards or soldiers. Instead, its defense lies primarily in the reputation and influence of its members. Should trouble come anyway, the College is well defended by the handful of lyrists or guests who happen to be visiting at any given time. In case of serious trouble, the Fochlucans turn to the creatures of the surrounding forest. Through ancient pacts, the sylvan denizens of Loch Firrnen&#39;s forests are pledged to defend the bards&#39; house against attack.<\/p>\n\n\t<p>The College is governed by the Yew Circle, a small council composed of the five most senior Fochlucans currently enrolled in the order. All five are nominally equal, but if the Circle&#39;s opinion is divided on any important matter, the Eldest of the Circle&#8212;the Fochlucan who has served the longest in the college&#8212;decides the issue. Currently, the Eldest of Fochlucan is Yew Master Hurlich Stennarden, a half-elf who has belonged to the College for better than fifty years. The masters of the Yew Circle rarely meet, since they are not often at the College at the same time.<\/p>\n\n\t<p>The Fochlucans are affiliated with several other bardic colleges in neighboring lands, including the College of Mac-Fuirmidh, the Doss School, and the High College of Anstruth, oldest and most knowledgeable of the colleges.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t\t<th>Spells per Day\/Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bardic knowledge, bardic music, unbound <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class and +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class and +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class and +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class and +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class and +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class and +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class and +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class and +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class and +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class and +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Adventurer 47<\/h5>","reference":"Usergen"},{"id":10184,"name":"Ghost-faced Killer","type":"prestige","alignment":"Any evil.","hit_die":"8","full_text":"<div topic='titel'><p><h3>Ghost-faced Killer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any evil..<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Ghost-faced killers are proficient with all simple and martial weapons, and with light armor.<\/p>\n\n\t<p><strong>Ghost Step (Su):<\/strong> A ghost-faced killer can become invisible for 1 round once per day. Using this ability is a swift action (see Swift Actions and Immediate Actions, page 137) that does not provoke attacks of opportunity. A ghost-faced killer can use this ability one additional time  per day for every three class levels gained above 1st (2\/day at 4th level, 3\/day at 7th level, and 4\/day at 10th level). <\/p>\n\n\t<p>At 6th level, a ghost-faced killer can become ethereal when using ghost step instead of becoming invisible.<\/p>\n\n\t<p><strong>Sudden Strike (Ex):<\/strong> If a ghost-faced killer of 2nd level or higher can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage. Whenever a ghost-faced killer&#39;s target is denied her Dexterity bonus to Armor Class (if any) against his attack, the ghost-faced killer deals an extra 1d6 points of damage with his attack. The bonus damage increases by 1d6 every three levels (+2d6 at 5th level, +3d6 at 8th level). This ability otherwise works like the ninja ability described on page 8.<\/p>\n\n\t<p><strong>Frightful Attack (Su):<\/strong> Beginning at 3rd level, a ghost-faced killer can panic onlookers and even frighten his victim to death by making a sudden strike attack. Once per day, a ghost-faced killer can designate a melee sudden strike attack as a frightful attack. The ghost-faced killer must use his Power Attack feat on the attack and must take a penalty of at least &#8212;1 to his attack roll. If the attack deals damage to the target, the victim must make a Will save (DC 10 + ghost-faced killer&#39;s class level + ghost-faced killer&#39;s Cha modifier). If the victim succeeds, she is shaken for 1 round per class level of the ghost-faced killer; if she fails, she instantly dies of fear. Creatures immune to mind-affecting effects, immune to fear, or with Hit Dice that exceed the ghost-faced killer&#39;s character level are immune to this frightful attack.<\/p>\n\n\t<p>In addition, all creatures within 30 feet who see the frightful attack (not including the victim, the ghost-faced killer, or the ghost-faced killer&#39;s allies) become panicked (if their Hit Dice are less than the ghost-faced killer&#39;s class level + his Cha modifier) or shaken (if their Hit Dice equal or exceed the ghost-faced killer&#39;s class level + Cha modifier) for 1 round per class level of the ghostfaced killer. A successful Will save (DC 10 + ghost-faced killer&#39;s class level + ghost-faced killer&#39;s Cha modifier + damage bonus from Power Attack on the frightful attack) negates this effect.<\/p>\n\n\t<p>A ghost-faced killer can use this ability one additional time per day for every three levels gained above 3rd (2\/day at 6th level, 3\/day at 9th level).<\/p>\n\n\t<p><strong>Ghost Sight (Su):<\/strong> Starting at 7th level, a ghost-faced killer can see ethereal and invisible creatures and objects as easily as he sees material creatures and objects. <\/p>\n\n\t<p><strong>Frightful Cleave (Su):<\/strong> If a 10th-level ghost-faced killer slays a foe with his frightful attack (either from the damage dealt or because of a failed save against its fear effect), he gets an immediate extra melee attack against another target within reach. If the new target is flat-footed, this extra attack is also a frightful attack, though it doesn&#39;t count against the ghost-faced killer&#39;s daily limit of frightful attacks. This ability otherwise functions exactly as the Cleave feat (see page 92 of the <em>Player&#39;s Handbook<\/em>.)<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Ghost step 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Sudden strike +1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Frightful attack 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Ghost step 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sudden strike +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Frightful attack 2\/day, ghost step (ethereal) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Ghost sight, ghost step 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sudden strike +3d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Frightful attack 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Frightful cleave, ghost step 4\/day <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Adventurer 51<\/h5>","reference":"Usergen"},{"id":10185,"name":"Highland Stalker","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Highland Stalker<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Skirmish or sneak attack class feature.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Highland stalkers are proficient with light armor. They gain no proficiency with any weapon.<\/p>\n\n\t<p><strong>Mountain Stride (Ex):<\/strong> A highland stalker can move through scree and dense rubble at her normal speed. She can also move up steep slopes and stairs at her normal speed. See pages 89&#8212;92 of the <em>Dungeon Master&#39;s Guide<\/em> for descriptions of terrain types.<\/p>\n\n\t<p><strong>Skirmish (Ex):<\/strong> A highland stalker relies on mobility to deal extra damage and improve her defense. Starting at 2nd level, she deals an extra 1d6 points of damage on all attacks during any round in which she moves at least 10 feet. This extra damage applies only to attacks taken during her turn. It increases by an additional 1d6 for every four levels gained above 2nd (2d6 at 6th and 3d6 at 10th).<\/p>\n\n\t<p>This extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this extra damage. A highland stalker must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Highland stalkers can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.  <\/p>\n\n\t<p>At 4th level, a highland stalker gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as she has moved 10 feet, and lasts until the start of her next turn. It improves to +2 at 8th level.<\/p>\n\n\t<p>A highland stalker loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.<\/p>\n\n\t<p><strong>Swift Tracker (Ex):<\/strong> Beginning at 3rd level, a highland stalker can move at her normal speed while following tracks. See the ranger class feature, page 48 of the <em>Player&#39;s Handbook<\/em>.<\/p>\n\n\t<p>Surefooted (Ex): Starting at 5th level, a highland stalker is well acquainted with the dangers of mountainous terrain. She can ignore DC modifiers on Balance, Move Silently, and Tumble checks derived from scree, light rubble, dense rubble, steep slopes, or stairs (see page 89 of the <em>Dungeon Master&#39;s Guide<\/em>). She also does not need to make a DC 10 Balance check when running or charging down a steep slope.<\/p>\n\n\t<p><strong>Camouflage (Ex):<\/strong> Beginning at 7th level, a highland stalker can use the Hide skill in any sort of natural terrain.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Mountain stride <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Skirmish (+1d6) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Swift tracker <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Skirmish (+1d6, +1 AC) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Surefooted <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Skirmish (+2d6, +1 AC) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Camouflage <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Skirmish (+2d6, +2 AC) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Skirmish (+3d6, +2 AC) <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Adventurer 54<\/h5>","reference":"Usergen"},{"id":10186,"name":"Maester","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Maester<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race:<\/strong> Gnome.<br \/><strong>Feats:<\/strong> Any two item creation feats.<br \/><strong>Spells:<\/strong> Arcane caster level 5th.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Maesters gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Bonus Feats:<\/strong> At 1st and 5th level, a maester receives a bonus item creation feat. He must meet the prerequisites for this feat.<\/p>\n\n\t<p><strong>Quick Crafting (Ex):<\/strong> A maester can craft magic items in half the normal time required (one day per 2,000 gp in the item\u2019s base price; minimum one day).<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known:<\/strong> Beginning at 2nd level, a maester gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefi t a character of that class would have gained. If he had more than one spellcasting class before becoming a maester, he must decide to which class to add each level for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Identification (Sp):<\/strong> A maester of 3rd level or higher can determine the magical properties of a magic item by handling it for 1 minute and making a successful Spellcraft check (DC 10 + the item\u2019s caster level). The maester can\u2019t take 10 on this check, nor can he retry the check (and thus he can\u2019t take 20). This ability otherwise functions as the <em>identify<\/em> spell.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t\t<th>Spells per Day\/Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bonus feat, quick crafting <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Identification<\/em> <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Adventurer 56<\/h5>","reference":"Usergen"},{"id":10187,"name":"Master of Many Forms","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Master of Many Forms<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Wild shape class feature.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Masters of many forms gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Shifter&#39;s Speech (Ex):<\/strong> A master of many forms maintains her ability to speak normally (including verbal components of spells) regardless of the form she takes. Furthermore, she can communicate with other creatures of the same kind while in wild shape, as long as such creatures are normally capable of communicating with each other using natural methods.<\/p>\n\n\t<p><strong>Improved Wild Shape (Su):<\/strong> A master of many forms knows how to use her wild shape ability to assume a wider range of forms. At 1st level, she can assume a humanoid form with wild shape. She later gains the ability to assume the form of a giant (at 2nd level), a monstrous humanoid (at 3rd level), a fey (at 4th level), a vermin (at 5th level), an aberration (at 6th level), a plant (at 7th level), an ooze (at 8th level), an elemental (at 9th level), and a dragon (at 10th level).<\/p>\n\n\t<p>The size limit of the shapes she can assume also increases as she gains levels. At 2nd level, she can assume the form of a Large creature; at 4th level, a Tiny creature; at 6th level, a Huge creature; at 8th level, a Diminutive creature; and at 10th level, a Gargantuan creature.<\/p>\n\n\t<p>A master of many forms also gains one additional daily use of her wild shape ability per class level gained.<\/p>\n\n\t<p>The master of many forms&#39; class levels stack with other class levels that grant wild shape for the purpose of determining the maximum Hit Dice of a form.<\/p>\n\n\t<p><strong>Fast Wild Shape (Ex):<\/strong> Starting at 3rd level, a master of many forms can use her wild shape ability as a move action, rather than as a standard action.<\/p>\n\n\t<p><strong>Extraordinary Wild Shape (Ex):<\/strong> Starting at 7th level, a master of many forms gains the extraordinary special qualities of any form she assumes with wild shape.<\/p>\n\n\t<p><strong>Evershifting Form:<\/strong> A 10th-level master of many forms has reached the pinnacle of her shapechanging abilities. She gains the shapechanger subtype and becomes immune to any transmutation effect unless she is willing to accept it.<\/p>\n\n\t<p>In addition, she no longer takes ability penalties for aging and is not subject to magical aging, though any aging penalties she already may have taken remain in place. Bonuses still accrue, and a master of many forms still dies of old age when her time is up.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Shifter&#39;s speech, improved wild shape (humanoid) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Improved wild shape (giant; Large) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Fast wild shape, improved wild shape (monstrous humanoid) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Improved wild shape (fey; Tiny) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Improved wild shape (vermin) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Improved wild shape (aberration; Huge) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Extraordinary wild shape, improved wild shape (plant) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Improved wild shape (ooze; Diminutive) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Improved wild shape (elemental) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Evershifting form, improved wild shape (dragon; Gargantuan) <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Adventurer 58<\/h5>","reference":"Usergen"},{"id":10188,"name":"Nightsong Enforcer","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Nightsong Enforcer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Evasion class feature.<br \/><strong>Special:<\/strong> The character must undergo intensive training and tests with the Nightsong Guild before she can gain the class abilities.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Nightsong enforcers are not proficient with any weapon. They are proficient with light armor but not with shields. <\/p>\n\n\t<p><strong>Sneak Attack (Ex):<\/strong> A nightsong enforcer deals an extra 1d6 points of damage when flanking an opponent or any time the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 4th level, 3d6 points at 7th level, and 4d6 points at 10th level. See the rogue class feature, page 50 of the <em>Player&#39;s Handbook<\/em>. If a nightsong enforcer gets a sneak attack bonus from another source (such as levels of rogue), the bonuses on damage stack.<\/p>\n\n\t<p><strong>Teamwork (Ex):<\/strong> Nightsong enforcers are trained to keep a close eye on teammates on a joint mission. A nightsong enforcer gains a +20 circumstance bonus on Listen and Spot checks to hear and see allies.<\/p>\n\n\t<p>At 9th level, a nightsong enforcer&#39;s senses are honed so finely that she is aware of the location and status (as with the status spell) of all allies within 100 feet, even if they are not within sight.<\/p>\n\n\t<p><strong>Agility Training (Ex):<\/strong> Starting at 2nd level, a nightsong enforcer reduces the armor check penalty imposed on her by light armor by 2 (to a minimum of 0).<\/p>\n\n\t<p><strong>Skill Teamwork (Ex):<\/strong> At 3rd level and higher, a nightsong enforcer can use her training to improve the skill of those around her. All allies within 30 feet of the nightsong enforcer gain a +2 competence bonus on Balance, Climb, Escape Artist, Hide, Listen, Move Silently, and Spot checks. Allies must be able to see the nightsong enforcer to gain this bonus.<\/p>\n\n\t<p>At 7th level, this bonus increases to +4.<\/p>\n\n\t<p><strong>Flanking Teamwork (Ex):<\/strong> When a nightsong enforcer of 5th level or higher flanks an opponent, the enforcer and all other allies who threaten the same opponent gain a +1 circumstance bonus on their attack rolls (in addition to the normal flanking bonus, if it applies).<\/p>\n\n\t<p><strong>Opportunist (Ex):<\/strong> Once per round, a nightsong enforcer of 6th level or higher can make an attack of opportunity against an opponent who has just been injured in melee by another character. See the rogue class feature, page 51 of the <em>Player&#39;s Handbook<\/em>.<\/p>\n\n\t<p><strong>Improved Evasion (Ex):<\/strong> If a nightsong enforcer of 8th level or higher is exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw and half damage if the saving throw fails.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Sneak attack +1d6, teamwork (hear\/see allies) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Agility training <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Skill teamwork +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sneak attack +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Flanking teamwork <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Opportunist <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sneak attack +3d6, skill teamwork +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Improved evasion <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Teamwork (<em>status<\/em>) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sneak attack +4d6 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Adventurer 60<\/h5>","reference":"Usergen"},{"id":10189,"name":"Nightsong Infiltrator","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Nightsong Infiltrator<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 8.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Evasion class feature.<br \/><strong>Special:<\/strong> The character must undergo intensive training and tests with the Nightsong Guild before she can gain the class abilities.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Nightsong infiltrators gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Teamwork Trap Sense (Ex):<\/strong> A nightsong infiltrator has an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to Armor Class against attacks made by traps. All allies within 30 feet of the infiltrator also gain these bonuses (even if they already have trap sense from another class feature).<\/p>\n\n\t<p>These bonuses increase to +2 at 4th level, to +3 at 7th level, and to +4 at 10th level. <\/p>\n\n\t<p><strong>Trapfinding (Ex):<\/strong> A nightsong infiltrator can find, disarm, or bypass traps with a DC of 20 or higher. She can use the Search skill to find, and the Disable Device skill to disarm, magic traps (DC 25 + the level of the spell used to create it). If her Disable Device result exceeds the trap&#39;s DC by 10 or more, she discovers how to bypass the trap without triggering or disarming it.<\/p>\n\n\t<p><strong>Steady Stance (Ex):<\/strong> At 2nd level and higher, a nightsong infiltrator remains stable on her feet when others have difficulty standing. She is not considered flat-footed while balancing or climbing, and she adds her class level as a bonus on Balance or Climb checks to remain balancing or climbing when she takes damage.<\/p>\n\n\t<p><strong>Teamwork Infiltration (Ex):<\/strong> Starting at 2nd level, a nightsong infiltrator can study a small area (typically up to 10 feet square, such as a doorway or guard post) in order to prepare for infiltrating that area. If the infiltrator spends 1 hour studying the area from a distance of no more than 60 feet, she gains a +2 competence bonus on Balance, Climb, Disable Device, Hide, Move Silently, Open Lock, Search, and Tumble checks attempted in that area for the next 24 hours. All allies within 30 feet of the infiltrator gain the same bonus in that area. (The allies need not be present while the infiltrator studies the area.) <\/p>\n\n\t<p>At 8th level, this bonus increases to +4.<\/p>\n\n\t<p><strong>Break Away (Ex):<\/strong> Skilled as she is, a nightsong infiltrator knows the sensibility of falling back from an unwinnable fight. Starting at 3rd level, she gains a +4 dodge bonus to Armor Class in any round during which she does nothing but move. <\/p>\n\n\t<p>A nightsong infiltrator can grant this ability to an ally within 30 feet as a swift action (see Swift Actions and Immediate Actions, page 137). It lasts for 1 round. <\/p>\n\n\t<p><strong>Trackless Step (Ex):<\/strong> Beginning at 3rd level, a nightsong infiltrator cannot be tracked in natural surroundings. See the druid class feature, page 36 of the <em>Player&#39;s Handbook<\/em>.<\/p>\n\n\t<p>At 7th level and higher, a nightsong infiltrator can share this ability with up to one additional ally per class level. Designating an ally for trackless step requires a standard action and lasts for 24 hours or until the infiltrator dismisses the effect (a standard action).<\/p>\n\n\t<p><strong>Detect Magic (Sp):<\/strong> Starting at 4th level, a nightsong infiltrator can use <em>detect magic<\/em> at will. See the spell, page 219 of the <em>Player&#39;s Handbook<\/em>.<\/p>\n\n\t<p><strong>Teamwork Sneak Attack (Ex):<\/strong> Beginning at 4th level, a nightsong infiltrator deals an extra 1d6 points of damage when flanking an opponent or any time the target would be denied its Dexterity bonus. Any ally of the infiltrator who is also flanking the infiltrator&#39;s opponent deals this extra damage as well. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 8th level. See the rogue class feature, page 50 of the <em>Player&#39;s Handbook<\/em>. If a nightsong infiltrator or her ally gets a sneak attack bonus from another source (such as levels of rogue), the bonuses on damage stack.<\/p>\n\n\t<p><strong>Defensive Roll (Ex):<\/strong> Starting at 5th level, a nightsong infiltrator can attempt to roll with a potentially lethal blow to take less damage from it than she otherwise would. See the rogue class feature, page 51 of the <em>Player&#39;s Handbook<\/em>.<\/p>\n\n\t<p><strong>Grant Move Action (Ex):<\/strong> Starting at 5th level, a nightsong infiltrator can direct and motivate her allies to act immediately. Once per day, as a standard action, she can grant an extra move action to any or all of her allies within 30 feet (but not herself). Each of the affected allies takes this extra move action immediately, acting in their current initiative order. This extra action does not affect the allies&#39; initiative count; the round continues normally after the infiltrator&#39;s turn is over.<\/p>\n\n\t<p>Starting at 9th level, a nightsong infiltrator can use this ability twice per day.<\/p>\n\n\t<p><strong>Improved Evasion (Ex):<\/strong> If a nightsong infiltrator of 6th level or higher is exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw and half damage if the saving throw fails.<\/p>\n\n\t<p><strong>Skill Mastery (Ex):<\/strong> At 6th level, a nightsong infiltrator has become so confident in the use of certain skills that she can use them reliably even under adverse conditions. When making a Climb, Disable Device, Open Lock, or Search check, she can take 10 even if stress and distractions would normally prevent her from doing so.  <\/p>\n\n\t<p><strong>Specialized Tools (Ex):<\/strong> After studying an area (see teamwork infiltration, above), a nightsong infiltrator of 6th level or higher can prepare a special tool for a job. Doing this requires 1 hour, a DC 15 Craft check (the specific type of Craft specialty required is up to the DM; blacksmithing, leatherworking, or woodworking are all likely candidates), and a set of artisan&#39;s tools for the Craft skill in question.<\/p>\n\n\t<p>The tool prepared by the infiltrator grants a +4 circumstance bonus on all checks made with one of the following skills: Climb, Disable Device, Disguise, Escape Artist, Hide, Move Silently, Open Lock, Search, or Sleight of Hand. This bonus doesn&#39;t stack with the circumstance bonus granted by any other set of tools (such as a disguise kit or masterwork thieves&#39; tools). The tool works only in the studied area, and it works only for 24 hours (though the infiltrator can rebuild the tool by following the same process).<\/p>\n\n\t<p><strong>Hide in Plain Sight (Ex):<\/strong> A 10th-level nightsong infiltrator can can use the Hide skill in natural terrain even while being observed. See the ranger class feature, page 48 of the <em>Player&#39;s Handbook<\/em>.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Teamwork trap sense +1, trapfinding <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Steady stance, teamwork infiltration +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Break away, trackless step (self) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> <em>Detect magic<\/em>, teamwork sneak attack +1d6, teamwork trap sense +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Defensive roll, grant move action 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Improved evasion, skill mastery, specialized tools <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Teamwork trap sense +3, trackless step (allies) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Teamwork infiltration +4, teamwork sneak attack +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Grant move action 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Hide in plain sight, teamwork trap sense +4 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Adventurer 62<\/h5>","reference":"Usergen"},{"id":10190,"name":"Ollam","type":"prestige","alignment":"Lawful good","hit_die":"8","full_text":"<div topic='titel'><p><h3>Ollam<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race:<\/strong> Dwarf<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Ollams are proficient with all simple weapons, with all types of armor, and with shields.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known:<\/strong> At 2nd, 3rd, and 4th level, an ollam gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one spellcasting class before becoming an ollam, she must decide to which class to add each level for the purpose of determining spells per day and spells known. If an ollam had no levels in a spellcasting class before taking the prestige class, at 2nd level she gains the spellcasting abilities of a cleric whose caster level is one lower than her class level.<\/p>\n\n\t<p><strong>Lore (Ex):<\/strong> An ollam has the ability to recall legends or information regarding various topics, just as a bard can with bardic knowledge. See the bardic knowledge class feature, page 29 of the <em>Player&#39;s Handbook<\/em>. An ollam adds her class level and her Intelligence modifier to her lore check. If the character has a similar ability from another class (such as bardic knowledge), her ollam levels stack with class levels from that other class to determine the success of the lore check.<\/p>\n\n\t<p><strong>Inspire Competence (Su):<\/strong> An ollam of 3rd level or higher can use oratory to help an ally succeed at a task. The ally gets a +2 competence bonus on checks with a particular skill. If the ally is a dwarf, the competence bonus increases to +3. See the bardic music class feature, page 29 of the Player&#39;s Handbook. If an ollam has the inspire competence bardic music ability, she can expend one daily use of her bardic music to increase the competence bonus to +4 (or +6 if the ally is a dwarf).<\/p>\n\n\t<p><strong>Inspire Resilience (Su):<\/strong> From an early age, dwarves learn to approach life with steadfast resolution and endurance. A 5th-level ollam can spend a standard action to use oratory to tap into this power, granting a single dwarf ally a +4 competence bonus on Constitution checks and Fortitude saves, as well as damage reduction 5\/&#8212;. The ally must be within 30 feet and able to see and hear the ollam. The ollam must also be able to see the ally. The effect lasts for as long as the ollam orates and for 1 minute thereafter.<\/p>\n\n\t<p>Allies who are not dwarves instead gain a +2 competence bonus on Constitution checks and Fortitude saves, gain no damage reduction, and are fatigued at the end of the duration. (Dwarves suffer no ill effect.)<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spellcasting<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Lore <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td>+1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Inspire competence <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Inspire resilience <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Adventurer 66<\/h5>","reference":"Usergen"},{"id":10191,"name":"Shadowbane Inquisitor","type":"prestige","alignment":"Lawful good","hit_die":"10","full_text":"<div topic='titel'><p><h3>Shadowbane Inquisitor<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Detect evil class feature or ability to cast detect evil as a divine spell, Turn undead class feature, Sneak attack class feature.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Shadowbane inquisitors are proficient with all simple and martial weapons, with all types of armor, and with shields (except tower shields).<\/p>\n\n\t<p><strong>Absolute Conviction (Ex):<\/strong> Should a shadowbane inquisitor&#39;s alignment ever change from lawful good for any reason, he may not take additional levels in this prestige class, but he does not lose any class abilities from levels already attained.<\/p>\n\n\t<p><strong>Pierce Shadows (Su):<\/strong> A shadowbane inquisitor can spend one of his daily uses of his turn undead ability to shed a holy radiance. This light brightly illuminates an area in a radius of 20 feet plus 5 feet per class level of the inquisitor. The light is centered on the inquisitor and sheds no shadowy illumination beyond its border. This radiance lasts for 10 minutes per inquisitor class level.<\/p>\n\n\t<p><strong>Sacred Stealth (Su):<\/strong> Starting at 2nd level, a shadowbane inquisitor can channel some of his divine spell power to become stealthier. To do this, he must lose a prepared divine spell from memory (or give up a potential spell slot for the day if he casts spells as a sorcerer). He gains a +4 sacred bonus on Hide and Move Silently checks for a number of minutes equal to his Charisma bonus (if any) plus the level of spell given up in this manner.<\/p>\n\n\t<p>At 7th level, the bonus increases to +8.<\/p>\n\n\t<p>Using this ability is a swift action that does not provoke attacks of opportunity.<\/p>\n\n\t<p><strong>Smite (Su):<\/strong> Once per day, a shadowbane inquisitor of 2nd level or higher can attempt to smite a creature that he judges to be corrupt with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals an extra 1 point of damage per inquisitor class level. Unlike with a paladin&#39;s smite evil ability, an inquisitor relies only on his own judgment when determining what creatures to use this ability against. How an inquisitor uses this ability exemplifies his outlook on the world. The more suspicious and uncompromising an inquisitor is, the more likely he is to feel that a creature should be struck down.<\/p>\n\n\t<p>An inquisitor can use this ability twice per day at 6th level and three times per day at 10th level.<\/p>\n\n\t<p><strong>Improved Sunder:<\/strong> At 3rd level, a shadowbane becomes accomplished at shattering the weapons of his foes and tainted magic items. He gains the Improved Sunder feat as a bonus feat.<\/p>\n\n\t<p><strong>Sneak Attack (Ex):<\/strong> Beginning at 4th level, a shadowbane inquisitor deals an extra 1d6 points of damage when flanking an opponent or any time the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 7th level and 3d6 points at 10th level. See the rogue class feature, page 50 of the Player&#39;s Handbook. If a shadowbane inquisitor gets a sneak attack bonus from another source (such as levels of rogue), the bonuses on damage stack.<\/p>\n\n\t<p><strong>Merciless Purity (Su):<\/strong> Beginning at 5th level, a shadowbane inquisitor benefits when his enemies perish. Upon the death of a creature that the inquisitor has designated as corrupt, he gains a +1 sacred bonus on his Fortitude and Reflex saves for the next 24 hours. An inquisitor designates a creature as corrupt in his eyes by using his smite ability (see above) as part of a melee attack against the creature. The inquisitor need not kill the creature himself. An inquisitor can benefit from this ability only once per day; subsequent deaths of creatures that he has designated as corrupt grant no special benefit.<\/p>\n\n\t<p><strong>Righteous Fervor (Su):<\/strong> When an inquisitor of 8th level or higher designates a creature as corrupt, he gains a +1 sacred bonus on attack and damage rolls against that creature for the rest of the encounter. The inquisitor designates a creature as corrupt by using his smite ability (see above) as part of a melee attack against the creature. This bonus does not apply to the smite attempt itself, only to subsequent attacks against the same creature made in that encounter.<\/p>\n\n\t<p><strong>Burning Light (Su):<\/strong> At 9th level and higher, an inquisitor can spend one of his daily uses of his turn undead ability to deal damage to creatures around him. To do this, he must already have his pierce shadows ability active. All creatures within the illuminated area (except for the inquisitor) take 4d6 points of damage. This damage results directly from divine power and is not subject to being reduced by energy resistance. Using this ability requires a standard action.<\/p>\n\n\t<h4><span class=caps>FALLEN<\/span> <span class=caps>INQUISITORS<\/span><\/h4>\n\n\t<p>Like paladins, shadowbane inquisitors occasionally fall into darkness and evil. The light of self-righteousness burns strongly within an inquisitor, and he never faces the self-doubt or moral dilemmas that heroes of less conviction must deal with. It is this overwhelming confidence in his own ability to define what is right and wrong, however, that sometimes leads an inquisitor into darkness. The path of the inquisitor is long and dangerous, and those who complete it are among the most powerful and persistent opponents of evil. But those who fall, having known the heights of purity, become evil beyond reckoning.<\/p>\n\n\t<p>Convinced of their own moral purity, fallen inquisitors pursue their vile agenda without ever feeling doubt, and they are often charismatic enough to draw others into their wicked plans. Should an inquisitor who also has paladin levels ever gain levels in the blackguard class, his shadowbane inquisitor levels stack with his paladin levels when determining the number of extra abilities that the blackguard gains for having paladin levels. For example, if a 5th-level paladin\/1st-level rogue\/5th-level shadowbane inquisitor takes a level of blackguard, he gains extra blackguard class abilities as if he were a fallen paladin of 10th level.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Absolute conviction,  pierce shadows <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Sacred stealth (+4), smite 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td>+1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Improved Sunder <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sneak attack +1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Merciless purity <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Smite 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sacred stealth (+8),  sneak attack +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td>+2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Righteous fervor <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Burning light <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Smite 3\/day, sneak attack +3d6 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Adventurer 68<\/h5>","reference":"Usergen"},{"id":10192,"name":"Shadowbane Stalker","type":"prestige","alignment":"Lawful good","hit_die":"8","full_text":"<div topic='titel'><p><h3>Shadowbane Stalker<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Detect evil class feature or ability to cast detect evil as a divine spell, Sneak attack +1d6.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Shadowbane stalkers gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known:<\/strong> A shadowbane stalker continues training in divine spellcasting as well as learning. At each level gained in the shadowbane stalker class except for 4th and 9th, she gains new spells per day (and spells known, if applicable) as if she had also gained a level in a divine spellcasting class she belonged to before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one divine spellcasting class before becoming a shadowbane stalker, she must decide to which class to add each level for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Detect Evil (Sp):<\/strong> A shadowbane stalker can use detect evil at will. See the spell, page 218 of the Player&#39;s Handbook.<\/p>\n\n\t<p><strong>Sacred Stealth (Su):<\/strong> A shadowbane stalker can channel some of her divine spellpower to become stealthier. To do this, she must lose a prepared divine spell from memory (or give up a potential spell slot for the day if she casts spells as a sorcerer). She gains a +4 sacred bonus on Hide and Move Silently checks for a number of minutes equal to her Charisma bonus (if any) plus the level of spell given up in this manner.<\/p>\n\n\t<p>At 7th level, the bonus increases to +8.<\/p>\n\n\t<p>Using this ability is a swift action that does not provoke attacks of opportunity.<\/p>\n\n\t<p><strong>Discover Subterfuge (Ex):<\/strong> A shadowbane stalker trains diligently to detect subterfuge and the misdirection of others. At 2nd level and higher, she gains a +2 competence bonus on Search and Sense Motive checks. This bonus increases to +4 at 5th level and +6 at 8th level.<\/p>\n\n\t<p><strong>Sneak Attack (Ex):<\/strong> Beginning at 3rd level, a shadowbane stalker deals an extra 1d6 points of damage when flanking an opponent or any time the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 6th level and 3d6 points at 9th level. See the rogue class feature, page 50 of the Player&#39;s Handbook. If a shadowbane stalker gets a sneak attack bonus from another source (such as levels of rogue), the bonuses on damage stack.<\/p>\n\n\t<p><strong>Sacred Defense (Su):<\/strong> At 4th level and higher, a shadowbane stalker can channel some of her divine spellpower to help her avoid the attacks of enemies. To do this, she must lose a prepared divine spell from memory (or give up a potential spell slot for the day if she casts spells as a sorcerer). The stalker gains a +4 sacred bonus to Armor Class for a number of rounds equal to the level of the divine spell given up in this manner. Using this ability is a swift action that does not provoke attacks of opportunity.<\/p>\n\n\t<p><strong>Sacred Strike (Su):<\/strong> At 10th level, a shadowbane stalker can channel her divine spellpower to deal extra damage. To do this, she must lose a prepared divine spell from memory (or give up a potential spell slot for the day if she casts spells as a sorcerer). The stalker can add an extra 1d6 points of damage per level of the spell lost, up to the number of her sneak attack damage dice. This ability affects the next attack she makes in the same round that she uses this ability.<\/p>\n\n\t<p>Creatures immune to sneak attacks are immune to extra damage from this ability. If the affected attack misses, the sacred strike is lost with no effect. Using this ability is a swift action that does not provoke attacks of opportunity.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spellcasting<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Detect evil, sacred stealth +4 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Discover subterfuge +2 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td>+3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sneak attack +1d6 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Sacred defense <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Discover subterfuge +4 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Sneak attack +2d6 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Sacred stealth +8 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td>+6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Discover subterfuge +6 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Sneak attack +3d6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Sacred strike <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Adventurer 70<\/h5>","reference":"Usergen"},{"id":10193,"name":"Shadowmind","type":"prestige","alignment":"Any","hit_die":"6","full_text":"<div topic='titel'><p><h3>Shadowmind<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Manifester level 3rd, Able to manifest <em>concealing amorpha<\/em>.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Shadowminds gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Powers Known:<\/strong> At every level indicated on the accompanying table, a shadowmind gains additional power points per day and access to new discovered powers as if she had also gained a level in whatever psionic manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. If a character had more than one psionic class before becoming a shadowmind, she must decide which class to add the new level of shadowmind for the purpose of determining power points per day, powers known, and manifester level.<\/p>\n\n\t<p><strong>Read Thoughts (Ps):<\/strong> At 1st level, a shadowmind adds <em>read thoughts<\/em> to her repertoire (if she doesn\u2019t already know it). Once per day, she can manifest <em>read thoughts<\/em> at a reduced power point cost. The cost of <em>read thoughts<\/em> is reduced by the shadowmind\u2019s class level, to a minimum of 1 power point. The effect of this power is still restricted by the shadowmind\u2019s manifester level.<\/p>\n\n\t<p><strong>Sneak Attack (Ex):<\/strong> Beginning at 2nd level, a shadowmind deals an extra 1d6 points of damage when  flanking an opponent or any time the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet.<\/p>\n\n\t<p>It increases to 2d6 points at 5th level and 3d6 points at 8th level. See the rogue class feature, page 50 of the Player\u2019s Handbook. If a shadowmind gets a sneak attack bonus from another source (such as levels of rogue), the bonuses on damage stack.<\/p>\n\n\t<p><strong>Cloud Mind (Ps):<\/strong> At 3rd level, a shadowmind adds <em>cloud mind<\/em> to her repertoire (if she doesn\u2019t already know it). Once per day, she can manifest <em>cloud mind<\/em> at a reduced power point cost. The cost of <em>cloud mind<\/em> is reduced by the shadowmind\u2019s class level, to a minimum of 1 power point. The effect of this power is still restricted by the shadowmind\u2019s manifester level.<\/p>\n\n\t<p><strong>Mass Cloud Mind (Ps):<\/strong> At 9th level, a shadowmind adds <em>mass cloud mind<\/em> to her repertoire (if she doesn\u2019t already know it). Once per day, she can manifest <em>mass cloud mind<\/em> at a reduced power point cost. The cost of <em>mass cloud mind<\/em> is reduced by the shadowmind\u2019s level, to a minimum of 1 power point. The effect of this power is still restricted by the shadowmind\u2019s manifester level.<\/p>\n\n\t<p><strong>Mind Stab (Su):<\/strong> A 10th-level shadowmind can combine a precise blow with a burst of mental energy, removing her presence from the mind and memory of her victim even as she stabs him. Once per round as a free action, immediately after successfully dealing sneak attack damage to an opponent, a shadowmind can manifest <em>cloud mind<\/em> against that opponent. Manifesting <em>cloud mind<\/em> in this way uses a reduced power point expenditure as described under the cloud mind ability above.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spellcasting<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Read thoughts<\/em> <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sneak attack +1d6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td>+3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Cloud mind<\/em> <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Sneak attack +2d6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td>+6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Sneak attack +3d6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <em>Mass cloud mind<\/em> <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Mind stab <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Adventurer 74<\/h5>","reference":"Usergen"},{"id":10194,"name":"Spymaster","type":"prestige","alignment":"Any","hit_die":"6","full_text":"<div topic='titel'><p><h3>Spymaster<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 8.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Spymasters are proficient with all simple and martial weapons and with light and medium armor.<\/p>\n\n\t<p><strong>Cover Identity (Ex):<\/strong> A spymaster has one specific cover identity (such as \u201cMurek, the tailor from Sumberton\u201d). While operating in that identity, she gains a +4 circumstance bonus on Disguise checks and a +2 circumstance bonus on Bluff and Gather Information checks. A spymaster can add an additional cover identity to her repertoire at 4th level and another at 7th level. Should a spymaster wish to \u201cretire\u201d a cover identity and develop a new one, she must spend one week rigorously practicing subtle vocal intonations and body language before she earns the bonuses. Cover identities do not in themselves provide the spymaster with additional skills, proficiencies, or class features that others might expect of the professions pretended. Thus, a spymaster must be careful to choose identities that can withstand ordinary scrutiny.<\/p>\n\n\t<p><strong>Undetectable Alignment (Ex):<\/strong> The web of different identities and agendas inside a spymaster\u2019s mind makes it impossible for others to detect her alignment by means of any form of divination. This ability functions like an undetectable alignment spell, except that it is always active.<\/p>\n\n\t<p><strong>Quick Change (Ex):<\/strong> By 2nd level, a spymaster has become adept at quickly switching from one identity to another. She now can don a disguise in one-tenth the normal time (1d3 minutes) and don or remove armor in one-half the normal time.<\/p>\n\n\t<p><strong>Scrying Defense (Ex):<\/strong> Starting at 2nd level, a spymaster adds her class level to Will saves against divination (scrying) spells, as well as to Spot checks made to notice the sensors created by such spells.<\/p>\n\n\t<p><strong>Magic Aura (Sp):<\/strong> At 3rd level, a spymaster gains the ability to use <em>Nystul\u2019s magic aura<\/em> at will with a caster level equal to her class level. Most spymasters use this ability to shield their own magic items from detection.<\/p>\n\n\t<p><strong>Sneak Attack (Ex):<\/strong> Beginning at 3rd level, a spymaster deals an extra 1d6 points of damage when flanking an opponent or any time the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 6th level. See the rogue class feature, page 50 of the Player\u2019s Handbook. If a spymaster gets a sneak attack bonus from another source (such as levels of rogue), the bonuses on damage stack.<\/p>\n\n\t<p><strong>Slippery Mind (Ex):<\/strong> Starting at 4th level, a spymaster has a second chance to wriggle free from any enchantment spells and effects. See the rogue class feature, page 51 of the Player\u2019s Handbook.<\/p>\n\n\t<p><strong>Dispel Scrying (Su):<\/strong> At 5th level and higher, a spymaster can dispel a scrying sensor as if casting a targeted <em>greater dispel magic<\/em>. Her caster level is equal to her class level + 10. She can use this ability a number of times per day equal to 3 + her Intelligence modifier.<\/p>\n\n\t<p><strong>Deep Cover (Ex):<\/strong> At 7th level, a spymaster becomes able to quiet her mind and completely immerse herself in her cover identity. While she operates under deep cover, divination spells detect only information appropriate to her cover identity; they reveal nothing relating to her spymaster persona.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Cover identity, undetectable alignment <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Quick change, scrying defense <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td>+3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Magic aura, sneak attack +1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Cover identity, slippery mind <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Dispel scrying <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sneak attack +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Cover identity, deep cover <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Adventurer 76<\/h5>","reference":"Usergen"},{"id":10195,"name":"Streetfighter","type":"prestige","alignment":"Any","hit_die":"8","full_text":"<div topic='titel'><p><h3>Streetfighter<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Streetfighters gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Always Ready (Ex):<\/strong> A streetfighter knows that an attack can come from any quarter, and that an innocuous conversation can turn into a deadly fight in an instant. Accordingly, he gains a +1 competence bonus on initiative checks. This bonus increases to +2 at 3rd level and to +3 at 5th level.<\/p>\n\n\t<p><strong>Streetwise (Ex):<\/strong> A streetfighter knows how to survive in dangerous urban areas; he gains a +2 competence bonus on Gather Information and Knowledge (local) checks.<\/p>\n\n\t<p><strong>Stand Tough (Ex):<\/strong> A streetfighter\u2019s toughness has been honed by years of hard living and dirty fighting. Starting at 2nd level, a streetfighter can stand tough once per day. When he would be damaged in combat (from a weapon or some other blow, but not from a spell or special ability), he can attempt to shake off the damage. To do this, he must attempt a Fortitude saving throw against a DC equal to the number of points of damage dealt. If the save succeeds, he takes no lethal damage from the blow, instead taking nonlethal damage equal to half the amount of damage the blow would have dealt. If the save fails, he takes damage normally. A streetfighter need not be aware of the impending attack to use this ability.<\/p>\n\n\t<p>Starting at 4th level, a streetfighter can use this ability twice per day.<\/p>\n\n\t<p><strong>Sneak Attack (Ex):<\/strong> Beginning at 3rd level, a streetfighter deals an extra 1d6 points of damage when flanking an opponent or any time the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. See the rogue class feature, page 50 of the Player\u2019s Handbook. If a streetfighter gets a sneak attack bonus from another source (such as levels of rogue), the bonuses on damage stack.<\/p>\n\n\t<p><strong>Uncanny Dodge (Ex):<\/strong> At 5th level, a streetfighter cannot be caught flat-footed and reacts to danger before his senses would normally allow him to do so. See<br \/>the barbarian class feature, page 26 of the Player\u2019s Handbook. If a streetfighter already has uncanny dodge from a different class, he gains improved uncanny dodge instead. See the barbarian class feature, page 26 of the Player\u2019s Handbook.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Always ready +1, streetwise <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Stand tough 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td>+1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Always ready +2, sneak attack +1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Stand tough 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Always ready +3, uncanny dodge <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Adventurer 79<\/h5>","reference":"Usergen"},{"id":10196,"name":"Tempest","type":"prestige","alignment":"Any","hit_die":"10","full_text":"<div topic='titel'><p><h3>Tempest<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Tempests gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Tempest Defense (Ex):<\/strong> When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), a tempest gains a +1 bonus to Armor Class. This bonus increases to +2 at 3rd level and +3 at 5th level. The character loses this ability when fighting in medium or heavy armor.<\/p>\n\n\t<p><strong>Ambidexterity (Ex):<\/strong> For a tempest of 2nd level or higher, her attack penalties for fighting with two weapons are lessened by 1 (from \u20134 to \u20133, or from \u20132 to \u20131 if the off-hand weapon is a light weapon). At 4th level, the attack penalties are lessened by another 1 (from \u20133 to \u20132, or to +0 if the off-hand weapon is a light weapon). The character loses this ability when fighting in medium or heavy armor.<\/p>\n\n\t<p><strong>Two-Weapon Versatility (Ex):<\/strong> When a tempest of 3rd level or higher fights with two weapons, she can apply the effects of certain feats from one weapon to the other weapon as well, as long as those effects can be applied legally. She can use this ability only with the following feats: Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Weapon Focus, and Weapon Specialization. For example, a tempest who  wields a longsword and a short sword and who has the Weapon Focus (longsword) feat can apply the effect of Weapon Focus to her short sword as well as to her longsword. If a tempest already has the feat with both weapons, she gains no additional effect.<\/p>\n\n\t<p><strong>Two-Weapon Spring Attack (Ex):<\/strong> When a 5th-level tempest makes a spring attack, she can attack once each with two different weapons as an attack action. The character loses this ability when fighting in medium or heavy armor.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Tempest defense +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Ambidexterity (\u20133\/\u20131) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td>+1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Tempest defense +2,  two-weapon versatility <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Ambidexterity (\u20132\/+0) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Tempest defense +3,  two-weapon spring attack <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Adventurer 81<\/h5>","reference":"Usergen"},{"id":10197,"name":"Thief-acrobat","type":"prestige","alignment":"Any","hit_die":"6","full_text":"<div topic='titel'><p><h3>Thief-acrobat<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Evasion class feature.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Thief-acrobats are proficient with all simple weapons.<\/p>\n\n\t<p><strong>Fast Acrobatics (Ex):<\/strong> A thief-acrobat can avoid the normal penalties for accelerated movement while using her acrobatic talents. She ignores the normal &#8212;5 penalty when making a Balance check while moving at her full normal speed. She can climb at half her speed as a move action without taking a &#8212;5 penalty on her Climb check. Finally, she can tumble at her full speed without taking the normal &#8212;10 penalty on her Tumble check.<\/p>\n\n\t<p><strong>Kip Up (Ex):<\/strong> A thief-acrobat can stand up from a prone position as a free action that doesn&#39;t provoke attacks of opportunity. This ability works only if the thief-acrobat wears light or no armor and carries no more than a light load.<\/p>\n\n\t<p><strong>Steady Stance (Ex):<\/strong> A thief-acrobat remains stable on her feet when others have difficulty standing. She is not considered flat-footed while balancing or climbing, and she adds her class level as a bonus on Balance or Climb checks to remain balancing or climbing when she takes damage.<\/p>\n\n\t<p><strong>Agile Fighting (Ex):<\/strong> A whirling, spinning thief-acrobat is a devilishly difficult target. Starting at 2nd level, a thief-acrobat gains a +1 dodge bonus to Armor Class. When fighting defensively or using total defense, this bonus becomes +2. At 4th level, these bonuses increase by 1 (to +2 and +3, respectively). In addition, a thief-acrobat takes no penalty to her Armor Class or on her melee attack rolls when kneeling, sitting, or prone. This ability works only if a thief-acrobat wears light or no armor and carries no more than a light load.<\/p>\n\n\t<p><strong>Slow Fall (Ex):<\/strong> Beginning at 2nd level, a thief-acrobat reduces the effective distance of falls by 20 feet. At 4th level, this improves to reduce the effective distance of falls by 30 feet. See the monk class feature, page 41 of the Player&#39;s Handbook. If a thief-acrobat has this ability from another class, the distances stack to determine the effective reduction of the falling distance.<\/p>\n\n\t<p><strong>Acrobatic Charge (Ex):<\/strong> Starting at 3rd level, a thief-acrobat can charge in situations where others cannot. She can charge over difficult terrain that normally slows movement or through allies blocking her path. This ability enables her to charge across a cluttered battlefield, leap down from a ledge, or swing across a chasm to get to her target. Depending on the circumstances, she may still need to make appropriate checks (such as Jump, Tumble, or Use Rope checks) to successfully move over the terrain.<\/p>\n\n\t<p><strong>Defensive Roll (Ex):<\/strong> Beginning at 3rd level, once per day a thief-acrobat can roll with a potentially lethal blow to take less damage from it than she otherwise would. See the rogue class feature, page 51 of the Player&#39;s Handbook. At 5th level, a thief-acrobat can use this ability twice per day.<\/p>\n\n\t<p><strong>Skill Mastery (Ex):<\/strong> At 4th level, a thief-acrobat has become so confident in the use of certain skills that she can use them reliably even under adverse conditions. When making a Balance, Climb, Jump, or Tumble check, she can take 10 even if stress and distractions would normally prevent her from doing so.<\/p>\n\n\t<p><strong>Improved Evasion (Ex):<\/strong> A 5th-level thief-acrobat can avoid damage from certain attacks with a successful Reflex save and takes only half damage on a failed save. See the monk class feature, page 42 of the Player&#39;s Handbook.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Fast acrobatics, kip up, steady stance <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Agile fighting +1\/+2, slow fall 20 ft. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td>+3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Acrobatic charge, defensive roll 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Agile fighting +2\/+3, skill mastery, slow fall 30 ft. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Defensive roll 2\/day, improved evasion <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Adventurer 83<\/h5>","reference":"Usergen"},{"id":10198,"name":"Vigilante","type":"prestige","alignment":"Any nonevil","hit_die":"8","full_text":"<div topic='titel'><p><h3>Vigilante<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonevil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Vigilantes are proficient with all simple and martial weapons, plus the net. They are not proficient with any type of armor or shields<\/p>\n\n\t<p><strong>Detect Evil (Sp):<\/strong> A vigilante can use detect evil at will. See the spell, page 218 of the Player&#39;s Handbook.<\/p>\n\n\t<p><strong>Spells per Day:<\/strong> A vigilante has the ability to cast a small number of arcane spells. To cast a vigilante spell, a vigilante must have a Charisma score of at least 10 + the spell&#39;s level, so if he has a Charisma of 10 or lower, he cannot cast these spells. Bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + the vigilante&#39;s Cha modifier. When a vigilante gets 0 spells per day of a given level (for instance, 1st-level spells at 1st level), he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level. The vigilante spell list appears below. A vigilante casts spells just as a bard does.<\/p>\n\n\t<p>A vigilante&#39;s selection of spells is extremely limited. A vigilante begins play knowing two 1st-level spells of his choice. At most new vigilante levels, he gains one or more new spells known as indicated on Table 2&#8212;25: Vigilante Spells Known. (Unlike spells per day, the number of spells a vigilante knows is not affected by his Charisma score.) Upon reaching 6th level, and at every even-numbered level after that, a vigilante can choose to learn a new spell in place of one he already knows. This works identically to the bard&#39;s ability to learn new spells in the place of old ones (see page 28 of the Player&#39;s Handbook).<\/p>\n\n\t<p>A vigilante&#39;s spell list includes all spells from the bard spell list that belong to the following schools: abjuration, divination, illusion, necromancy, and transmutation. The spell list below includes all spells from the Player&#39;s Handbook and this book that qualify. (Treat 0-level bard spells as 1st-level vigilante spells.)<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th colspan=1><\/th>\n\t\t\t<th style=text-align:center; colspan=4>Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> 2 <sup>1<\/sup> <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <sup>1<\/sup> <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <sup>1<\/sup> <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <sup>1<\/sup> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td colspan=5><sup>1<\/sup> Provided the vigilante has a high enough Charisma to have a bonus spell of this level <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Streetwise (Ex):<\/strong> A vigilante knows how to survive in dangerous urban areas. He gains a +2 competence bonus on Gather Information and Knowledge (local) checks. <\/p>\n\n\t<p>At 7th level, this bonus improves to +4.<\/p>\n\n\t<p><strong>Smite the Guilty (Su):<\/strong> Starting at 2nd level, a vigilante can attempt to smite someone whom he has personally witnessed committing a crime in his home city. He can use this ability once per day. He adds his Charisma bonus (if any) to his melee attack roll and deals an extra 1 point of damage per vigilante level.<\/p>\n\n\t<p>The smite attack must occur within three days of the crime; otherwise, the benefits of this ability no longer apply. A vigilante can use this ability multiple times against the same miscreant and in response to the same incident, so long as all such uses occur within the time limit. Should a vigilante mistakenly try to punish someone who is not guilty of the crime witnessed, the benefits do not apply, but the attempt still counts against the number allowed per day.<\/p>\n\n\t<p>A vigilante can use this ability twice per day at 6th level and three times per day at 10th level.<\/p>\n\n\t<p><strong>Quick Search (Ex):<\/strong> Starting at 3rd level, a vigilante can search a 5-foot-by-5-foot area or a volume of goods 5 feet on a side as a move action, rather than as a full-round action.<\/p>\n\n\t<p><strong>Speak with Dead (Sp):<\/strong> Starting at 4th level, a vigilante can use speak with dead once per day. His caster level equals his class level.<\/p>\n\n\t<p><strong>Quick Hide (Ex):<\/strong> At 5th level and higher, a vigilante can use Bluff to create a diversion to hide as a move action, rather than as a standard action. He gains a +4 bonus on Bluff checks made for this purpose.<\/p>\n\n\t<p><strong>Dimensional Anchor (Sp):<\/strong> Starting at 8th level, a vigilante can use dimensional anchor once per day. His caster level equals his class level.<\/p>\n\n\t<p><strong>Mettle (Ex):<\/strong> Starting at 9th level, a vigilante&#39;s grim determination allows him to shrug off magical effects that would otherwise harm him. If a vigilante makes a successful Will or Fortitude saving throw that would normally reduce the spell&#39;s effect (such as any spell with a saving throw entry of Will partial or Fortitude half), he instead negates the effect. An unconscious or sleeping vigilante does not gain the benefit of mettle.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th colspan=4>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Detect evil, streetwise +2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Smite the guilty 1\/day <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Quick search <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Speak with dead <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Quick hide <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Smite the guilty 2\/day <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Streetwise +4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Dimensional anchor <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Mettle <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Smite the guilty 3\/day <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Adventurer 85<\/h5>","reference":"Usergen"},{"id":10199,"name":"Virtuoso","type":"prestige","alignment":"Any","hit_die":"6","full_text":"<div topic='titel'><p><h3>Virtuoso<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells:<\/strong> Arcane caster level 1st<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Virtuosos gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Bardic Music:<\/strong> Virtuoso levels stack with bard levels for the purpose of determining the virtuoso\u2019s daily uses of his bardic music abilities (if any) and the value of the bonus granted by inspire courage (if the virtuoso has that bardic music ability). For example, a 10th-level bard\/4th-level virtuoso could use bardic music fourteen times per day, and his inspire courage ability would grant a +3 morale bonus on the appropriate rolls. A virtuoso also gains the fascinate bardic music ability, if he doesn\u2019t already have it. He can use his performance to cause one or more creatures to become fascinated with him. See the bard class feature, page 29 of the Player\u2019s Handbook.<\/p>\n\n\t<p><strong>Virtuoso Performance (Su):<\/strong> A virtuoso can use his Perform skill to create magical effects on those around him. He can use this ability once per day per virtuoso level. He can use any form of performance as part of this ability. Although many of the names refer to musical performances, a virtuoso isn\u2019t actually so limited &#8211; for example, an actor could perform a \u201csustaining soliloquy\u201d or \u201csustaining dance\u201d rather than a sustaining song. Each ability requires both a minimum virtuoso level and a minimum number of ranks in any Perform skill to qualify. If a virtuoso does not have the required number of ranks in at least one Perform skill, he does not gain the virtuoso performance ability until he acquires the needed ranks.<\/p>\n\n\t<p>Starting a virtuoso performance effect is a standard action. Some virtuoso performance abilities require concentration, which means that the virtuoso must take a standard action each round to maintain the ability. Unlike with bardic music, virtuoso performance doesn\u2019t restrict a virtuoso\u2019s spellcasting or magic item activation. If a virtuoso\u2019s performance requires sound, a deaf virtuoso has a 20% chance to fail when attempting to use virtuoso performance. If he fails, the attempt still counts against his daily limit. If a virtuoso has the bardic music class feature, he can spend two daily uses of bardic music to deliver a virtuoso performance.<\/p>\n\n\t<p><em>Persuasive Song (Ex):<\/em> A virtuoso with at least 11 ranks in a Perform skill can deliver a performance that sways the attitude of his audience. Treat this as a Diplomacy check made to influence <span class=caps>NPC<\/span> attitudes (see pages 71\u201372 of the Player\u2019s Handbook), but replace the Diplomacy check with a Perform check. Viewers must be within 30 feet of the virtuoso, be able to see and hear him clearly, and be willingly paying attention to his actions. This ability requires at least 10 consecutive rounds of concentration to take effect, and it can affect a particular creature only once per day. Hostile audience members can\u2019t be influenced with this ability.<\/p>\n\n\t<p><em>Sustaining Song (Su):<\/em> A virtuoso of 3rd level or higher with at least 13 ranks in a Perform skill can sustain his dying allies, assisting their recovery. Each round that the song continues, all allies within 30 feet of him automatically become stable (if dying) or regain 1 hit point (if stable and between \u20131 and \u20139 hit points). A sustaining song has no effect on enemies or on allies with 0 or more hit points. A virtuoso can keep up his sustaining song for 5 minutes. This is a mind-affecting ability.<\/p>\n\n\t<p><em>Jarring Song (Su):<\/em> A virtuoso of 5th level or higher with at least 15 ranks in a Perform skill can inhibit spellcasting. Any enemy within 30 feet attempting to cast a spell during a jarring song must make a Concentration check with a DC equal to the virtuoso\u2019s Perform check to avoid losing the spell. A virtuoso can keep up his jarring song for 10 rounds.<\/p>\n\n\t<p><em>Song of Fury (Su):<\/em> A virtuoso of 7th level or higher with at least 17 ranks in a Perform skill can use his performance to turn his allies into furious berserkers. Each ally within 30 feet who can see and hear the virtuoso can choose to enter a rage on her turn. This functions identically to a barbarian\u2019s rage, except that it ends automatically if the virtuoso stops performing. If the ally already has the ability to rage, she can choose to apply the full effect of her own rage, without spending one of her daily uses of rage. A virtuoso can\u2019t use song of fury on himself. This is a mind-affecting ability.<\/p>\n\n\t<p><em>Mindbending Melody (Sp):<\/em> A virtuoso of 9th level or higher with at least 19 ranks in a Perform skill can dominate a humanoid that he has already fascinated. This ability functions like a dominate person spell with a caster level equal to the virtuoso\u2019s class level. The target can make a Will save (DC 10 + virtuoso\u2019s class level + virtuoso\u2019s Cha modifier) to negate the effect. A mindbending melody is a mind-affecting, language-dependent, enchantment (compulsion) ability.<\/p>\n\n\t<p><em>Revealing Melody (Su):<\/em> A 10th-level virtuoso with at least 20 ranks in a Perform skill can use his performance to reveal all things as they actually are. All allies within 30 feet who can see and hear the virtuoso\u2019s performance are affected as if by a true seeing spell with a caster level equal to the virtuoso\u2019s class level. The effect lasts as long as the virtuoso performs.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known:<\/strong> Beginning at 2nd level, a virtuoso gains new spells per day (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If he had more than one arcane spellcasting class before becoming a virtuoso, he must decide to which class to add each level for the purpose of determining spells per day and spells known.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spellcasting<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bardic music (fascinate), virtuoso performance (persuasive song) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td>+1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Virtuoso performance(sustaining song) <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Virtuoso performance (jarring song) <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Virtuoso performance (song of fury) <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td>+2<\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Virtuoso performance (mindbending melody) <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Virtuoso performance (revealing melody) <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Adventurer 89<\/h5>","reference":"Usergen"},{"id":10200,"name":"Wild Plains Outrider","type":"prestige","alignment":"Any","hit_die":"8","full_text":"<div topic='titel'><p><h3>Wild Plains Outrider<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Animal companion large enough to serve as a mount, or a paladin\u2019s special mount.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Wild plains outriders gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Animal Companion\/Special Mount:<\/strong> A wild plains outrider adds his outrider class levels to his effective druid level (his actual druid level or one-half his ranger level) to determine the capabilities of his animal companion. Alternatively, he can add his outrider class levels to his effective paladin level to determine the capabilities of his special mount. However, he can only use one of these abilities. The choice must be made when the character enters the wild plains outrider class and can never be changed.<\/p>\n\n\t<p><strong>Ride Bonus (Ex):<\/strong> A wild plains outrider gains a competence bonus equal to his class level on all Ride checks, as well as on Handle Animal checks made in conjunction with his animal companion mount or special mount.<\/p>\n\n\t<p><strong>Wild Plains Stalker (Ex):<\/strong> A wild plains outrider  knows how to move a mount stealthily through nearly any terrain. His mount uses the outrider\u2019s skill ranks, rather than its own, to make Hide and Move Silently checks. The mount still uses its own size, Dexterity, armor check penalty, and other applicable modifiers when making such checks.<\/p>\n\n\t<p><strong>Wild Plains Swiftness (Ex):<\/strong> A wild plains outrider knows how to draw every bit of speed possible from a mount. At 2nd level and higher, a wild plains outrider (while mounted) increases his mount\u2019s base speed by 10 feet. This increase affects every movement mode the mount has, including fly, climb, and swim speeds.<\/p>\n\n\t<p><strong>Wild Plains Offensive (Ex):<\/strong> Starting at 3rd level, a wild plains outrider can make a full attack with a melee weapon as long as his mount takes only a single move.<\/p>\n\n\t<p><em>Multiclassing Note:<\/em> A paladin can multiclass as a wild plains outrider without losing her ability to take additional levels in paladin.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Animal companion\/special mount, ride bonus, wild plains stalker <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Wild plains swiftness <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td>+1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Wild plains offensive <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Adventurer 92<\/h5>","reference":"Usergen"},{"id":10201,"name":"Beastmaster","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Beastmaster<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Beastmasters gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Animal Companion (Ex):<\/strong> A beastmaster gains the service of a loyal animal companion. See the druid class feature, pages 35&#8212;36 of the <em>Player&#39;s Handbook<\/em>. Treat the beastmaster as a druid whose level is equal to the beastmaster&#39;s class level + 3. A beastmaster can select one of the animals available to a 1st-level druid and then apply the modifications as appropriate for a 4th-level druid&#39;s animal companion, or she can select a typical version of one of the animals available to a 4th-level druid. <\/p>\n\n\t<p>As a beastmaster gains class levels, her animal companion gains Hit Dice and other special abilities just as a druid&#39;s animal companion does. Use the beastmaster&#39;s class level + 3 to determine the animal companion&#39;s special abilities. If a beastmaster already has an animal companion from another class, her beastmaster class levels stack with class levels from all other classes that grant an animal companion. For example, a 5th-level druid\/2nd-level beastmaster would be treated as a 10th-level druid for the purpose of improving the statistics of her animal companion (and which alternative animal companions she could select).<\/p>\n\n\t<p><strong>Wild Empathy (Ex):<\/strong> A beastmaster can improve the attitude of an animal. See the druid class feature, page 35 of the <em>Player&#39;s Handbook<\/em>. If a beastmaster has wild empathy from another class, her levels stack for determining the bonus.<\/p>\n\n\t<p><strong>Alertness:<\/strong> A beastmaster&#39;s senses grow keen as she learns some of the tricks of the animal kingdom. Accordingly, she gains Alertness as a bonus feat at 2nd level.<\/p>\n\n\t<p><strong>Speak with Animals (Sp):<\/strong> Starting at 3rd level, a beastmaster can use <em>speak with animals<\/em> once per day as the spell cast by a caster of her class level. She can use this ability twice per day at 6th level and three times per day at 9th level.<\/p>\n\n\t<p><strong>Extra Animal Companion (Ex):<\/strong> At 4th level, a beastmaster gains a second animal companion, chosen from the list of animal companions available to a 1st-level druid. Treat the beastmaster as a druid whose level is equal to the beastmaster&#39;s class level &#8212; 3 for the purpose of improving the animal companion&#39;s statistics (or of selecting an alternative companion at higher levels). <\/p>\n\n\t<p>At 7th level, a beastmaster gains a third animal companion, chosen from the list of animal companions available to a 1st-level druid. Treat the beastmaster as a druid whose level is equal to the beastmaster&#39;s class level &#8212; 6 for the purpose of improving the animal companion&#39;s statistics (or of selecting an alternative companion at higher levels).<\/p>\n\n\t<p>At 10th level, a beastmaster gains a fourth animal companion, chosen from the list of animal companions available to a 1st-level druid. Treat the beastmaster as a druid whose level is equal to the beastmaster&#39;s class level &#8212; 9 for the purpose of improving the animal companion&#39;s statistics (or of selecting an alternative companion at higher levels).<\/p>\n\n\t<p>Other class levels in classes that offer an animal companion don&#39;t stack for the purpose of determining the power of a beastmaster&#39;s additional animal companions, nor do they allow her to choose additional animal companions from the alternative lists.<\/p>\n\n\t<p><strong>Low-Light Vision (Ex):<\/strong> At 5th level, a beastmaster gains low-light vision, allowing her to see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. She retains the ability to distinguish color and detail under these conditions. If she already has low-light vision from another source (such as her race), her low-light vision improves, allowing her to see three times as far as a human in conditions of shadowy illumination.<\/p>\n\n\t<p><strong>Scent (Ex):<\/strong> At 8th level, a beastmaster gains the scent ability (see page 314 of the <em>Monster Manual<\/em>).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Animal companion, wild empathy <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Alertness <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> <em>Speak with animals<\/em> 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Extra animal companion (&#8212;3) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Low-light vision <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Speak with animals<\/em> 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Extra animal companion (&#8212;6)  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Scent <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Speak with animals<\/em> 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Extra animal companion (&#8212;9) <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Adventurer 26<\/h5>","reference":"Usergen"},{"id":10202,"name":"Bloodhound","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Bloodhound<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Bloodhounds are proficient with all simple and martial weapons, and with light armor.<\/p>\n\n\t<p><strong>Mark (Ex):<\/strong> A bloodhound can target, or mark, an individual humanoid or monstrous humanoid foe to better hunt that enemy. To do so, the bloodhound must focus on a foe who is present and visible, or on the depiction or description of one who is not, for 10 minutes. Any interruption ruins the attempt and forces the bloodhound to start the process again. Once this study is complete, that target is called a mark. <\/p>\n\n\t<p>A bloodhound adds his bloodhound level as an insight bonus on all Gather Information, Listen, Search, Spot, and Survival checks made to determine the whereabouts of a mark. As a bloodhound gains levels, he gains additional abilities that can be used against a mark.<\/p>\n\n\t<p>If a bloodhound chooses a new mark before apprehending an existing one, the latter becomes unmarked, and the bloodhound loses experience points equal to the amount he would have earned for defeating that creature. A bloodhound can choose a mark only once a week.<\/p>\n\n\t<p>Initially, a bloodhound can have only one mark at a time. For every three bloodhound levels gained beyond 1st, a bloodhound can have one additional mark, but only if all the marks are chosen during the same process (see above). For example, a 4th-level bloodhound could mark two bugbears in the same group of prisoners, or the depictions of a bugbear and a hobgoblin if both were studied at the same time. If a bloodhound gives up on apprehending any of his marks, all remaining marked creatures become unmarked as described above.<\/p>\n\n\t<p><strong>Swift Tracker (Ex):<\/strong> A bloodhound can move at his normal speed while following tracks. See the ranger class feature, page 48 of the <em>Player&#39;s Handbook<\/em>.<\/p>\n\n\t<p><strong>Nonlethal Force (Ex):<\/strong> Starting at 2nd level, a bloodhound can use a melee weapon that deals lethal damage to deal nonlethal damage instead without taking the usual &#8212;4 penalty on his attack roll.<\/p>\n\n\t<p><strong>Ready and Waiting (Ex):<\/strong> Beginning at 2nd level, a bloodhound is ready for trickery at all times. He can ready an action against his mark, even outside of the initiative sequence. If the mark triggers the bloodhound&#39;s readied action at any point within the next 10 minutes, the bloodhound can carry out his readied action as if the two were engaged in combat (as long as the bloodhound is capable of carrying out that action). If the bloodhound is incapable of carrying out the action&#8212;for instance, if he is too far away to strike the mark with a readied melee attack&#8212;the readied action is lost.<\/p>\n\n\t<p><strong>Bring &#39;em Back Alive (Ex):<\/strong> At 3rd level and higher, a bloodhound can turn a potentially killing blow into an incapacitating one&#8212;all the better to bring a mark back for punishment. At the bloodhound&#39;s option, any melee attack that would reduce a foe to &#8212;2 or fewer hit points reduces the foe to &#8212;1 hit points instead. A bloodhound must choose to use this ability immediately upon reducing his foe to &#8212;2 or fewer hit points, and before making any other action (or even continuing a full attack). A raging bloodhound can&#39;t use this ability.<\/p>\n\n\t<p><strong>Tenacious Pursuit (Ex):<\/strong> At 3rd level and above, a bloodhound tracking a mark gains a +4 bonus on Constitution checks made to resist nonlethal damage from a forced march (see page 164 of the <em>Player&#39;s Handbook<\/em>). In addition, a bloodhound tracking a mark can increase his own speed by 10 feet, up to a maximum value equal to the mark&#39;s speed. This bonus stacks with all other speed increases. At 6th level, the speed increase improves to 20 feet, and it goes up to 30 feet at 9th level.<\/p>\n\n\t<p><strong>Hunter&#39;s Dedication (Ex):<\/strong> Beginning at 4th level, a bloodhound adds his Constitution bonus (if any) to Will saves made to resist the special attacks or spells of his mark. <\/p>\n\n\t<p><strong>Move Like the Wind (Ex):<\/strong> Starting at 4th level, a bloodhound can move stealthily even at a quick pace. He no longer takes a &#8212;5 penalty on Hide and Move Silently checks when moving at any speed up to his normal speed, and he takes only a &#8212;10 penalty (instead of a &#8212;20 penalty) on Hide and Move Silently checks when running. (He takes the normal &#8212;20 penalty when attacking or charging.)<\/p>\n\n\t<p><strong>Crippling Strike (Ex):<\/strong> Starting at 5th level, a bloodhound can deliver strikes against his mark with such precision that each successful attack also deals 2 points of Strength damage to the mark. A bloodhound can deliver a crippling strike with a melee attack, or with a ranged wind attack from a distance of up to 30 feet. See the rogue class feature, page 51 of the <em>Player&#39;s Handbook.<\/em><\/p>\n\n\t<p><strong>Track the Trackless (Su):<\/strong> Starting at 5th level, a bloodhound can track a creature moving under the<br \/>influence of <em>pass without trace<\/em> or a similar effect, though he takes a &#8212;20 penalty on his Survival checks when doing so.<\/p>\n\n\t<p><strong>See Invisibility (Su):<\/strong> This ability, gained at 6th level, functions like a <em>see invisibility<\/em> spell, except that it is constantly in effect and it reveals only invisible marks.<\/p>\n\n\t<p><strong>Shielded Mind (Su):<\/strong> At 6th level, a bloodhound gains spell resistance against divination spells equal to 15 + his bloodhound level. This benefit does not stack with other forms of spell resistance.<\/p>\n\n\t<p><strong>Locate Creature (Sp):<\/strong> Once per day, a bloodhound of 7th level or higher can produce an effect identical to that of a <em>locate creature<\/em> spell with a caster level equal to the bloodhound&#39;s character level.<\/p>\n\n\t<p><strong>Freedom of Movement (Su):<\/strong> Starting at 8th level, a bloodhound can act normally regardless of magical effects that impede movement, as if he were affected by a <em>freedom of movement<\/em> spell. The effect lasts for a total time per day of 1 round per point of Wisdom bonus he possesses (minimum 1 round). The effect occurs automatically as soon as it is applied, lasts until it runs out or is no longer needed, and can be used multiple times per day (up to the total daily limit of rounds). The character&#39;s caster level is equal to his bloodhound level.<\/p>\n\n\t<p><strong>Scent (Ex):<\/strong> At 9th level, a bloodhound gains the scent ability (see page 314 of the <em>Monster Manual<\/em>).<\/p>\n\n\t<p><strong>Find the Path (Sp):<\/strong> A 10th-level bloodhound can use <em>find the path<\/em> twice per day as the spell. His caster level is to his bloodhound level.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Mark (1), swift tracker <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Nonlethal force, ready and waiting <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Bring &#39;em back alive, tenacious pursuit (speed +10 ft.) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Hunter&#39;s dedication, mark (2), move like the wind <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Crippling strike, track the trackless <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> See invisibility, shielded mind, tenacious pursuit (speed +20ft.) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Locate creature, mark (3) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Freedom of movement <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Scent, tenacious pursuit (speed +30ft.) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Find the path, mark (4) <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Adventurer 28<\/h5>","reference":"Usergen"},{"id":10203,"name":"Daggerspell Mage","type":"prestige","alignment":"Any nonevil","hit_die":"6","full_text":"<div topic='titel'><p><h3>Daggerspell Mage<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonevil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Arcane caster level 5th.<br \/><strong>Special:<\/strong> Sneak attack +1d6.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Daggerspell mages gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Daggercast (Ex):<\/strong> Daggerspell mages seamlessly blend the use of their twin daggers with powerful spellcasting abilities. A daggerspell mage can cast a spell with somatic and material components even when holding a dagger in each hand. If a daggerspell mage holds anything other than a dagger, he must have at least one hand free to cast a spell with somatic or material components. Casting a spell in this way still provokes attacks of opportunity normally. In addition, a daggerspell mage can deliver a touch spell with a dagger attack (either a melee touch attack or a normal melee attack, but not with a thrown dagger).<\/p>\n\n\t<p><strong>Invocation of the Knife (Su):<\/strong> Beginning at 2nd level, daggerspell mages develop a strong mystical connection between their arcane spellcasting abilities and the daggers that they wield. Whenever a daggerspell mage casts an arcane spell that deals energy damage, he can turn half of the damage dealt by the spell into magic slashing damage rather than energy damage. Energy resistance does not apply to this damage, but damage reduction might. This power does not affect a creature&#39;s ability to resist the affected spell with a saving throw or spell resistance. Using this ability does not require an action; its use is part of the action required to cast the affected spell. Only spells with a duration of instantaneous can be modified by this ability.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known:<\/strong> Beginning at 2nd level, a daggerspell mage gains new spells per day at each level (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If he had more than one arcane spellcasting class before becoming a daggerspell mage, he must decide to which class to add each level for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Sneak Attack (Ex):<\/strong> Beginning at 3rd level, a daggerspell mage deals an extra 1d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 6th level and 3d6 points at 9th level. See the rogue class feature, page 50 of the <em>Player&#39;s Handbook<\/em>. If a daggerspell mage gets a sneak attack bonus from another source (such as levels of rogue), the bonuses on damage stack.<\/p>\n\n\t<p><strong>Double Daggercast (Ex):<\/strong> As a daggerspell mage advances in level, the connection between his spellcasting abilities and his two-dagger fighting style strengthens. At 5th level and higher, a mage can hold the charge for one touch spell for each dagger that he is holding in his hands. He must designate which dagger holds each touch spell at the time the spell is cast. If one of these daggers leaves the daggerspell mage&#39;s hands, the spell immediately discharges harmlessly (unless the dagger is thrown by a mage with the arcane throw ability; see below).<\/p>\n\n\t<p><strong>Arcane Infusion (Su):<\/strong> At 7th level and higher, a daggerspell mage can infuse arcane spell power into his daggers, temporarily enabling them to deal extra energy damage. To use this ability, a mage must lose a prepared arcane spell from memory (or give up a potential spell slot for the day if he casts spells as a sorcerer). The daggerspell mage chooses one dagger that he is holding and an energy type (fire, cold, or electricity) when this ability is activated. The chosen dagger deals an extra 1d6 points of damage of the chosen energy type. This effect lasts for a number of rounds equal to the spell level sacrificed. Multiple uses of this ability on the same dagger don&#39;t stack, even if different energy types are chosen. If the dagger is thrown, the energy damage applies to that attack, but then the effect immediately dissipates. Using this ability is a swift action that does not provoke attacks of opportunity (see Swift Actions and Immediate Actions, page 137).<\/p>\n\n\t<p><strong>Arcane Throw (Ex):<\/strong> At 8th level and higher, a daggerspell mage can imbue arcane spell power into his thrown daggers. The mage can deliver a touch spell with a thrown dagger just as if he were making a melee attack. If the dagger hits, the touch spell is discharged against the creature or object struck. If the dagger misses its intended target, the dagger returns to the mage just before his next turn (as if it had the returning special ability; see page 225 of the <em>Dungeon Master&#39;s Guide<\/em>) and retains the spell just as if the mage had missed with a melee attack.<\/p>\n\n\t<p><strong>Daggerspell Flurry (Ex):<\/strong> A 10th-level daggerspell mage can blend spellcasting with a flurry of dagger attacks. When using this ability, a daggerspell mage can quicken one spell as part of a full attack with his daggers. Doing this has no effect on the spell&#39;s effective level. A daggerspell mage must make at least one melee attack in any round in which he uses this ability, and he cannot make an attack with anything other than a dagger (although if a spell cast in conjunction with this ability requires an attack roll, he can still make the spell&#39;s attack). A daggerspell mage can use this ability a number of times per day equal to his Dexterity modifier (minimum 1).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t\t<th>Spells per Day\/Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Daggercast <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Invocation of the knife <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sneak attack +1d6 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Double daggercast <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Sneak attack +2d6 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Arcane infusion <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Arcane throw <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Sneak attack +3d6 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Daggerspell flurry <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Adventurer 31<\/h5>","reference":"Usergen"},{"id":10204,"name":"Daggerspell Shaper","type":"prestige","alignment":"Any nonevil.","hit_die":"6","full_text":"<div topic='titel'><p><h3>Daggerspell Shaper<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonevil..<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Wild shape class feature.<br \/><strong>Special:<\/strong> Either sneak attack +1d6 or skirmish +1d6.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Daggerspell shapers gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Daggercast (Ex):<\/strong> Daggerspell shapers seamlessly blend the use of their twin daggers with powerful spellcasting abilities. A daggerspell shaper can cast a spell with somatic and material components even when holding a dagger in each hand. If a daggerspell shaper holds anything other than a dagger, she must have at least one hand free to cast a spell with somatic or material components. Casting a spell in this way still provokes attacks of opportunity normally.<\/p>\n\n\t<p>In addition, a daggerspell shaper can deliver a touch spell with a dagger attack (either a melee touch attack or a normal melee attack, but not with a thrown dagger).<\/p>\n\n\t<p><strong>Wild Shape (Su):<\/strong> A daggerspell shaper can change into a Small or Medium animal and back again, and can do so more often than most other characters with the wild shape ability. See the druid class feature, page 37 of the <em>Player&#39;s Handbook<\/em>. This ability lasts for 1 hour per class level or until she changes back. Levels of the daggerspell shaper prestige class stack with druid levels for the purpose of determining the maximum duration of the wild shape ability; they do not stack for any other purpose (such as the size and type of creature that a shaper can become). <\/p>\n\n\t<p>A daggerspell shaper gains one additional daily use of her wild shape ability at 1st level, 5th level, and 10th level. <\/p>\n\n\t<p>At 2nd level, a daggerspell shaper becomes able to use her wild shape ability to take the form of a Tiny animal. At 4th level, she can use wild shape to take the form of a Large animal.<\/p>\n\n\t<p><strong>Dagger Claws (Su):<\/strong> When a daggerspell shaper of 2nd level or higher uses wild shape, she adds any magical properties of daggers that she is holding in each hand into the natural attacks of her new form. The magic of a single dagger affects only the natural attacks made with the corresponding limb in the shaper&#39;s animal form, not all her attacks. For example, a 2nd-level daggerspell shaper holding a +1 <em>flaming dagger<\/em> in one hand and a +2 <em>keen dagger<\/em> in the other hand transforms into a leopard. The daggers affect the claw attacks of her new form as follows: One gains a +1 bonus on attack and damage rolls and also gains the flaming special ability, and the other gains a +2 bonus on attack and damage rolls and also gains the keen special ability. If the assumed form does not have a claw or slam attack with a limb that corresponds to the druid&#39;s natural limbs, this ability has no effect. The bonuses from this ability last for the duration of the wild shape effect. When a shaper uses this ability, her natural weapons in animal form overcome damage reduction exactly as do the daggers that she was holding when she transformed. In the example above, the shaper would be able to overcome a foe&#39;s damage reduction as if both of her natural weapons were magic.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known:<\/strong> Beginning at 2nd level, a daggerspell shaper gains new spells per day at each level (and spells known, if applicable) as if she had also gained a level in a divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one divine spellcasting class before becoming a daggerspell shaper, she must decide to which class to add each level for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Sneak Attack (Ex):<\/strong> Beginning at 3rd level, a daggerspell shaper deals an extra 1d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 6th level and 3d6 points at 9th level. See the rogue class feature, page 50 of the <em>Player&#39;s Handbook<\/em>. If a daggerspell shaper gets a sneak attack bonus from another source (such as levels of rogue), the bonuses on damage stack.<\/p>\n\n\t<p><strong>Fast Wild Shape (Ex):<\/strong> Starting at 7th level, a daggerspell shaper can use her wild shape ability as a move action rather than as a standard action.<\/p>\n\n\t<p><strong>Enhanced Wild Shape (Su):<\/strong> Starting at 8th level, a daggerspell shaper can preserve the physical enhancements granted by her equipment even when in wild shape. Whenever the shaper uses wild shape, she retains any enhancement bonuses to Strength, Dexterity, or Constitution granted by any equipment she wears, even if the equipment can&#39;t be worn normally by her new form.<\/p>\n\n\t<p><strong>Daggerspell Flurry (Ex):<\/strong> A 10th-level daggerspell shaper can blend spellcasting with a flurry of dagger attacks. When using this ability, the shaper can quicken one spell as part of a full attack with her daggers. Doing this has no effect on the spell&#39;s effective level. A daggerspell shaper must make at least one melee attack in any round in which she uses this ability, and she cannot make an attack with anything other than a dagger (although if a spell cast in conjunction with this ability requires an attack roll, she can still make the spell&#39;s attack). <\/p>\n\n\t<p>A daggerspell shaper can use this ability a number of times per day equal to her Dexterity bonus (minimum 1).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t\t<th>Spells per Day\/Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Daggercast, wild shape (+1\/day) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Dagger claws, wild shape (Tiny) <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sneak attack +1d6 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Wild shape (Large) <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Wild shape (+2\/day) <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Sneak attack +2d6 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Fast wild shape <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Enhanced wild shape <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Sneak attack +3d6 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Daggerspell flurry, wild shape (+3\/day) <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Adventurer 36<\/h5>","reference":"Usergen"},{"id":10205,"name":"Acolyte of the Skin","type":"prestige","alignment":"Any nongood","hit_die":"8","full_text":"<div topic='titel'><p><h3>Acolyte of the Skin<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nongood.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells or Spell-Like Abilities<\/strong>: Caster level 5th.<\/p>\n\n\t<p><strong>Special<\/strong>: Must have made peaceful contact with a summoned evil outsider.<\/p>\n\n\t<p><strong>Special<\/strong>: Must undergo the Ritual of Bonding (see above).<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Acolytes of the skin gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: At each even-numbered level, an acolyte of the skin gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, a bonus feat, and so on). If he had more than one spellcasting class before becoming an acolyte of the skin, he must decide to which class to add each level for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Wear Fiend (Su)<\/strong>: An acolyte of the skin summons the essence of a fiend and wears it like a second skin. The bonded fiendish skin is for all intents and purposes the character\u2019s own. It increases the acolyte of the skin\u2019s natural armor bonus by 1 and grants a +2 inherent bonus to Dexterity. The acolyte also gains darkvision out to 60 feet. The DM determines the actual nature of the skin, be it demonic, devilish, or from some other fiendish creature.<\/p>\n\n\t<p><strong>Poison (Sp)<\/strong>: An acolyte of the skin can use poison once per day as an 8th-level caster. The save DC is 14 + the acolyte\u2019s primary spellcasting ability modifier (Intelligence for wizards, Charisma for sorcerers and warlocks, Wisdom for clerics, and so forth). At 5th level, an acolyte can use this ability two times per day.<\/p>\n\n\t<p><strong>Flame Resistant (Ex)<\/strong>: At 2nd level and higher, the fiendish skin binds more tightly, granting an acolyte resistance to fire 10.<\/p>\n\n\t<p><strong>Fiendish Glare (Su)<\/strong>: From 3rd level on, an acolyte of the skin has the supernatural ability to unnerve opponents with a ferocious glare once per day. This is not a gaze attack, and the target need not meet the acolyte\u2019s eyes or even see the acolyte (although the acolyte must have line of effect to the target). Glaring is a standard action that affects any creature the acolyte can see within 100 feet. The target becomes shaken for 10 minutes, and must also attempt a Will save (DC 10 + acolyte\u2019s class level + Cha modifier) or be stunned. The duration of the stun effect depends on the target\u2019s hit points: <br \/>50 or less 10 rounds <br \/>51 to 100 3 rounds <br \/>101 to 150 2 rounds <br \/>151 or more 1 round<br \/>Fiendish glare is a mind-affecting fear effect.<\/p>\n\n\t<p><strong>Skin Adaptation (Su)<\/strong>: By 5th level, an acolyte\u2019s skin and its wearer have grown more comfortable together, as if they had never been separate. The increase to natural armor granted by the fiendish skin improves to +2, the acolyte gains a +2 inherent bonus to Constitution, and the acolyte\u2019s darkvision is effective out to 120 feet.<\/p>\n\n\t<p><strong>Cold Resistant (Ex)<\/strong>: Beginning at 6th level, an acolyte has resistance to cold 10.<\/p>\n\n\t<p><strong>Glare of the Pit (Su)<\/strong>: At 7th level and higher, an acolyte has the supernatural ability to produce fiery rays from his eyes. Once per day as a standard action, he can project two rays (one from each eye) with a range of 100 feet. Each ray requires a ranged touch attack to hit and deals 8d6 points of fire damage. The rays can be aimed at two different targets within range, but the target of each ray must be designated simultaneously.<\/p>\n\n\t<p><strong>Summon Fiend (Sp)<\/strong>: At 9th level, an acolyte learns to draw on another power of his fiendish skin. If the skin is demonic, once per day he can summon a babau; if devilish, once per day he can summon a chain devil. The summoned creature does the acolyte\u2019s bidding, but it automatically returns whence it came after 1 hour. A summoned creature cannot use any innate summoning abilities it might have. An acolyte\u2019s caster level for this ability is equal to his spellcaster level.<\/p>\n\n\t<p><strong>Fiendish Symbiosis (Ex)<\/strong>: At 10th level, the fiendish skin and acolyte become one, and only final death can separate them. The acolyte\u2019s type changes to outsider. Additionally, an acolyte of this level gains damage reduction 10\/good. Unlike other outsiders, an acolyte can be raised or resurrected.<\/p>\n\n\t<h4><span class=caps>RITUAL<\/span> OF <span class=caps>BONDING<\/span><\/h4>\n\n\t<p>The Ritual of Bonding is a blasphemy that was long ago eradicated from most arcane libraries, but a few barely legible copies\u2014or at least references thereto\u2014survive along with promises of great power. Spellcasters who happen upon such documents can choose to destroy or ignore the find, but the temptation has already occurred. Those who give in can eventually stumble upon the complete ritual, usually through extended contact with one or more summoned fiends that are all too eager to share their terrible knowledge. <\/p>\n\n\t<p>The Ritual of Bonding is painful and not to be undertaken lightly. The ritual requires 10 rounds from initiation to completion, and, once begun, nothing can halt its progress. The fiendish essence consumes the caster\u2019s own skin, an agonizing process that deals 1d4 points of damage in each round of the ritual\u2014wise candidates keep some cure potions on hand. At the end of the rite, the acolyte\u2019s skin sports an oily, almost unnoticeable sheen. However, as he gains additional levels in the prestige class, his skin darkens, sprouts spikes, and gradually gives him a fiendish visage. The fiendish essence also begins to whisper foul secrets to its wearer, urging him to evil. (The wearer can accept or ignore this advice according to his temperament.)<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Wear fiend, <em>poison<\/em> 1\/day <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Flame resistant <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Fiendish glare <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Skin adaptation, <em>poison<\/em> 2\/day <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Cold resistant <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Glare of the pit <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Summon fiend <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Fiendish symbiosis <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Arcane 19<\/h5>","reference":"Usergen"},{"id":10206,"name":"Effigy Master","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Effigy Master<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Must have the <em>simulacrum<\/em> spell on a class spell list, whether or not the character is able to cast it.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Effigy masters gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: At each class level after 1st, an effigy master gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, a bonus feat, and so on). If he had more than one spellcasting class before becoming an effigy master, he must decide to which class to add each level for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Craft Effigy (Su)<\/strong>: An effigy master can create constructs known as effigies (see page 151). Unlike other creators, he need not possess the Craft Construct feat to complete this task, nor does he need the feat or ranks in Knowledge (architecture and engineering) to repair an effigy he creates (see page 151 for details on repairing an effigy). An effigy master can add his class level to his caster level to determine the maximum Hit Dice of effigy that he can create. Crafting an effigy requires a body to be built from wood, leather, metal, and wire. This requires a DC 15 Craft (woodworking, leatherworking, or metalworking) check. The gp and XP required to create the effigy depends on its size, as described on page 155.<\/p>\n\n\t<p><strong>Improved Effigy (Ex)<\/strong>: An effigy master of 3rd level or higher can improve upon his creations, granting them a permanent +2 competence bonus on attack rolls, damage, and saves. This requires one day of work and costs 100 gp of supplies per Hit Die of the effigy to be improved, but has no XP cost.<\/p>\n\n\t<p><strong>Effigy Link (Su)<\/strong>: At 5th level and higher, an effigy master can create a supernatural bond between himself and one of his effigies. This requires a 1-hour ritual. Afterward, the effigy master can sense the effigy&#39;s condition (as if he had cast <em>status<\/em> on the effigy), and can scry on the effigy (as if casting the scrying spell) once per day. Furthermore, an effigy master gains a +1 morale bonus on saving throws and caster level checks as long as he is within 5 feet of his bonded effigy. An effigy master can be linked to only one effigy at any time. If the linked effigy is destroyed, or if the effigy master wants to establish a new link, he can create a link to another effigy (and eliminate the old link) by performing the ritual with the new effigy.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Craft effigy <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Improved effigy <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Effigy link <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Arcane 30<\/h5>","reference":"Usergen"},{"id":10207,"name":"Elemental Savant","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Elemental Savant<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to cast at least three spells that have one of the following descriptors in common: acid, cold, electricity, or fire. One of the spells must be at least 3rd level.<\/p>\n\n\t<p><strong>Special<\/strong>: Must have made peaceful contact with an elemental or outsider that has an elemental subtype (air, earth, fire, or water).<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Elemental savants gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: At each level except 5th and 10th, an elemental savant gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, a bonus feat, and so on). If she had more than one spellcasting class before becoming an elemental savant, she must decide to which class to add each level for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Elemental Specialty (Ex)<\/strong>: The first step toward transcending mortal form requires an elemental savant to choose her elemental specialty. Upon entering the class, she must select an element and its associated energy type (air = electricity, earth = acid, fire = fire, or water = cold). This choice must match the Energy Substitution feat that the savant selected to gain entry to the prestige class. When the savant casts a spell that normally deals energy damage, its energy descriptor changes to the savant\u2019s chosen energy type, and it deals damage of that energy type instead of its normal energy type. For example, an elemental savant choosing to specialize in fire could still cast meld into stone, and its descriptor would not change because it does not deal energy damage. However, if she casts Melf\u2019s acid arrow, the spell would deal fire damage and have the fire descriptor instead of dealing acid damage and having the acid descriptor.<\/p>\n\n\t<p><strong>Resistance to Energy (Ex)<\/strong>: As an elemental savant gains levels in this prestige class, she becomes more resistant to the type of energy allied with her chosen element. At 1st level, she gains resistance 5 against this energy type. This resistance rises to 10 at 4th level and 20 at 7th level.<\/p>\n\n\t<p><strong>Immunity to Sleep (Ex)<\/strong>: At 2nd level, as an elemental savant continues to transcend her mortal form, she gains immunity to sleep effects.<\/p>\n\n\t<p><strong>Energy Penetration (Ex)<\/strong>: Beginning at 3rd level, an elemental savant further refines her ability to wield energy associated with her chosen element. When she casts a spell using that type of energy, she gains a +2 competence bonus on caster level checks (1d20 + caster level) to overcome a creature\u2019s spell resistance. At 8th level, this bonus increases to +4. These bonuses stack with those granted by the Spell Penetration and Greater Spell Penetration feats.<\/p>\n\n\t<p><strong>Energy Focus (Ex)<\/strong>: From 5th level on, an elemental savant is better able to manipulate energy associated with her chosen element. The save DC for any spell with that energy descriptor increases by 1. At 10th level, these save DCs increase by 1 again (total increase of 2). These increases are cumulative with those granted by the Spell Focus and Greater Spell Focus feats.<\/p>\n\n\t<p><strong>Darkvision (Ex)<\/strong>: At 6th level, an elemental savant gains darkvision out to 60 feet. <\/p>\n\n\t<p><strong>Immunity to Paralysis and Poison (Ex)<\/strong>: As an elemental savant approaches elemental perfection, she gains immunity to paralysis and poison at 9th level.<\/p>\n\n\t<p><strong>Elemental Perfection<\/strong>: At 10th level, an elemental savant, through long association with elemental entities and extensive study of their secrets, completely transcends her mortal form to become an elemental creature. Her type changes to elemental. She no longer needs to eat, sleep, or breathe (though she must still rest to regain spells). She gains an elemental creature\u2019s immunity to stunning, and she is no longer subject to extra damage from critical hits or fl anking. An elemental savant gains the speed and movement modes, natural attacks, special attacks, and special qualities of a Medium elemental of the type appropriate to her elemental specialty, as noted in the Monster  Manual, except that the save DC against her elemental attack form, if any (whirlwind, burn, or vortex) is 20 + her Con modifier. Upon achieving this state, an elemental savant\u2019s appearance undergoes a minor physical change, usually to the skin or eyes. An earth elemental savant, for example, might acquire gemlike eyes and hard, pebbly skin. Anyone who shares the elemental savant\u2019s predilection for study of her chosen plane immediately recognizes her transcendent nature. She gains a +2 circumstance bonus on all Charisma-based skill and ability checks when interacting with creatures that share her elemental subtype (air, earth, fire, or water) and with other elemental savants who have chosen her element. Unlike a normal elemental, an elemental savant retains a soul separate from her body. She can be raised from the dead as normal for a creature of her previous type.<\/p>\n\n\t<p><strong>Energy Immunity (Ex)<\/strong>: From 10th level on, an elemental savant gains immunity to the type of energy associated with her chosen element.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Elemental specialty, resistance to energy 5 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Immunity to sleep <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Energy penetration +2 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Resistance to energy 10 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Energy focus +1 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Darkvision <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Resistance to energy 20 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Energy penetration +4 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Immunity to paralysis and poison <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Elemental perfection, energy focus +2, energy immunity <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Arcane 32<\/h5>","reference":"Usergen"},{"id":10208,"name":"Enlightened Fist","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Enlightened Fist<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells or Spell-Like Abilities<\/strong>: Arcane caster level 3rd.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Enlightened fists gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: Except at 1st level and 6th level, an enlightened fist gains new spells per day (and spells known, if applicable) as if she had also gained a level in an arcane spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If she had more than one arcane spellcasting class before becoming an enlightened fist, she must decide to which class to add each level for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Ki Strike (Su)<\/strong>: An enlightened fist&#39;s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction.<\/p>\n\n\t<p><strong>Monk Abilities<\/strong>: An enlightened fist adds her class level to her monk level to determine her class-based AC bonus, her unarmed damage, her unarmored speed bonus, and the number of daily attempts of her Stunning Fist feat. If she has no monk levels, she gains the AC bonus, unarmed damage, and unarmored speed bonus of a monk whose level equals her enlightened fist level, but she can&#39;t add her Wisdom bonus to her AC. An enlightened fist does not count her class levels for the purpose of determining when she gains any other monk class features, such as reduced penalties for flurry of blows attack rolls, bonus feats, evasion, or other special abilities.<\/p>\n\n\t<p><strong>Fist of Energy (Su)<\/strong>: Once per round as a free action, an enlightened fist of 2nd level or higher can spend one of her daily stunning attempts to imbue her unarmed strikes with either electricity or fire. The enlightened fist chooses the energy type each time she activates. For 1 round, each of her unarmed strike that hits deals an extra 1d6 points of damage (electricity or fire, depending on the choice). At 6th level and higher, an enlightened fist can cause her energy-imbued unarmed strikes to burst with flame or lightning on a critical hit. In addition to dealing an extra 1d6 points of energy damage, her unarmed attacks deal an extra 1d10 points of energy damage on a successful critical hit. If the enlightened fist&#39;s unarmed critical multiplier is \u00d73, she adds an extra 2d10 points of energy damage instead, and if the multiplier is \u00d74, she adds an extra 3d10 points of energy damage. An enlightened fist with monk levels can use this ability to channel energy through wielded monk weapons just as she can through her unarmed attacks.<\/p>\n\n\t<p><strong>Arcane Fist (Su)<\/strong>: Beginning at 3rd level, an enlightened fist can spend one of her daily stunning attempts to cast and deliver a touch spell as part of an unarmed full attack action. She can choose to deliver the touch spell with any single unarmed strike attack she makes during the action.<\/p>\n\n\t<p><strong>Arcane Rejuvenation (Su)<\/strong>: An enlightened fist of 5th level or higher can channel arcane energy to heal her own wounds. As a standard action, she can  acrifice one of her prepared spells or unused spell slots; doing this heals a number of hit points of damage equal to the spell&#39;s level.<\/p>\n\n\t<p><strong>Hold Ray (Ex)<\/strong>: At 7th level or higher, an enlightened fist can cast any spell that produces a ray effect as a touch spell instead. The spell&#39;s range is reduced to touch, and its Effect entry is replaced with &quot;Target: Creature touched.&quot; She can deliver the spell with a touch attack or with a normal attack,  and she can hold the charge as with a normal touch spell. An enlightened fist can combine this ability with arcane fist (see above) to deliver a ray-effect spell as part of an unarmed full attack action.<\/p>\n\n\t<p><strong>Diamond Soul (Ex)<\/strong>: At 9th level, an enlightened fist gains spell resistance equal to 10 + the total of her monk levels and enlightened fist levels.<\/p>\n\n\t<p><strong>Multiclassing Note<\/strong>: A monk who becomes an enlightened fist can continue advancing as a monk. Furthermore, the character&#39;s class levels in any classes that grant arcane spellcasting ability (such as sorcerer or warmage) do not prevent her from continuing to advance as a monk.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Ki<\/em> strike (magic), monk abilities <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Fist of energy <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Arcane fist <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Arcane rejuvination <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Fist of energy (burst) <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Hold ray <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Diamond soul <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Arcane 34<\/h5>","reference":"Usergen"},{"id":10209,"name":"Fatespinner","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Fatespinner<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to cast 4th-level arcane spells, including at least one divination spell of 1st level or higher.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Fatespinners gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: At each level except 5th, a fatespinner gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, a bonus feat, and so on). If he had more than one spellcasting class before becoming a fatespinner, he must decide to which class to add each level for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Spin Fate (Ex)<\/strong>: A mage of many fates understands that &quot;chance&quot; is not as random as many believe it to be, and he can adjust the  probability of certain events by applying a force that fatespinners refer to as &quot;spin.&quot; Each day, a fatespinner can use a number of points of spin equal to his fatespinner class level. As a free action, a fatespinner can use stored spin to boost the save DC of a spell he casts, adding some or all his spin to the DC, on a point-for-point basis. For instance, a 5th-level wizard\/3rd-level fatespinner casting fireball could choose to boost the DC of the spell by 1, 2, or 3 points. Once he uses up his spin for the day, his ability to tinker with probability in this fashion is also exhausted for the day. A fatespinner&#39;s spin is replenished whenever the character successfully regains his spells for the day (whether through rest, preparation, or prayer).<\/p>\n\n\t<p><strong>Fickle Finger of Fate (Ex)<\/strong>: On reaching 2nd level, a fatespinner gains the ability to affect the luck of others. Once per day as an immediate action (see page 86), he can force any other creature&#8212;friend or enemy&#8212;to reroll a roll that it has just made. A fatespinner must have line of sight to the creature to be affected. That creature must abide by the result of the reroll, whether it&#39;s higher or lower than the original roll.<\/p>\n\n\t<p><strong>Spin Destiny (Ex)<\/strong>: Beginning at 3rd level, a fatespinner more clearly comprehends the matrix of reality and can use accumulated spin to  adjust other random events. The method is identical to increasing a spell&#39;s save DC, but the fatespinner can now add spin to any skill check, attack roll, or saving throw that he attempts on a point-for-point basis. However, the spin utilized comes from the same limited reservoir of karma storage that allows him to adjust the DC of his spells. He must apply the bonus before making the roll.<\/p>\n\n\t<p><strong>Deny Fate (Ex)<\/strong>: At 4th level and higher, a fatespinner has a better chance of beating the odds should he ever be rendered unconscious and dying. Once per day, on the first occasion when a fatespinner must make a check to become stable when dying, the check automatically succeeds. Other such checks called for later in the same 24-hour period are made normally.<\/p>\n\n\t<p><strong>Resist Fate (Ex)<\/strong>: A fatespinner of 4th level and above embraces his extraordinary good luck. Once per day, he can reroll one roll that he has just made. He must abide by the result of the reroll, even if it&#39;s worse than the original roll.<\/p>\n\n\t<p><strong>Seal Fate (Su)<\/strong>: A 5th-level fatespinner can meddle in success and failure, and even life and death, sealing the fate of a friend or foe. Once per day as a free action, the fatespinner selects a target creature he can see within 30 feet with Hit Dice equal to or less than his. The creature receives either a &#8212;10 penalty or a +10 bonus on its next saving throw, as decided by the fatespinner. If the selected target has more Hit Dice than the fatespinner, the ability doesn&#39;t work but the use for the day is not wasted. This effect lasts only for 1 round, so if no spell or other effect is brought to bear on the target creature during the round, the creature&#39;s fate is no longer sealed.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Spin fate <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Fickle finger of fate <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Spin destiny <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Deny fate, resist fate <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Seal fate <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Arcane 37<\/h5>","reference":"Usergen"},{"id":10210,"name":"Geometer","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Geometer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to prepare and cast 3rd-level arcane spells.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Geometers gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: At each level, a geometer gains new spells per day (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If he had more than one arcane spellcasting class before becoming a geometer, he must decide to which class to add each level for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Glyph of Warding<\/strong>: A geometer adds <em>glyph of warding<\/em> to his spellbook as a 3rd-level arcane spell. He can prepare and cast the spell just like any other spell he knows.<\/p>\n\n\t<p><strong>Spellglyph (Su)<\/strong>: A spellglyph is an arcane diagram that substitutes for a specific spell\u2019s verbal and material components (if any). When a geometer casts a prepared spell in conjunction with a spellglyph scribed for that spell, he can cast the spell as if it were affected by the Silent Spell feat. The spellglyph replaces any material components (other than a focus) normally required by the spell. A geometer chooses at the time of casting whether to use a spellglyph. An expended spellglyph disappears, just like any other material component. Spellglyphs are normally scribed on parchment, much like scrolls. Preparing a spellglyph requires 1 hour and the use of rare inks costing 25 gp per spell level. If  the spell normally requires an expensive material component (with a value of more than 1 gp), exotic inks and treatments of equal cost must be used in the preparation of the spellglyph.<\/p>\n\n\t<p><strong>Book of Geometry (Ex)<\/strong>: At 2nd level and higher, a geometer uses a unique system for recording the details of a spell that drastically reduces the expense of maintaining spellbooks. Every spell he learns from now on requires only a single page in his spellbook. It still takes 24 hours to scribe a spell into a spellbook and materials costing 100 gp per page. A geometer\u2019s spellbook is difficult for nongeometers to decipher and use.  The Spellcraft DC to decipher or prepare spells from a geometer\u2019s spellbook is increased by 5 for nongeometers (see page 178 of the Player\u2019s Handbook).<\/p>\n\n\t<p><strong>Sigilsight (Ex)<\/strong>: A geometer of 3rd level or higher can use a Search check to find magic traps based on runes, glyphs, sigils, symbols, and other writings as a rogue can. He gains a bonus equal to his caster level on all Search checks to find traps of this sort. A geometer who merely comes within 10 feet of a magic rune, glyph, sigil, or symbol, or the threshold of danger for such a device, is entitled to make a Search check as  if he were actively searching for a magic trap.<\/p>\n\n\t<p><strong>Pass Sigil (Su)<\/strong>: Beginning at 3rd level, a geometer can temporarily negate magical wards based on written symbols, sigils, runes, or glyphs. As a standard action, a geometer can attempt to pass such a sigil. He must succeed on a level check (DC 6 + the sigil creator\u2019s caster level). If successful, he can suppress the effects of the device for as long as he maintains concentration (which might make it possible for others to pass the sigil safely, too). A geometer must be able to see the device to be passed.<\/p>\n\n\t<p><strong>Powerful Spellglyph (Ex)<\/strong>: When a 5th-level geometer prepares a spellglyph for a spell, he knows how to strengthen the spell beyond its normal effects. His caster level is treated as 1 higher for any spell he casts with the use of a spellglyph.<\/p>\n\n\t<p><strong>Greater Glyph of Warding<\/strong>: A 5th-level geometer adds <em>greater glyph of warding<\/em> to his spellbook as a 6th-level arcane spell. He can prepare and cast the spell just like any other spell he knows.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Glyph of warding<\/em>, draw spellglyph <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Book of geometry <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sigilsight <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Pass sigil <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Powerful spellglyph, <em>greater glyph of warding<\/em> <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Arcane 39<\/h5>","reference":"Usergen"},{"id":10211,"name":"Green Star Adept","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Green Star Adept<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells or Spell-Like Abilities<\/strong>: Arcane caster level 1st.<\/p>\n\n\t<p><strong>Special<\/strong>: Must acquire a piece of starmetal weighing at least 2 ounces, powder it, and consume it by drinking it in a specially prepared infusion. This infusion requires arcane reagents costing 1,000 gp and takes one week to prepare.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Green Star adepts gain proficiency with simple weapons. They gain no proficiency with armor or shields.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: At every even-numbered level, a Green Star adept gains new spells per day (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If he had more than one arcane spellcasting class before becoming a Green Star adept, he must decide to which class to add each level for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Damage Reduction (Ex)<\/strong>: The starmetal infusion reinforces the flesh of a Green Star adept, making him resistant to physical blows. He gains damage reduction 1\/adamantine. Each level thereafter, his damage reduction improves by 1, until by 10th level, he has damage reduction 10\/adamantine.<\/p>\n\n\t<p><strong>Improved Caster Level (Ex)<\/strong>: A Green Star adept adds his class level to his caster level in another arcane spellcasting class to determine his effective spellcaster level. If the character had more than one arcane spellcasting class before becoming a Green Star adept, the player must decide to which class to add each adept level for this purpose. For example, a 5th-level wizard\/4th-level Green Star adept\u2019s caster level would be 9th, due to this ability, but he would only have access to 4th-level spells (5th-level wizard plus two arcane spellcasting class levels from being a 4th-level Green Star adept).<\/p>\n\n\t<p><strong>Starmetal Dependency (Ex)<\/strong>: A Green Star adept must consume more starmetal to continue his transformation. When he gains a level in this class beyond 1st, he does not gain any of the class features for that level until he performs a special ritual that requires 24 hours, 1 pound of starmetal, and other arcane reagents and materials costing 1,000 gp. A Green Star adept\u2019s base attack bonus, saving throws, skills, and feats or ability score increases are not dependent on this ritual\u2014he fails to gain the special class abilities only until he completes the ritual. See page 141 for a description of starmetal as a new special material.<\/p>\n\n\t<p><strong>Starmetal Rigor (Ex)<\/strong>: At 1st level, a Green Star adept\u2019s process of transformation has already begun. His flesh takes on a faint emerald hue, and it becomes denser and stronger as the starmetal infusion takes hold. A 1st-level adept\u2019s Strength score increases by 1, but his Dexterity score drops by 1 (to a minimum of 3). His natural armor bonus also improves by 1. When an adept reaches 4th level, his Strength and his natural armor bonus improve by an additional 1 point. At 7th level, an adept\u2019s Strength increases by 2 more, for a total increase of +4, while his Dexterity is reduced by 1 (to a minimum of 3). His natural armor bonus improves by another 2 points, for a total bonus of +4. At 10th level, an adept\u2019s Strength score increases  by 2 more points (total increase of +6) and his Dexterity is reduced by 1 (total reduction of \u20133, to a minimum of 3). His natural armor bonus improves by another 2 points, for a total bonus of +6.<\/p>\n\n\t<p><strong>Natural Attack (Ex)<\/strong>: Beginning at 2nd level, a Green Star adept has flesh so dense that his unarmed strikes deal substantial damage. He gains a slam attack that deals bludgeoning damage equal to a club sized for the character (1d4 for Small adepts, 1d6 for Medium adepts, or 1d8 for Large adepts), plus 1-1\/2 times his Strength modifier.<\/p>\n\n\t<p><strong>Unnatural Metabolism (Ex)<\/strong>: When an adept reaches 2nd level, his starmetal infusion begins to radically alter his metabolism. He gains a +2 bonus on saving throws against poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. At 5th level, a Green Star adept\u2019s bonus on saving throws against the attack forms listed above increases to +4. At 8th level, the save bonus increases to +6.<\/p>\n\n\t<p><strong>Fortification (Ex)<\/strong>: At 3rd level and higher, a Green Star adept has resistance to attacks that affect other living creatures. When a critical hit or sneak attack is scored on the character, there is a 25% chance that the critical hit or sneak attack is negated and the damage is instead rolled normally. When an adept reaches 6th level, this ability improves, increasing the chance of negating a critical hit or sneak attack to 50%. At 9th level, a Green Star adept has a 75% chance to negate a critical hit or sneak attack.<\/p>\n\n\t<p><strong>Otherworldly Vision (Ex)<\/strong>: At 4th level, a Green Star adept gains darkvision out to 60 feet and low-light vision.<\/p>\n\n\t<p><strong>Null Metabolism (Ex)<\/strong>: When a Green Star adept reaches 7th level, his transformation approaches completion. He no longer needs to breathe, eat, or sleep. He has immunity to inhaled poisons, drowning, suffocation, and sleep effects (although he still must rest 8 hours in order to regain spells). In addition, an adept of 7th level or higher is no longer subject to fatigue or exhaustion and ignores the effects of these conditions.<\/p>\n\n\t<p><strong>Emerald Perfection (Ex)<\/strong>: At 10th level, a Green Star adept completes his transformation. He resembles a perfectly sculpted statue of himself, forged from green starmetal. His type changes to construct, which brings about the following alterations to his basic nature:<br \/>\u2014An adept loses his Constitution score and any hit point adjustment for Constitution. However, he gains bonus hit points based on his size: +10 hit points for Small, +20 hit points for Medium, or +30 hit points for Large.<br \/>\u2014Unlike other constructs, a Green Star adept has no special immunity to mind-affecting effects. He is essentially a human mind in a magically animated body.<br \/>\u2014He gains immunity to poison, paralysis, stunning, disease, extra damage from sneak attacks, death effects, and necromancy effects.<br \/>\u2014He no longer heals damage on his own, and receives no benefit from spells or effects that heal living creatures. However, he can repair himself by means of repair damage spells (see page 120) or his rapid repair ability (see below).<br \/>\u2014He is no longer subject to critical hits, nonlethal damage, ability damage, ability drain, or energy drain.<br \/>\u2014He gains immunity to any effect that requires a Fortitude save unless it also works on objects, or is harmless.<br \/>\u2014He is no longer at risk of death from massive damage, but he is immediately destroyed if reduced to 0 hit points. However, unlike other constructs, a Green Star adept can be returned from the dead by any means that would have worked on him before his final transformation.<br \/>\u2014He no longer takes ability score penalties for aging and cannot be magically aged. He cannot die of old age and might exist in this form for eons.<\/p>\n\n\t<p><strong>Rapid Repair (Ex)<\/strong>: A 10th-level Green Star adept repairs 1 point of damage per hour of rest, as long he has at least 1 hit point. Rapid repair does  not allow a Green Star adept to regrow or reattach lost body parts.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Damage reduction, improved caster level, starmetal dependency, starmetal rigor 1 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Natural attack, unnatural metabolism +2 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Fortification (25%) <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Otherworldly vision, starmetal rigor 2 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Unnatural metabolism +4 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Fortification (50%) <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Null metabolism, starmetal rigor 4 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Unnatural metabolism +6 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Fortification (75%) <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Emerald perfection, rapid repair, starmetal rigor 6 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Arcane 41<\/h5>","reference":"Usergen"},{"id":10212,"name":"Initiate of the Sevenfold Veil","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Initiate of the Sevenfold Veil<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to cast five abjuration spells, including at least two of 4th level or higher.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Initiates of the Sevenfold Veil gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: At each level, an Initiate of the Sevenfold Veil gains new spells per day (and spells known, if applicable) as if she had  also gained a level in an arcane spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If she had more than one arcane spellcasting class before becoming an Initiate of the Sevenfold Veil, she must decide to which class to add each level for the purpose of determining  spells per day and spells known.<\/p>\n\n\t<p><strong>Warding (Sp)<\/strong>: An Initiate of the Sevenfold Veil can create a <em>warding<\/em>. She can choose one veil she knows (see below) to be imbued in the warding. A warding lasts for a certain amount of time as indicated in its description, unless it is dismissed (the same way a spell is dismissed; see page 176 of the Player&#39;s Handbook). When she creates a <em>warding<\/em>, she can choose one of three types.<\/p>\n\n\t<p><em>Personal<\/em>: This <em>warding<\/em> is a sphere whose diameter is equal to an initiate&#39;s space (5 feet for Small or Medium creatures, 10 feet for Large, and so on) and encapsulates the initiate. It moves with her, but she cannot force another creature to pass through it (for example, by attempting to grapple an enemy). If she does force a creature to pass through, the <em>warding<\/em> has no effect on that creature. Any creature striking at her with a melee weapon or natural attack is subject to the veil&#39;s effect (although creatures using reach weapons are not). The <em>warding<\/em> provides concealment to the initiate, but she can see out with no hindrance. It lasts for 1 minute per level or until dismissed.<\/p>\n\n\t<p><em>Area<\/em>: An area <em>warding<\/em> affects an initiate&#39;s space and all adjacent squares (a sphere 15 feet in diameter for a Small or Medium initiate, 20 feet in diameter for a Large initiate, and so on). Any creature who remains adjacent to the initiate gains the benefit of the <em>warding<\/em>&#39;s protection, even if part of its body lies outside the sphere. Moving out of the <em>warding<\/em> (stepping away from the initiate) is completely safe, but anyone attempting to enter the <em>warding<\/em>&#8212;even someone who was formerly inside it and left&#8212;becomes subject to the effects of the chosen veil. The warding moves with the initiate, but she cannot force another creature to pass through it (for example, by moving adjacent to an enemy). If she does force a creature to pass through, the <em>warding<\/em> has no effect on that creature. This <em>warding<\/em> provides concealment to all within from creatures outside, but anyone inside the warding can see out with no hindrance. It lasts for 1 minute per level or until dismissed.<\/p>\n\n\t<p><em>Wall<\/em>: This <em>warding<\/em> takes the form of a wall, up to 10 feet long and 5 feet high per initiate class level. For example, a 3rd-level Initiate of the Sevenfold Veil could create a <em>warding<\/em> wall 30 feet long and 15 feet high. The wall can be made smaller, but it is not otherwise shapeable. The wall must begin within 30 feet of the initiate, but can extend beyond that distance. The wall is immobile once created. An initiate may choose to make crossing through the wall in one direction safe, if she chooses. In any event, she can pass through her own <em>warding<\/em> wall with no danger. This warding provides concealment to creatures on either side. It lasts for 10 minutes per level or until dismissed. The save DC for an initiate&#39;s <em>warding<\/em> is equal to 18 + her primary spellcasting ability modifier (Intelligence for wizards, Charisma for sorcerers and bards, and so on). The spell level equivalent of a <em>warding<\/em> depends on which veil is integrated into it.<\/p>\n\n\t<p><strong>Veils<\/strong>: When an initiate creates a <em>warding<\/em>, she can choose and imbue the <em>warding<\/em> with any one veil she knows how to create. These veils duplicate the layers of a prismatic wall and are described below. An initiate&#39;s caster level for these veils is equal to her arcane spellcaster level.<\/p>\n\n\t<p><em>Red Veil<\/em>: The first veil an initiate learns is the red veil. A <em>warding<\/em> imbued with this veil blocks all nonmagical ranged attacks and missiles. A creature crossing a red veil takes 20 points of fire damage (Reflex half). A <em>cone of cold<\/em> spell or effect destroys a <em>warding<\/em> with this veil but is negated in the process. A <em>warding<\/em> with this veil is the equivalent of a 4th-level spell.<\/p>\n\n\t<p><em>Orange Veil<\/em>: At 2nd level, an initiate learns the secret of the orange veil. A <em>warding<\/em> with this veil halts magical ranged attacks, including spells that conjure missiles (such as <em>Melf&#39;s acid arrow<\/em>) or create rays (such as <em>disintegrate<\/em> or a beholder&#39;s eye rays) but not spells that do not require a ranged attack (such as <em>magic missile<\/em>). A creature crossing an orange veil takes 40 points of acid damage (Reflex half). A <em>gust of wind<\/em> spell or similar effect destroys the veil but is negated in the process. A <em>warding<\/em> with this veil is the equivalent of a 5th-level spell.<\/p>\n\n\t<p><em>Yellow Veil<\/em>: An initiate of 3rd level or higher can create a yellow veil. This veil prevents gases or clouds from entering the warded area, and it defeats petrification attacks. In addition, a character inside a personal or area <em>warding<\/em> imbued with a yellow veil has immunity to poison introduced from outside the <em>warding<\/em> (such as from a creature with an envenomed weapon striking through the barrier). A creature crossing a yellow veil takes 80 points of electricity damage (Reflex half). A <em>disintegrate<\/em> spell destroys the veil but is negated in the process. A <em>warding<\/em> with this veil is the equivalent of a 6th-level spell.<\/p>\n\n\t<p><em>Green Veil<\/em>: A 4th-level initiate masters the green veil. This veil stops the passage of breath weapons. A creature crossing a green veil must succeed on a Fortitude save or die; on a successful save, the creature takes 1d6 points of Constitution damage. This veil is a poison effect. A <em>passwall<\/em> spell destroys a green veil. A <em>warding<\/em> with this veil is the equivalent of a 6th-level spell.<\/p>\n\n\t<p><em>Blue Veil<\/em>: At 5th level, an initiate learns the blue veil. This veil blocks all divinations and mind-affecting spells and abilities. Any creature crossing a blue veil must succeed on a Fortitude save or be petrified. A <em>magic missile<\/em> spell destroys a blue veil but is negated by it. A <em>warding<\/em> with this is the equivalent of a 6th-level spell.<\/p>\n\n\t<p><em>Indigo Veil<\/em>: A 6th-level initiate can create the mighty indigo veil. This veil prevents the passage of all spells or spell-like abilities. Any creature crossing an indigo veil must succeed on a Will save or become <em>confused<\/em>, as if by an <em>insanity<\/em> spell. A <em>daylight<\/em> spell negates and is negated by an indigo veil. A <em>warding<\/em> with this veil is the equivalent of a 7th-level spell.<br \/><em>Violet Veil<\/em>: At 7th level, an initiate masters the seventh and final veil: the violet veil. This barrier destroys all objects and effects that cross it, as if they were <em>disintegrated<\/em>. Living creatures passing a violet veil must succeed on a Will save or be shifted to a random place on a random plane (as the <em>plane shift<\/em> spell). A violet veil is destroyed by a successful <em>dispel magic<\/em> spell. A <em>warding<\/em> with this veil is the equivalent of an 8th-level spell.<\/p>\n\n\t<p><strong>Unimpeachable Abjuration (Ex)<\/strong>: An initiate&#39;s abjuration spells are particularly difficult to defeat with spells or effects that dispel them. An initiate can add her class level to the DC to dispel any abjuration spell or effect she creates.<\/p>\n\n\t<p><strong>Unanswerable Strike (Ex)<\/strong>: Due to her study of magical defenses, an initiate learns how to defeat them more easily. At 2nd level and higher, she gains a +2 bonus on caster level checks to counter or dispel abjuration spells. At 6th level, this bonus increases to a +4 bonus.<\/p>\n\n\t<p><strong>Reactive Warding (Sp)<\/strong>: At 4th level, an initiate learns to create a <em>warding<\/em> (see above) in response to an attack. She can raise a <em>warding<\/em> as an immediate action (see page 86), after an opponent begins an action but before it is completed. For example, if she sees an enemy warrior charging her, she can raise a <em>warding<\/em> to protect herself. The opponent can choose to continue the charge through the <em>warding<\/em> or can halt outside it.<\/p>\n\n\t<p><strong>Double Warding<\/strong>: At 6th level and higher, an initiate can raise two veils at once any time she creates a <em>warding<\/em>. This still counts as only one use of her <em>warding<\/em> ability. The less powerful effect (progressing from red up through violet) is always considered to be &quot;outside&quot; the more powerful effect, so a double warding consisting of a blue veil and a green veil would subject any creature passing through to the green veil first, followed by the blue veil. To negate the entire <em>warding<\/em>, the outermost veil must be negated before the inner veil can be negated.<\/p>\n\n\t<p><strong>Kaleidoscopic Doom (Sp)<\/strong>: At 7th level, an Initiate of the Sevenfold Veil learns the secret of the awesome <em>kaleidoscopic doom<\/em>. Once per day as a standard action, she designates one creature within 60 feet and turns magical effects currently affecting the creature against it. This effect functions like a targeted <em>greater dispel magic<\/em>, except that for every spell or effect negated on the target, the effect of one veil (see above) is visited on the victim as if the subject had crossed it. The veils created around the victim proceed through the spectrum from red to violet, with one veil activated per spell negated. Thus, a creature with three spells negated would be subject to the effects of the red, orange, and yellow veils. The subject is still entitled to the normal saving throws allowed by each veil. This ability is the equivalent of a 9th level spell.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Warding<\/em> 1\/day, unimpeachable abjuration, red veil <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Unanswerable strike +2, orange veil <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Warding<\/em> 2\/day, yellow veil <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Reactivating warding<\/em>, green veil <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Warding<\/em> 3\/day, blue veil <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Unanswerable strike +4, double warding, indigo veil <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <em>Kaleidoscopic doom<\/em>, violet veil, <em>warding<\/em> 4\/day <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Arcane 44<\/h5>","reference":"Usergen"},{"id":10213,"name":"Mage of the Arcane Order","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Mage of the Arcane Order<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to prepare and cast 2nd-level arcane spells.<\/p>\n\n\t<p><strong>Special<\/strong>: Prospective members must pay an initiation fee of 750 gp.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Mages of the Arcane Order gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: At each level, a mage of the Arcane Order gains new spells per day (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If he had more than one arcane spellcasting class before becoming a mage of the Arcane Order, he must decide to which class to add each level for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Guild Member<\/strong>: A \u201cguild-level\u201d mage of the Arcane Order pays monetary dues and accepts various duties in return for member benefits. The dues are 30 gp per month. Duties include putting in an appearance on campus at least once every six months and accepting any special commissions handed down by senior members. A guildmage who falls into arrears on his dues by more than three months has his membership revoked and loses access to the Spellpool. Reinstating membership is difficult. However, ex-members do not lose any spells or metamagic feats they had gained while in good standing. A member in good standing can board at the Arcane Order campus between adventures, paying only 5 sp per day for common-quality meals and lodging. At his leisure, he can browse the Order\u2019s well-respected library, which is stocked with tomes on both mundane and arcane lore (though no spellbooks are kept here). Likewise, he can use the Order\u2019s common laboratory facilities when creating magic items (although material costs remain out-of-pocket). Furthermore, he is free to read and post notices to the \u201cjob board,\u201d a mundane medium whereby fellow members of the Order pass information, advertise their interest in a research topic or adventure, or attempt to sell an interesting oddity, magical or otherwise. Last but not least, members form professional ties with their fellow wizards, possibly leading to lasting friendships or alliances.<\/p>\n\n\t<p><strong>Spellpool (Su)<\/strong>: Mages of the Arcane Order can call spells from a common source: the Spellpool. New members receive a special focus (a trinket chosen by the spellcaster, such as a ring, brooch, scarf, or other portable item) at the time of their initiation. The focus allows access to the Spellpool and works only for its owner. If a mage of the Arcane Order loses his focus, he must undergo another initiation. The range of available spells increases at 4th and 7th levels. See the sidebar below for details.<\/p>\n\n\t<p><strong>Bonus Metamagic Feat<\/strong>: At 2nd level and again at 9th level, a mage of the Arcane Order gains sudden insight from studying the reconstructed texts of ancient magical grimoires. He gains a metamagic feat of his choice as a bonus feat. He must still meet the prerequisites of the feat.<\/p>\n\n\t<p><strong>Bonus Language<\/strong>: At 3rd level and again at 6th level, a guildmage\u2019s access to the Order\u2019s superb library and resources allows him to learn a new language.<\/p>\n\n\t<p><strong>New Spell<\/strong>: When a mage of the Arcane Order reaches 5th level, and again at 8th level, a fellow wizard allows the character to copy a spell from his or her spellbook (chosen by the player, subject to the DM\u2019s approval). He does not need to make a Spellcraft check to copy the spell into his own spellbook, although specialist wizards still cannot learn spells from prohibited schools. Spellcasters who do not use spellbooks gain no benefit from this ability.<\/p>\n\n\t<p><strong>Regent<\/strong>: A 10th-level mage of the Arcane Order is awarded the status of regent. A regent gains a +2 competence bonus on all Charisma-based interaction checks when dealing with lower-level members of the Order. The regents set the Arcane Order\u2019s rules and policies, meeting each month in the Council of Regents. A regent must attend six council meetings in one year or be removed from the council and lose his regent status (he loses no other benefits of guild membership, nor does he lose his level in the prestige class). Enacting new policies or eradicating old ones requires a three-fifths majority vote to pass. Generally, the council hands out commissions for lower level mages of the Arcane Order to perform on behalf of the guild. An individual regent might also head up a special group of lower-level members to accomplish a specific goal, such as investigating a crime committed using magic, undertaking an archeological dig of an ancient site of wizardry, or some other important task.<\/p>\n\n\t<h4><span class=caps>THE<\/span> <span class=caps>SPELLPOOL<\/span><\/h4>\n\n\t<p>A magical reservoir of spell energy is bound into a special matrix in a guarded vault on a sublevel of the Order\u2019s headquarters. Using his guild focus, a mage of the Arcane Order can \u201ccall\u201d spells from this common resource as needed.<\/p>\n\n\t<p><strong>Calling a Spell<\/strong>: Calling a spell from the Spellpool can be done at any distance but requires the caster to have an open, unused spell slot of the appropriate level. Wizards preparing spells for the day decide at that time whether to leave some spell slots open. A spellcaster can call only for a spell of a level that he could normally cast. He can call a number of spells per day whose total levels are equal to or less than half his caster level (round down, minimum one). For example, Turial Edemont, a 5th-level wizard\/4th-level mage of the Arcane Order can call one 4th-level spell per day, two 2nd-level spells per day, or any other combination of spells whose levels do not exceed four, assuming he has slots available and his Spellpool debt isn\u2019t too high (see below). When a caster calls a spell, he takes a full-round action to concentrate on his focus (which provokes attacks of opportunity). The spell appears in the caster\u2019s mind at the beginning of his next turn and can be used immediately. However, if he does not cast the called spell within a number of minutes equal to his caster level, it fades from his mind as though cast. A wizard cannot learn a called spell, despite its temporary presence in his consciousness, though of course he could later attempt to learn the spell through standard means.<\/p>\n\n\t<p><strong>Spell Availability<\/strong>: Three stages of access to the Spellpool exist. A member first joining the Order gains Spellpool I privileges, which grants access to spells of 1st to 3rd level. Spellpool II allows access to 4th- to 6th-level spells, and Spellpool <span class=caps>III<\/span> grants access to 7th- to 9th-level spells. No 0-level spells are available, but the Spellpool can provide any other spell on the wizard\/sorcerer spell list in the Player\u2019s Handbook, as well as any additional spells designated by the DM.<\/p>\n\n\t<p><strong>Spellpool Debt<\/strong>: Every time a spellcaster calls a spell, he incurs a debt. He must return an \u201cenergy packet\u201d to the Spellpool: a spell he has prepared of a level equal level to that of the called spell, or a number of spells whose combined levels equal the level of the called spell. For instance, the Spellpool debt for a 5th-level spell is five levels, which could be paid off with another 5th-level spell or any combination of spells whose levels total five. Returning a spell is a full-round action, like calling a spell, and depletes a prepared spell slot as if the spell had been cast. The debt must be repaid within a number of days equal to the character\u2019s class level; otherwise, the mage\u2019s access to the Spellpool is automatically suspended. Once the debt is repaid, a suspended caster immediately regains access to the Spellpool\u2014except that failure to pay off a debt within one year results in a spellcaster\u2019s expulsion from the Order. A mage can\u2019t run a \u201cpositive balance\u201d with the Spellpool, paying off a debt before incurring it.<\/p>\n\n\t<h4><span class=caps>WILD<\/span> <span class=caps>MAGES<\/span> IN <span class=caps>FAERUN<\/span><\/h4>\n\n\t<p>Wild mages are particularly adept at exploiting zones of wild magic, and they are much less likely to experience deleterious effects while casting spells within wild magic zones. Wild mages can roll twice on Table 2\u20131: Wild Magic Effects in Chapter 2 of the <span class=caps>FORGOTTEN<\/span> <span class=caps>REALMS<\/span> Campaign Setting and choose the preferred result. For example, a wild mage who rolls a result of 37 (nothing happens) and a result of 57 (spell functions normally) would choose the second result.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Guild member, Spellpool I <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Free metamagic feat <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus language <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Spellpool II <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> New spell <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Bonus language <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Spellpool <span class=caps>III<\/span> <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> New spell <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Free metamagic feat <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Regent <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Arcane 48<\/h5>","reference":"Usergen"},{"id":10214,"name":"Master Transmogrifist","type":"prestige","alignment":"any nonlawful","hit_die":"4","full_text":"<div topic='titel'><p><h3>Master Transmogrifist<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> any nonlawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to cast <em>alter self<\/em> and <em>polymorph<\/em>.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Master transmogrifists gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: At each level indicated on Table 2&#8212;14, a master transmogrifist gains new spells per day (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If he had more than one arcane spellcasting class before becoming a master transmogrifist, he must decide to which class to add each level for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Extended Change (Ex)<\/strong>: A master transmogrifist gains the benefit of the Extend Spell feat on any  transmutation spell he casts to change into one of his favored shapes (see below). This benefit does not increase the spell&#39;s level or casting time, or require any special preparation. Spells that can benefit from this ability include alter self, polymorph, polymorph any object, and shapechange.<\/p>\n\n\t<p><strong>Favored Shape (Su)<\/strong>: A master transmogrifist chooses three favored shapes at 1st level. A favored shape is a specific kind of creature whose form he can assume by means of the polymorph spell. He cannot choose a creature of his own type (humanoid, most likely) as a favored shape. For example, an 8th-level human sorcerer\/1st-level master transmogrifist might choose pegasus, umber hulk, and bronze dragon as his favored shapes, though because of the Hit Dice restriction, he could become only a very young bronze dragon. A master transmogrifist gains a number of advantages with his favored shapes, as noted in the following class feature descriptions. At every odd-numbered level beyond 1st, a master transmogrifist gains one additional favored shape. Thus, he has four at 3rd level, five at 5th level, six at 7th level, and seven at 9th level. Furthermore, once per master transmogrifist level beyond 1st, a character can choose to lose a previously chosen favored shape and select a replacement.<\/p>\n\n\t<p><strong>Manifest Senses (Su)<\/strong>: At 2nd level and higher, a master transmogrifist gains the senses of his favored shape when he assumes its form. Senses include extraordinary special qualities such as blindsense, blindsight, darkvision, low-light vision, scent, and tremorsense.<\/p>\n\n\t<p><strong>Battle Mastery (Ex)<\/strong>: At 3rd level, a master transmogrifist gains a +2 competence bonus on all attack rolls he makes while in one of his favored shapes. This bonus increases to +4 at 6th level and to +6 at 9th level.<\/p>\n\n\t<p><strong>Effortless Change (Ex)<\/strong>: At 4th level, a master transmogrifist learns how to change his form through a simple act of will. He can choose to apply the benefits of the Still Spell and Silent Spell feats (even if he doesn&#39;t have the feats) to any transmutation spell he casts to change into one of his favored shapes. This benefit does not increase the spell&#39;s level or casting time, or require any special preparation. Spells that can benefit from this ability include alter self, polymorph, polymorph any object, and shapechange.<\/p>\n\n\t<p><strong>Shapechanger (Ex)<\/strong>: A master transmogrifist acquires the shapechanger subtype at 5th level. He also gains the ability to remain in an assumed form indefinitely when he casts alter self. This works exactly like the alter self spell except that the duration is permanent. In other words, a master transmogrifist can remain in the form he assumes as long as he wishes, until either he chooses to dismiss it or the alter self effect is dispelled.<\/p>\n\n\t<p><strong>Reflexive Change (Ex)<\/strong>: At 7th level and higher, a master transmogrifist has the ability to change into a favored shape via a transmutation spell in response to an opponent&#39;s action once per day. If he has an appropriate spell prepared and chooses to use this ability, he can change form as an immediate action (see page 86) in response to the action of another creature. For example, a master transmogrifist might turn into a dragon turtle to gain a high Armor Class against an impending attack, or change into a red dragon to gain immunity to the fire damage of an enemy&#39;s fire storm spell. The spell is expended as if the transmogrifist had cast it normally, and he remains in his new form until either the spell&#39;s duration expires or he dismisses it. A transmogrifist gives up his next action to make a reflexive change. If a master transmogrifist is currently under the effect of a shapechange spell he cast on himself, he can use his reflexive change ability as often as he likes (although never more than once per round). Each time he uses it, he loses his next action.<\/p>\n\n\t<p><strong>Manifest Qualities (Ex)<\/strong>: At 8th level and higher, a master transmogrifist has all the extraordinary special qualities of any favored shape he assumes. For example, he could change into a troll to make use of the troll&#39;s regeneration ability, or take the form of a green hag to gain spell resistance 18. <\/p>\n\n\t<p><strong>Infinite Variety (Su)<\/strong>: At 10th level, a master transmogrifist gains the ability to create completely imaginary forms when he casts polymorph, polymorph any object, or shapechange on himself. To create an imaginary form, he chooses one of his favored shapes as a base form. He can then choose a single aspect of a second monster whose form he could assume using the spell he is casting and add it to the first creature. His available options include the following.\n\t<ul>\n\t\t<li>Replace the base form&#39;s natural armor bonus with that of the second form.<\/li>\n\t\t<li>Add the second form&#39;s movement modes.<\/li>\n\t\t<li>Add one of the second form&#39;s natural attack types (with the appropriate reach), if the base form doesn&#39;t have that attack type already.<\/li>\n\t\t<li>Add an extraordinary special attack of the second form.<\/li>\n\t\t<li>Add an extraordinary special quality of the second form.<\/li>\n\t\t<li>Replace one of the base form&#39;s physical ability scores, if both the base form and the second form are the same size category.<\/li>\n\t<\/ul><br \/>For example, if a young red dragon is the base form and a giant octopus is the second, a master transmogrifist could add the octopus&#39;s eight tentacle rakes (damage 1d4 + Str bonus) to the dragon&#39;s available natural attacks.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Extended change, favored shape <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Manifest senses <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Battle master +2 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Effortless change <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Shapechanger <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Battle master +4 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Reflexive change <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Manifest qualities <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Battle master +6 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Infinite variety <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Arcane 51<\/h5>","reference":"Usergen"},{"id":10215,"name":"Mindbender","type":"prestige","alignment":"Any nongood","hit_die":"4","full_text":"<div topic='titel'><p><h3>Mindbender<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nongood.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to cast <em>charm person<\/em>, use <em>charm person<\/em> as a spell-like ability, or use the <em>charm invocation<\/em>.<\/p>\n\n\t<p><strong>Spells or Spell-Like Abilities<\/strong>: Arcane caster level 5th.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Mindbenders gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: At each odd-numbered level, a mindbender gains new spells per day (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If he had more than one arcane spellcasting class before becoming a mindbender, he must decide to which class to add each level for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Telepathy (Su)<\/strong>: A mindbender unlocks one of the most basic elements of his mental craft at 1st level, gaining the ability to communicate telepathically with any creature within 100 feet that has a language.<\/p>\n\n\t<p><strong>Skill Boost (Ex)<\/strong>: A mindbender is a consummate student of manipulation, be it magical or mundane. Beginning at 2nd level, he can add 1\/2 his class level as a competence bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks.<\/p>\n\n\t<p><strong>Push the Weak Mind (Sp)<\/strong>: At 2nd level and higher, a mindbender can influence the actions of a living creature of Large or smaller size once per day. This ability functions like a <em>suggestion<\/em> spell, except that the range is 100 feet and the duration is 5 hours plus 1 hour per class level. The mindbender can communicate the suggested course of action telepathically if he chooses, which allows him to use the effect regardless of the target\u2019s language. A successful Will save (DC 13 + primary spellcasting ability modifier) negates the effect. (Primary spellcasting ability is Intelligence for wizards, Charisma for sorcerers and warlocks, Wisdom for clerics, and so forth.) A mindbender can use this ability one additional time per day per three class levels gained (two times per day at 5th and three times per day at 8th).<\/p>\n\n\t<p><strong>Mindread (Sp)<\/strong>: At 3rd level and higher, a mindbender can read the surface thoughts of a living creature within 100 feet. This is a mind-affecting ability that requires a standard action to use. The mindbender must be able to see the target; a successful Will save (DC 12 + primary spellcasting ability modifier) negates the effect. Creatures of animal intelligence (Int 1 or 2) have only simple, instinctual thoughts. Maintaining the effect requires concentration; the maximum duration is 10 minutes. The ability can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. This effect is the equivalent of a 2nd-level spell. A mindbender can use this ability two times per day at 3rd level and four times per day at 7th level.<\/p>\n\n\t<p><strong>Eternal Charm (Sp)<\/strong>: At 4th level and higher, a mindbender can <em>charm<\/em> any single Large or smaller living creature within 100 feet (as <em>charm monster<\/em>) once per day. A successful Will save (DC 14 + primary spellcasting ability modifier) negates the effect. The duration is permanent; however, a mindbender can have only one creature so <em>charmed<\/em> at any given time. If he attempts to use this power on a creature while he has another so <em>charmed<\/em>, the first charm is automatically broken (regardless of the success of the second attempt). The effect is also broken if a mindbender or one of his allies injures the target. <em>Dispel magic<\/em> has no effect on an <em>eternal charm<\/em>, though <em>break enchantment<\/em> frees the victim (treat the mindbender\u2019s caster level as 5 + his class level for this purpose). At 6th level and higher, a mindbender can have up to two creatures affected by this power at any given time; if he attempts to charm a third, the previous victim under his influence the longest is freed. At 8th level, he can control up to three creatures with this ability, and at 10th level up to four creatures.<\/p>\n\n\t<p><strong>Enchantment Spell Power (Ex)<\/strong>: At 6th level and higher, a mindbender casts more powerful enchantment spells: He adds 2 to his caster level when casting any enchantment spell. This increase improves to 4 at 10th level.<\/p>\n\n\t<p><strong>Dominate (Sp)<\/strong>: At 7th level, a mindbender becomes able to <em>dominate<\/em> any single living Large or smaller creature within 100 feet (as <em>dominate monster<\/em>) once per day. A successful Will save (DC 19 + primary spellcasting ability modifier) negates the effect. The duration is 24 hours. <\/p>\n\n\t<p><strong>Thrall (Su)<\/strong>: At 10th level, a mindbender\u2019s mental mastery reaches its pinnacle. He can choose to make the duration of his <em>dominate<\/em> ability (see above) permanent, but only on one target at a time. If a mindbender chooses to <em>dominate<\/em> another creature and make that effect permanent, the previous thrall is freed from the effect.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Telepathy <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Push the weak mind<\/em> 1\/day, skill boost <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Mindread<\/em> 2\/day <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Eternal charm<\/em> (1) <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Push the weak mind<\/em> 2\/day <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Enchantment spell power +2, <em>eternal charm<\/em> (2) <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <em>Dominate<\/em>, <em>mindread<\/em> 4\/day <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <em>Eternal charm<\/em> (3), <em>push the weak mind<\/em> 3\/day <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Enchantment spell power +4, <em>eternal charm<\/em> (4), thrall <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Arcane 54<\/h5>","reference":"Usergen"},{"id":10216,"name":"Seeker of the Song","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Seeker of the Song<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Bardic music ability.<\/p>\n\n\t<p><strong>Special<\/strong>: Must have been exposed to the primal music by hearing another seeker of the song use a seeker music ability.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Seekers of the song gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Rapture of the Song (Su)<\/strong>: A seeker of the song is so in tune with the power of the primal music that she gains special insight, physical fortitude, and resistance to magic while in the throes of her song. A seeker gains a +2 insight bonus to Armor Class whenever she uses her bardic music ability, seeker music, or a similar ability. At 4th level and higher, a seeker also gains a +2 insight bonus on saving throws whenever she uses her bardic music ability, seeker music, or a similar ability. At 7th level and higher, a seeker also gains damage reduction 2\/\u2014 whenever she uses her bardic music ability, seeker music, or a similar ability. At 10th level, a seeker gains these abilities and also acts as though affected by a freedom of movement spell whenever she uses her bardic music ability, seeker music, or a similar ability.<\/p>\n\n\t<p><strong>Seeker Music<\/strong>: A seeker of the song can use music or poetics to produce magical effects. Seeker music follows the same rules as bardic music (see page 29 of the Player\u2019s Handbook). Each use of seeker music costs one daily use of bardic music to activate. Seeker of the song levels stack with bard levels for purposes of determining how many daily uses of bardic music and seeker music the character has. Some seeker music effects include a secondary effect, called a refrain. In any round when a seeker concentrates on a seeker music effect and expends another use of bardic music, she can activate the refrain associated with that seeker music effect. Using a refrain is a swift action (see page 86) that does not provoke attacks of opportunity. The original effects of the song do not end; the seeker can maintain the song and activate the refrain simultaneously.<\/p>\n\n\t<ul>\n\t\t<li><em>Burning Melody (Su)<\/em>: A seeker of the song with 14 or more ranks in a Perform skill can gather a glimmer of the power of the primal music and gain some control over fire through this music. While a seeker sings this song, she and all of her allies within 30 feet who can hear her gain resistance to fire 15. An ally benefits from this effect for as long as it can hear the seeker sing. <\/li>\n\t\t<li><em>Burning Melody, Refrain<\/em>: When she uses the refrain with her burning melody, a seeker shoots a 30-foot cone of fire from her fingertips. The cone deals 6d6 points of fire damage to creatures in its area. A successful Reflex save (DC 10 + the seeker\u2019s ranks in the Perform skill) halves the damage.<\/li>\n\t\t<li><em>Song of Unmaking (Su)<\/em>: At 2nd level and higher, a seeker with 15 or more ranks in a Perform skill can turn a fragment of the primal music\u2019s power against constructs. She can expend a use of bardic music and make a Perform check to deal 1d8 points of damage per seeker level to all constructs within a 30-foot burst of the seeker (no save).<\/li>\n\t\t<li><em>Dirge of Frozen Loss (Su)<\/em>: A seeker of the song of 3rd level or higher with 16 or more ranks in a Perform skill can gather the power of the primal music to gain control over cold energy through this music. While a seeker sings this song, she and all of her allies within 30 feet who can hear her gain resistance to cold 15. An ally benefits from this effect for as long as it can hear the seeker sing.<\/li>\n\t\t<li><em>Dirge of Frozen Loss, Refrain<\/em>: When she uses the refrain with her dirge of frozen loss, a seeker shoots a 60-foot line of cold energy from her fingertips. The line deals 10d6 points of cold damage to any creature it hits and causes any creature damaged by it to become fatigued. A successful Fortitude save (DC 10 + the seeker\u2019s ranks in the Perform skill) halves the damage and negates the fatigue.<\/li>\n\t\t<li><em>Song of Life (Su)<\/em>: A seeker of the song of 4th level or higher with 17 or more ranks in a Perform skill can use fragments of the primal music to protect and heal her allies. While a seeker sings this song, she and all of her allies within 30 feet who can hear her gain immunity to poison and disease. An ally benefits from this effect for as long as it can hear the seeker sing.<\/li>\n\t\t<li><em>Song of Life, Refrain<\/em>: When she uses the refrain with her dirge of frozen loss, a seeker can make a Perform check to heal a living creature of an amount of hit point damage equal to the check result (up to the creature\u2019s full normal hit point total). She must touch the affected ally to use this ability. The touch is a standard action, although activating the refrain is still a swift action. The refrain has no effect on undead or nonliving creatures.<\/li>\n\t\t<li><em>Anthem of Thunder and Pain (Su)<\/em>: A seeker of the song of 5th level or higher with 18 or more ranks in a Perform skill can gather the power of the primal music and gain some control over electrical energy through this music. While a seeker sings this song, she and all of her allies within 30 feet who can hear her gain resistance to electricity 15. An ally benefits from this effect for as long as it can hear the seeker sing.<\/li>\n\t\t<li><em>Anthem of Thunder and Pain, Refrain<\/em>: When she uses the refrain with her anthem of thunder and pain, a seeker shoots a ray of electricity from her fingertips. The ray has a range of 20 feet and requires a ranged touch attack to hit. The ray deals 10d6 points of electricity damage to a creature it hits. The seeker can then cause the electricity to arc to additional foes, all of whom must be within 20 feet of the first creature struck. Each secondary ray requires another ranged touch attack to hit and deals half as much damage as the initial ray. A seeker can create one secondary ray for every three seeker class levels (one when the song becomes available at 5th level, two at 6th level, and three at 9th level). No creature can be affected by more than one arc in a single round.<\/li>\n\t\t<li><em>Hymn of Spelldeath (Su)<\/em>: A seeker of the song of 6th level or higher with 19 or more ranks in a Perform skill can turn the power of the primal music against magic effects. Any creature that can hear the seeker perform must make a Concentration check opposed by the seeker\u2019s Perform check in order to cast a spell. If the Concentration check fails, the spell is lost and has no effect. If the Concentration check succeeds, the spell is cast as normal. A hymn of spelldeath is a mind-affecting ability.<\/li>\n\t\t<li><em>Hymn of Spelldeath, Refrain<\/em>: When she uses the refrain with her hymn of spelldeath, a seeker can attempt to dispel magic. This ability works just like the area version of dispel magic, except the effect is centered on the seeker. At her option, a seeker can exclude herself and her allies from this effect, but the effect must still be centered on her. The seeker makes a level check just as if she were a spellcaster using the dispel magic spell, using the total of her bard levels and seeker of the song levels as her modifier for the check.<\/li>\n\t\t<li><em>Ballad of Agony Reborn (Su)<\/em>: A seeker of the song of 7th level or higher with 20 or more ranks in a Perform skill can gather the power of the primal music to gain control over acid energy through this music. While a seeker sings this song, she and all of her allies within 30 feet who can hear her gain resistance to acid 15. An ally benefits from this effect for as long as it can hear the seeker sing.<\/li>\n\t\t<li><em>Ballad of Agony Reborn, Refrain<\/em>: When she uses the refrain with her ballad of agony reborn, a seeker shoots a ray of acid from her fingertips. The ray has a range of 60 feet and requires a ranged touch attack to hit. The ray deals 10d6 points of acid damage to a creature it hits, and another 10d6 points of acid damage 1 round later.<\/li>\n\t\t<li><em>Aria of Everywhere (Sp)<\/em>: A seeker of the song of 8th level or higher with 21 or more ranks in a Perform skill can pull the power of the primal music into herself and move short distances instantaneously. She can expend a use of bardic music or seeker music to instantly transport herself to any other spot within 25 feet + 5 feet\/level. This ability otherwise functions as the dimension door spell, except that the seeker can\u2019t bring along additional creatures with this ability.<\/li>\n\t\t<li><em>Dirge of Songdeath (Su)<\/em>: A seeker of the song of 9th level or higher with 22 or more ranks in a Perform skill can gather the power of the primal music to gain control over sonic energy through this music. While a seeker sings this song, she and all of her allies within 30 feet who can hear her gain resistance to sonic 15. An ally benefits from this effect for as long as it can hear the seeker sing. In addition, as long as the seeker is singing a dirge of songdeath, other creatures within 30 feet cannot easily use bardic music, seeker music, or similar abilities. To use such an ability, a creature within the area must make a Perform check opposed by the seeker\u2019s Perform check. If the check is successful, the creature can use the ability as desired. If the check fails, the ability has no effect, but a daily use of the music ability must be expended normally.<\/li>\n\t\t<li><em>Dirge of Songdeath, Refrain<\/em>: When she uses the refrain with her hymn of spelldeath, a seeker shoots a ray of sonic energy from her fingertips. The ray has a range of 60 feet and requires a ranged touch attack to hit. The ray deals 15d6 points of sonic damage to a creature it hits.<\/li>\n\t\t<li><em>Note of Solitude (Su)<\/em>: Upon reaching 10th level, a seeker of the song with 23 or more ranks in a Perform skill can use the power of the primal music to temporarily sever some creatures\u2019 tie with other planes. Extraplanar creatures within 60 feet of a seeker who activates this ability must make a Will saving throw (DC 10 + the seeker\u2019s ranks in the Perform skill). Creatures affected by this ability get a bonus on this saving throw equal to their Hit Dice. Any creature that fails this saving throw is instantly sent to its home plane. Unlike other musical abilities and affects, a note of solitude has a duration of instantaneous and cannot be maintained, though the seeker can activate it again on subsequent rounds by spending additional uses of bardic music or seeker music.<\/li>\n\t<\/ul>\n\n\t<p><strong>Combine Songs (Ex)<\/strong>: A seeker of the song of 2nd level or higher can combine two types of bardic music or seeker music to provide the benefits of both. The seeker chooses two music abilities and activates both using the same standard action. If either or both require concentration, the seeker can maintain concentration on both by using one standard action each round to concentrate. The normal stacking rules for bonus types apply to music abilities combined with this ability.<\/p>\n\n\t<p><strong>Subvocalize (Ex)<\/strong>: At 5th level and higher, a seeker of the song can begin a new bardic music or seeker music song as a swift action (see page 86). A seeker can use this ability only if he already has one (and only one) bardic music or seeker music ability already active. A seeker can use this ability in conjunction with the combine songs ability to start a second song and then maintain both as a standard action each round (as per the combine songs ability).<\/p>\n\n\t<h4>Ex-Seekers of the Song<\/h4>\n\n\t<p>Like a member of any other prestige class, a seeker of the song can take levels in other classes after entering the seeker of the song class, but seekers of the song face a special restriction. A seeker of the song who gains a level in any other class after having gained his first seeker level can never again raise her seeker of the song level, though she retains the seeker abilities she has already earned. The path of the seeker demands constant attention and devotion. If a character adopts this prestige class, she must pursue it to the exclusion of all other careers. Once she has turned from the path, she can never return.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Seeker Music <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Rapture of the song (+2 AC), seeker music <\/td>\n\t\t\t<td> Burning melody <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Combine songs <\/td>\n\t\t\t<td> Song of unmaking <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td>   <\/td>\n\t\t\t<td> Dirge of frozen loss <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Rapture of the song (+2 saves) <\/td>\n\t\t\t<td> Song of life <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Subvocalize <\/td>\n\t\t\t<td> Anthem of thunder and pain <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td>   <\/td>\n\t\t\t<td> Hymn of spelldeath <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Rapture of the song (DR 2\/-) <\/td>\n\t\t\t<td> Ballad of agony reborn <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td>   <\/td>\n\t\t\t<td> Aria of everywhere <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td>   <\/td>\n\t\t\t<td> Dirge of songdeath <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Rapture of the song (<em>freedom of movement<\/em>) <\/td>\n\t\t\t<td> Hymn of revealing <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Arcane 56<\/h5>","reference":"Usergen"},{"id":10217,"name":"Sublime Chord","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Sublime Chord<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to cast 3rd-level arcane spells.<\/p>\n\n\t<p><strong>Special<\/strong>: Bardic music ability.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Sublime chords gain no proficiency with any weapon or armor.<\/p>\n\n\t<p>As with bard spells, the somatic components for a sublime chord\u2019s spells do not incur an arcane spell failure chance as normal for arcane spells if the sublime chord is wearing light armor.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th colspan=1><\/th>\n\t\t\t<th style=text-align:center; colspan=6>Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t\t<th>6th <\/th>\n\t\t\t<th>7th <\/th>\n\t\t\t<th>8th <\/th>\n\t\t\t<th>9th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Spells per Day<\/strong>: A sublime chord has the ability to cast a small number of arcane spells, all of 4th level or higher. To cast a sublime chord spell, a character must have a Charisma score of at least 10 + the spell\u2019s level, so if she has a Charisma of 13 or lower, she cannot cast any sublime chord spells. Bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + the sublime chord\u2019s Cha modifier. A sublime chord can choose spells from the sorcerer\/wizard spell list or the bard spell list; if a spell appears on both lists at different levels, she uses the bard version of the spell. A sublime chord\u2019s caster level for both her sublime chord spells and the spells she gains from other arcane spellcasting classes is determined by adding her sublime chord level to her level in another arcane spellcasting class. If she had more than one arcane spellcasting class before becoming a sublime chord, she must choose to which class to add her sublime chord levels for the purpose of determining her sublime chord spellcaster level. A sublime chord prepares and casts spells just as a sorcerer does, including the ability to replace a known sublime chord spell with a new spell at every even-numbered class level<br \/>beginning at 4th.<\/p>\n\n\t<p><strong>Bardic Knowledge<\/strong>: A sublime chord continues to collect the odd bits of lore and knowledge that bards acquire. She can add her sublime chord class level to her bardic knowledge checks, so her bardic knowledge checks have a bonus equal to her bard level + her sublime chord level + her Int modifier.<\/p>\n\n\t<p><strong>Bardic Music<\/strong>: A sublime chord expands her repertoire of bardic music to encompass new songs or poetics of strange and wondrous power. These effects function just as the bardic music effects described in the Player\u2019s Handbook. Each use of a sublime chord song expends one daily use of the character\u2019s bardic music ability. A sublime chord adds one-half her class level (rounded down) to her bard level to determine her number of daily uses of bardic music.<\/p>\n\n\t<p><em>Song of Arcane Power (Su)<\/em>: A sublime chord of 2nd level or higher with 12 or more ranks in a Perform skill learns how to use her bardic music to assist her spellcasting. As a move action, she can prepare to cast a spell by giving voice to the song of power. The next spell she casts gains a bonus to its caster level based on the result of the sublime chord\u2019s Perform check:<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Perform Check Result <\/th>\n\t\t\t<th>Caster Level Increase<\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9 or lower <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10 to 19 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20 to 29 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 30 or higher <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>The spell to be enhanced by the song of arcane power must be cast by the end of the sublime chord\u2019s next turn, or else the song fades with no effect (other than consuming a bardic music use).<\/p>\n\n\t<p><em>Song of Timelessness (Su)<\/em>: A sublime chord of 6th level or higher with 16 or more ranks in a Perform skill knows the song of timelessness. As a standard action, she can envelop a single creature within 60 feet in a field of timelessness, provided she has line of effect to the target (see page 176 of the Player\u2019s Handbook). The subject is entitled to a Will save (DC 10 + sublime chord level + Cha modifier) to negate the effect. If the subject fails its save, it is frozen in a shimmering aura of timelessness and can take no actions. However, no force can affect it\u2014weapons cannot reach it, spells that target it automatically fail, and if the ground it is standing on is somehow taken away, it would not even begin to fall. A sublime chord can keep her target frozen in time for as long as she maintains the power by continuing to perform, up to a maximum of 1 minute per level. When she stops performing, the subject immediately returns to normal. As far as the creature is concerned, no time seems<br \/>to have passed.<\/p>\n\n\t<p><em>Song of Cosmic Fire (Su)<\/em>: A 10th-level sublime chord with 20 or more ranks in a Perform skill learns the song of cosmic fire. Using this ability costs a sublime chord two of her daily uses of bardic music. The song of cosmic fire creates a 20-foot-radius spread of fire anywhere within 100 feet of the sublime chord (provided she has line of effect to the fire\u2019s point of origin). Creatures in the area take damage equal to the sublime  Chord\u2019s Perform check result. All affected creatures are entitled to a Reflex save (DC 10 + sublime chord level + Cha modifier) for half damage.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=6>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t\t<th>6th <\/th>\n\t\t\t<th>7th <\/th>\n\t\t\t<th>8th <\/th>\n\t\t\t<th>9th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bardic lore, bardic music <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Song of arcane power <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Song of timelessness <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Song of cosmic fire <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Arcane 60<\/h5>","reference":"Usergen"},{"id":10218,"name":"Suel Arcanamach","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Suel Arcanamach<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Language<\/strong>: Ancient Suloise.<\/p>\n\n\t<p><strong>Special<\/strong>: Must be proficient with at least four martial or exotic weapons.<\/p>\n\n\t<p><strong>Special<\/strong>: Must read the Grimoire Arcanamacha, or study with a willing instructor who has done so. Reading the Grimoire requires one full week of uninterrupted study, and the ability to read Ancient Suloise. Learning from a willing instructor requires four weeks of training.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Suel arcanamachs gain no proficiency with any weapon or armor. Armor of any type interferes with an arcanamach\u2019s movements, which can cause spells with somatic components to fail (but see Ignore Spell Failure Chance, below).<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th colspan=1><\/th>\n\t\t\t<th style=text-align:center; colspan=5>Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <sup>1<\/sup>  <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <sup>1<\/sup>  <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <sup>1<\/sup>  <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <sup>1<\/sup>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td colspan=6><sup>1<\/sup> Provided the arcanamach has a high enough Charisma score to have a bonus spell of this level <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Spells per Day<\/strong>: A Suel arcanamach has the ability to cast a small number of arcane spells. To cast a Suel arcanamach spell, he must have a Charisma score of at least 10 + the spell\u2019s level, so if he has a Charisma of 10 or lower, he cannot cast these spells. Bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + his Cha modifier. When he gets 0 spells per day of a given level (for instance, 1st-level spells for 1st level), he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level. He has access to any spell of the abjuration, divination, illusion, and transmutation schools on the sorcerer\/wizard spell list. He casts spells just as a sorcerer does, including the ability to replace a known Suel arcanamach spell with a new spell at every even-numbered class level beginning at 4th.<\/p>\n\n\t<p><strong>Ignore Spell Failure Chance (Ex)<\/strong>: A Suel arcanamach\u2019s practice at merging spellcasting and swordplay results in a reduction in the arcane spell failure chance associated with using armor or shields. This reduction starts at 5% at 1st level and increases by 5% every three levels thereafter. The arcanamach subtracts the given percentage value from his total spell failure chance, if any. For example, a 1st-level arcanamach wearing a mithral shirt has a spell failure chance of 5%, not 10%. This ability only functions when the character casts a Suel arcanamach spell.<\/p>\n\n\t<p><strong>Tenacious Spells (Ex)<\/strong>: An arcanamach\u2019s Suel arcanamach spells are particularly difficult to dispel; add 6 to the DC required to dispel the character\u2019s arcanamach spells.<\/p>\n\n\t<p><strong>Dispelling Strike (Su)<\/strong>: Once per day, a Suel arcanamach of 2nd level or higher can attempt a dispelling strike with one normal melee attack. If he hits, he deals normal damage, and the victim is subject to a targeted greater dispel magic. The arcanamach\u2019s dispel check is 1d20 + class level + 6. If a Suel arcanamach makes a dispelling strike against a creature with no spells or effects to dispel, the dispelling strike has no effect, but the ability is used up for that day. At 6th level, an arcanamach can use this power two times per day, and at 10th level he can use it three times per day.<\/p>\n\n\t<p><strong>Extended Spellstrength (Ex)<\/strong>: Beginning at 3rd level, a Suel arcanamach knows how to extend the duration of spells that he casts on himself. The duration of any of his Suel arcanamach spells with which he targets himself is doubled, as if affected by the Extend Spell feat (but without any adjustment to the spell\u2019s effective level or casting time). For instance, a bull\u2019s strength spell cast by a 3rd-level Suel arcanamach on himself has a duration of 6 minutes rather than 3 minutes. Spells that target multiple targets are affected by this power, but only the arcanamach gains the extended duration. For example, a 5th-level arcanamach who casts haste would be hasted for 10 rounds, while his allies would gain the effect only for the normal 5-round duration. Spells that do not have a Target entry are unaffected by this power even if the arcanamach is the only one affected.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=5>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Ignore spell failure chance 5%, tenacious spells <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Dispelling strike 1\/day <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Extended spellstrength <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Ignore spell failure chance 10% <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Dispelling strike 2\/day <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Ignore spell failure chance 15% <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Dispelling strike 3\/day, ignore spell failure chance 20% <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Arcane 63<\/h5>","reference":"Usergen"},{"id":10219,"name":"Wayfarer Guide","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Wayfarer Guide<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spell<\/strong>: Able to cast <em>teleport<\/em>.<\/p>\n\n\t<p><strong>Special<\/strong>: A prospective wayfarer guide must join the Wayfarers Union (although she can later quit without losing previously acquired levels).<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Wayfarer guides gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: At 1st and 3rd level, a wayfarer guide gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, a bonus feat, and so on). If she had more than one spellcasting class before becoming a wayfarer guide, she must decide to which class to add each level for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Enhanced Capacity (Ex)<\/strong>: A wayfarer guide can transport material more efficiently. When casting any spell with the teleportation descriptor that allows other willing creatures to be brought along, a wayfarer guide can bring along one additional Medium touched willing creature (carrying gear or objects up to its maximum load) per class level, subject to the same restrictions given in the teleport spell description. For example, a 9th-level wizard\/2nd-level wayfarer guide can bring up to five other Medium or smaller creatures with her (instead of the normal limit of three creatures for an 11th-level caster).<\/p>\n\n\t<p><strong>Improved Range (Ex)<\/strong>: A wayfarer guide can travel greater distances when teleporting. When the character casts any spell with the teleportation descriptor, the maximum distance covered by the spell increases by 50%. For example, a 9th-level wizard\/1st-level wayfarer guide can teleport up to 1,500 miles with a single teleport spell (instead of the normal limit of 1,000 miles for a 10th-level caster).<\/p>\n\n\t<p><strong>Extra Teleportation<\/strong>: Beginning at 2nd level, a wayfarer guide gains an extra 5th-level spell slot, which can be used only for a teleport spell.<\/p>\n\n\t<p><strong>Enhanced Accuracy (Ex)<\/strong>: At 3rd level and higher, a wayfarer guide becomes more skilled at arriving on target. When casting any spell with the teleportation descriptor that includes a random chance for determining the actual destination (such as teleport), a wayfarer guide can roll twice and choose the result she wants.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Enhanced capacity, improved range <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Extra teleportation<\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Enhanced accuracy <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Arcane 65<\/h5>","reference":"Usergen"},{"id":10220,"name":"Wild Mage","type":"prestige","alignment":"any chaotic","hit_die":"4","full_text":"<div topic='titel'><p><h3>Wild Mage<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> any chaotic.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Wild mages gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: At each level, a wild mage gains new spells per day (and spells known, if applicable) as if she had also gained a level in an arcane spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If she had more than one arcane spellcasting class before becoming a wild mage, she must decide to which class to add each level for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Wild Magic<\/strong>: A wild mage casts spells differently from any other arcane spellcaster. She reduces her caster level by 3 for all spells she casts from now on. However, every time she casts a spell, her use of wild magic adds 1d6 to her adjusted caster level. For example, an 8th-level sorcerer\/1st-level wild mage has a base caster level of 6th, not 9th, but her actual caster level varies from 7th to 12th for every spell she casts. Caster level affects all level-based variables of a spell, including spell penetration checks.<\/p>\n\n\t<p><strong>Random Deflector (Su)<\/strong>: At 2nd level and higher, a wild mage has the ability to protect herself from certain attacks with this ability. Using this ability is an immediate action (see page 86), which means that a wild mage activates it when it is not her turn. When activated, the random deflector lasts until the beginning of the wild mage\u2019s next turn. The random deflector redirects ranged attacks, ranged touch attacks, and individually targeted spells (spells designating the wild mage as the sole target, but not area spells striking an area in which she happens to be the sole target) so that they instead attack or affect a random target within 20 feet of the wild mage. A wild mage includes herself and her allies among the possible new targets. Any creature targeted by a deflected attack is attacked or affected normally, so an attack roll is made normally against the new target\u2019s AC, the new target receives a saving throw if a spell or effect allows one, and so on. A wild mage can use this ability once per day at 2nd level, two times per day at 5th level, and three times per day at 8th level.<\/p>\n\n\t<p><strong>Student of Chaos (Ex)<\/strong>: Whenever a wild mage of 3rd level or higher uses a magic item that offers a randomly determined effect (such as a bag of tricks or rod of wonder), she can roll twice and choose between the two results. If a random roll is made only once to determine the nature or contents of a device (for example, a robe of useful items or an iron flask), a wild mage gains no special advantage.<\/p>\n\n\t<p><strong>Chaotic Mind (Su)<\/strong>: When a wild mage reaches 6th level, the power of chaos infuses her mind. She gains immunity to confusion and insanity spells and effects, and she is shielded by a continuous nondetection effect (as the spell).<\/p>\n\n\t<p><strong>Reckless Dweomer (Su)<\/strong>: At 9th level and higher, a wild mage knows how to spontaneously convert her own spell energy into random, unpredictable results. As a standard action, she can eliminate a prepared spell or spell slot of at least 1st level to create an effect similar to that of activating a rod of wonder. The character\u2019s student of chaos ability (see above) applies when she uses her reckless dweomer ability. See page 237 of the Dungeon Master\u2019s Guide for details on the rod of wonder.<\/p>\n\n\t<p><strong>Wildstrike (Sp)<\/strong>: At 10th level, a wild mage gains the ability to make a wildstrike once per day. A wildstrike affects a single creature within 60 feet, surrounding the creature in an aura of shimmering rainbow colors for 2d6 rounds. Spell resistance applies, but the target receives no saving throw. While a wildstrike is in effect, there is a 50% chance each time the affected creature casts a spell or uses a spell-like ability that its intended action fails. Instead, the creature rolls as if it had activated a rod of wonder (see page 237 of the Dungeon Master\u2019s Guide).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Wild magic <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Random deflector 1\/day <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Student of chaos <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Random deflector 2\/day <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Chaotic mind <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Random deflector 3\/day <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Reckless dweomer <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Wildstrike<\/em> <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Arcane 68<\/h5>","reference":"Usergen"},{"id":10221,"name":"Alienist","type":"prestige","alignment":"any nonlawful","hit_die":"4","full_text":"<div topic='titel'><p><h3>Alienist<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> any nonlawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to cast at least one summoning spell of 3rd level or higher.<\/p>\n\n\t<p><strong>Special<\/strong>: Must have made peaceful contact with an alienist or a pseudonatural creature.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Alienists gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: At each level, an alienist gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, a bonus feat, and so on). If she had more than one spellcasting class before becoming an alienist, she must decide to which class to add each level for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Familiar Abilities<\/strong>: Levels of alienist stack with levels of any class that provide access to a familiar. Add levels from this class and the class that granted access to the familiar together and refer to the table on page 53 of the Player&#39;s Handbook to determine the familiar&#39;s natural armor, Intelligence, and special abilities. If a character had levels in multiple classes that grant access to a familiar before becoming an alienist, she must decide to which class to add each level for the purpose of determining the abilities<br \/>of her familiar. This ability does not grant an alienist a familiar if she does not already have one.<\/p>\n\n\t<p><strong>Summon Alien<\/strong>: Whenever an alienist would use any summon monster spell to summon a celestial or fiendish creature, she instead summons a pseudonatural version of that creature. For example, by casting summon monster IV, she could summon a pseudonatural dire wolf. This adds the pseudonatural template (see page 160) to the summoned creature. An alienist gives up the ability to summon nonpseudonatural creatures with a summon monster spell. For instance, the alienist described above couldn&#39;t summon a mephit or howler with summon monster IV.<\/p>\n\n\t<p><strong>Alien Blessing (Ex)<\/strong>: An alienist who attains 2nd level gains a +1 insight bonus on all saving throws, but she permanently loses 2 points of Wisdom.<\/p>\n\n\t<p><strong>Metamagic Secret<\/strong>: An alienist listens to the secret voices whispering from beyond time&#39;s end, and profits thereby. At 3rd and again at 7th level, she can choose any metamagic feat as a bonus feat.<\/p>\n\n\t<p><strong>Mad Certainty (Ex)<\/strong>: At 4th level, an alienist&#39;s mad certainty in the power of entities beyond the reach of normal space and time lend her an unnatural fortitude, granting her an additional 3 hit points. However, constantly dwelling on such beings is mentally corrosive, and the alienist&#39;s mind begins to fracture. She now takes a &#8212;4 penalty on all Bluff, Diplomacy, and Handle Animal checks made to influence nonpseudonatural creatures.<\/p>\n\n\t<p><strong>Pseudonatural Familiar<\/strong>: Beginning at 5th level, an alienist&#39;s familiar, if any, gains the pseudonatural template (see page 160) in addition to the powers and abilities normal for a familiar of the appropriate level. This effect does not replace an existing familiar&#8212;the familiar has been slowly taking on pseudonatural aspects as the alienist rises in level, and those characteristics become fully functional at this point. From now on, the alienist&#39;s newly summoned familiars already possess the pseudonatural template. If an alienist has no familiar, this ability has no effect.<\/p>\n\n\t<p><strong>Extra Summoning<\/strong>: From 6th level on, an alienist gains one extra spell slot at her highest spell level. This slot can be used only for a summon monster spell. As an alienist becomes able to learn higher-level spells, the extra slot migrates up to the new highest level.<\/p>\n\n\t<p><strong>Insane Certainty (Ex)<\/strong>: At 8th level, an alienist&#39;s mad certainty crystallizes into a truly chilling mania. She gains an additional 3 hit points, but her mental faculties continue to degrade. Her penalty on Bluff, Diplomacy, and Handle Animal checks made to influence nonpseudonatural creatures increases to &#8212;10.<\/p>\n\n\t<p><strong>Timeless Body (Ex)<\/strong>: At 9th level, an alienist learns the secret of perpetual youth. She no longer takes ability penalties for aging and cannot be magically aged (see Table 6&#8212;5, page 109 of the Player&#39;s  handbook). Ability score bonuses from aging still accrue, and any penalties the alienist might have already taken remain in place. An alienist is stolen away by horrible entities when her time is up, and she is never seen again.<\/p>\n\n\t<p><strong>Alien Transcendence (Su)<\/strong>: A 10th-level alienist, because of long association with alien entities and intense study of insane secrets, transcends her mortal form and becomes an alien creature. Her type changes to outsider. Additionally, she gains damage reduction 10\/magic and resistance to acid 10 and electricity 10. Upon achieving alien transcendence, an alienist undergoes a minor physical change, usually growing a small tentacle or other strange feature, such as an extra appendage, organ, eye, or enigmatic lump. An alienist can hide this abnormality in a robe or hood, but the alien growth is not under the alienist&#39;s control and sometimes moves, twitches, opens, or otherwise animates of its own accord. This applies a &#8212;4 penalty on Disguise checks an alienist makes to conceal her true nature. Anyone who shares an alienist&#39;s predilection for study of the Far Realms immediately recognizes her transcendent nature, and she gains a +2 circumstance bonus on all Charisma- based skill checks and ability checks when interacting with such beings. She gains a +2 circumstance bonus on Intimidate checks involving any other creatures to whom she reveals her abnormal nature.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Familiar abilities, summon alien <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Alien blessing <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Metamagic secret <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Mad certainty <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Pseudonatural familiar <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Extra summoning <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Metamagic secret <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Insane certainty <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Timeless body <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Alien transcendence <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Arcane 21<\/h5>","reference":"Usergen"},{"id":10222,"name":"Argent Savant","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Argent Savant<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to cast at least five spells with the force descriptor, at least one of which must be 5th level or higher.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Argent savants gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: At each level after 1st, an argent savant gains new spells per day (and spells known, if applicable) as if she had also gained a level in an arcane spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If she had more than one arcane spellcasting class before becoming an argent savant, she must decide to which class to add each level for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Force Specialization<\/strong>: An argent savant gains a +2 competence bonus on attack rolls made with her force spells. She also adds a +1 bonus to each die of damage dealt by spells she casts with the force descriptor. If the force spell doesn\u2019t deal damage expressed by dice, she adds only a +1 bonus to the total damage dealt. For example, a magic missile cast by a 9th-level wizard\/1st-level argent savant deals 1d4+2 points of damage per missile. A 9th-level wizard\/4th-level argent savant deals 4d6+7 points of force damage with her Mordenkainen\u2019s sword spell.<\/p>\n\n\t<p><strong>Force Armor (Ex)<\/strong>: At 2nd level and higher, an argent savant gains more benefit from defensive force spells than other characters. If she casts a force spell that provides an armor bonus or a shield bonus to Armor Class, she increases the spell\u2019s normal armor bonus by 2. For example, mage armor normally adds an armor bonus of +4 to the caster\u2019s AC, but an argent savant with this ability who casts mage armor adds an armor bonus of +6 to her AC.<\/p>\n\n\t<p><strong>Enduring Force (Ex)<\/strong>: Force spells cast by an argent savant of 3rd level or higher linger longer than normal, and they are more difficult to counter or dispel. The duration of a force spell cast by the savant is doubled, as if the Extend Spell feat had been applied to it. However, the spell\u2019s level and casting time are unchanged. The same restrictions that apply to extended spells apply to spells affected by enduring force. In addition, the DC required to counter or dispel the argent savant\u2019s force spells increases by 4.<\/p>\n\n\t<p><strong>Ablate Force (Ex)<\/strong>: Due to her improved understanding of magical force, an argent savant of 4th level or higher can prevent force damage to herself. She subtracts her class level from damage dealt by any force spell or effect. A force spell producing multiple attacks, such as magic missile, is considered a single attack for this purpose; deduct the savant\u2019s level from the total damage dealt by the spell, not the damage dealt by each individual missile.<\/p>\n\n\t<p><strong>Unbind Force (Su)<\/strong>: At 5th level, an argent savant learns how to unweave a force spell or effect and liberate its magical energy. As a standard action, she can attempt to dispel a single force spell or effect within 60 feet (even those normally immune to dispel magic, such as wall of force). If she succeeds on a caster level check (DC 11 + opposing caster\u2019s level), the force effect is unbound. This immediately dispels the effect and deals 1d6 points of force damage per level of the dispelled spell to all creatures and objects within 10 feet of the unbound spell. For example, if an argent savant unbound another caster\u2019s wall of force, the liberated spell energy would deal 5d6 points of force damage to anyone within 10 feet of the wall\u2019s former location.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Force specialization <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Force armor <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Extended force <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Ablate force <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Unbind force <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Arcane 24<\/h5>","reference":"Usergen"},{"id":10223,"name":"Blood Magus","type":"prestige","alignment":"Any but lawful good","hit_die":"6","full_text":"<div topic='titel'><p><h3>Blood Magus<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any but lawful good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells or Spell-Like Abilities<\/strong>: Arcane caster level 5th.<\/p>\n\n\t<p><strong>Special<\/strong>: The character must have been killed, then returned to life.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Blood magi gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: At each level except 5th and 10th, a blood magus gains new spells per day (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If he had more than one arcane spellcasting class before becoming a blood magus, he must decide to which class to add each level for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Blood Component (Su)<\/strong>: A blood magus can substitute a drop of his own blood for a spell\u2019s material components, if any, and in so doing increase the spell\u2019s power. The pinprick or minor knife cut to draw the requisite blood is a free action (just like using material components) that becomes a normal part of casting the spell. Using this ability deals 1 point of damage to the blood magus but raises the spell\u2019s caster level by 1. Damage reduction, if the character has any, doesn\u2019t apply to this damage. If a spell has a costly material component (greater than 1 gp), the component must still be provided. If a spell has no material component, a blood magus can still use this ability to enhance a spell if he desires.<\/p>\n\n\t<p><strong>Durable Casting (Ex)<\/strong>: A blood magus has a knack for being able to concentrate on casting spells and maintaining them despite taking damage while doing so. For the purpose of making a Concentration check to cast, concentrate on, or direct a spell when he might be distracted by damage, a blood magus subtracts his level from any hit point damage dealt to him by an attack that strikes him during the action (or whenever he is subject to a source of continuous damage, such as Melf\u2019s acid arrow). A blood magus still takes all the damage dealt to him, but the damage is less likely to affect his ability to cast, concentrate on, or direct spells successfully. For example, a 1st-level blood magus can \u201cignore\u201d 1 point of damage from each source that damages him while casting a spell for the purpose of determining the DC of his Concentration check to cast successfully. If struck for 5 points of damage while casting a spell, he must make a Concentration check to successfully cast, but the DC is only 10 + 4 (damage dealt minus 1) + the spell\u2019s level. A 5th-level blood magus could ignore up to 5 points of damage dealt from each source that damages him during casting (and thus wouldn\u2019t have to make a Concentration check if struck for 5 points of damage or less). Because of this ability, damage a blood magus takes from using his blood component and bloodseeking spell special abilities never requires him to make a Concentration check to fi nish the spell he is casting.<\/p>\n\n\t<p><strong>Stanch (Ex)<\/strong>: A blood magus automatically becomes stable when his hit points drop below 0. He still dies if he reaches \u201310 hit points or lower.<\/p>\n\n\t<p><strong>Scarification (Ex)<\/strong>: Beginning at 2nd level, a blood magus can inscribe spells on his own skin for later use. This process involves deeply scratching the skin (which deals no damage but often leaves scars). The scratches remain fresh until the inscribed spell is cast, at which time the wound heals normally. Effectively, a blood magus gains the Scribe Scroll feat (see page 99 of the Player\u2019s Handbook) using an alternative medium. All rules, XP costs, and expenses that apply to Scribe Scroll also apply to this ability. Likewise, \u201creading\u201d a scar follows the same rules as reading a scroll, but only a blood magus can decipher his own scars. One\u2019s own skin leaves a limited amount of room to easily inscribe and \u201cread\u201d magical scars. Thus, a blood magus can have only six of these scars at any one time.<\/p>\n\n\t<p><strong>Death Knell (Sp)<\/strong>: At 3rd level and higher, a blood magus has the ability to use death knell as the spell once per day.<\/p>\n\n\t<p><strong>Blood Draught (Ex)<\/strong>: At 4th level, a blood magus learns how to store spells of up to 3rd level in his own blood. Effectively, he gains the Brew Potion feat (see page 89 of the Player\u2019s Handbook) using an alternative medium. All rules, XP costs, and expenses that apply to Brew Potion also apply to this ability, with the following exceptions. Once \u201cbrewed,\u201d a blood draught remains in circulation within a magus\u2019s body. The maximum number of draughts he can store at one time is equal to his blood magus level + his Con score, but if he is ever slain, they are all immediately ruined\u2014even if he is subsequently returned to life. Blood draughts are never accidentally lost through major blood loss or by a blood-draining attack. To consume a draught, a blood magus pricks his skin, automatically bringing forth the desired effect. This is a standard action that provokes attacks of opportunity, like drinking a potion. Another individual can partake of a blood draught (if he or she has a strong stomach) by drinking 1 ounce of the blood magus\u2019s blood as a full-round action. The blood magus must have an open wound to share the effects of a blood draught with another creature; if he lacks one, the creature can infl ict a wound that deals 1 point of damage to the blood magus as part of the action to consume the draught. A blood magus cannot store his blood in a container to share at a later time. The blood draught must be drawn fresh from his body, or it loses potency within 1 round.<\/p>\n\n\t<p><strong>Homunculus (Su)<\/strong>: From 5th level on, a blood magus can use his blood to give life to a new companion creature\u2014a homunculus (see page 154 of the Monster Manual). A blood magus need not meet any of the given prerequisites to create the homunculus; however, a blood magus must permanently sacrifice 1 hit point as part of the creation process. The process requires 1 hour. A blood magus enjoys a stronger than normal link with his homunculus. By touching the homunculus, a blood magus can transfer his wounds to the creature (up to 1 hp per level with each touch). This is a standard action that provokes attacks of opportunity. Each time a blood magus gains a class level, his homunculus advances 1 Hit Die, as described on page 290 of the Monster Manual, and it gains all the normal benefits of its increased Hit Dice (increased base attack bonus, saves, and so on). The homunculus advances to a maximum of 6 Hit Dice when the blood magus reaches 9th level. If his homunculus is destroyed, a blood magus takes 2d10 points of damage, as noted in the Monster Manual. A blood magus\u2019s death results in the death of his homunculus. A blood magus can have only one homunculus at any given time.<\/p>\n\n\t<p><strong>Bloodseeking Spell (Su)<\/strong>: Beginning at 6th level, a blood magus can imbue his spells with the ability to draw blood from their targets. To use this ability, a blood magus must inflict a wound on himself; this is a free action that deals 3 points of damage to the blood magus and becomes a normal part of casting the spell. Damage reduction, if a blood magus has any, doesn\u2019t apply to this damage. A bloodseeking spell deals an extra 1d6 points of damage to each target that takes damage from the spell. This extra damage applies only to spells that deal hit point damage, not to spells that deal ability damage, ability drain, or other kinds of damage. Constructs, elementals, oozes, plants, undead, and any creatures without blood or a similar substance within their bodies are immune to this effect.<\/p>\n\n\t<p><strong>Thicker Than Water (Su)<\/strong>: At 7th level and higher, a blood magus\u2019s vital fluids are partially under his control. When a blood magus is injured, his blood withdraws from the wound, avoiding some damage that he would otherwise take. This ability gives the blood magus damage reduction 1\/bludgeoning.<\/p>\n\n\t<p><strong>Awaken Blood (Su)<\/strong>: At 8th level and higher, a blood magus can bestow momentary consciousness on an opponent\u2019s blood. If he hits a foe with a melee touch attack, the opponent\u2019s blood tries to get free of its confinement\u2014all at once. The pressure disrupts the victim\u2019s tissues, dealing 10d10 points of damage. This ability is usable only once per day, but a blood magus can try to use it again later in the day if his previous attempt failed. The effect is instantaneous. Constructs, elementals, oozes, plants, undead, and any creatures without blood or a similar substance within their bodies are immune to this effect.<\/p>\n\n\t<p><strong>Infusion (Ex)<\/strong>: Upon reaching 9th level, a blood magus prepares a special one-time distillation of his own blood. After partaking of the infusion, he gains a 2-point increase to his Constitution score.<\/p>\n\n\t<p><strong>Bloodwalk (Su)<\/strong>: At 10th level, a blood magus becomes perfectly attuned to the song of blood. He gains the supernatural ability to transport himself great distances via the blood of living creatures. Once per day as a standard action that does not provoke attacks of opportunity, he can seamlessly enter any living creature (except an elemental, ooze, plant, undead, or other creature without blood or a similar fl uid) whose size equals or exceeds his own and pass any distance to another living creature on the same plane in a single round, regardless of the distance separating the two. A blood magus merely designates a direction and distance (\u201ca living creature twenty miles due west of here\u201d), and the bloodwalk ability transports him to a destination creature as close as possible to the desired location. He can\u2019t specify a named individual as the endpoint unless he has previously obtained a sample of that creature\u2019s blood and has it preserved in a vial that he carries. The entry and destination creatures need not be familiar to the blood magus. A blood magus cannot use himself as an entry creature. If an intended entry creature is unwilling, he must make a successful melee touch attack to enter. (A missed touch attack does not use up the ability for that day.) When exiting a creature, a blood magus chooses an adjacent square in which to appear. Entering and exiting a creature is painless unless a blood magus wishes otherwise (see below). In most cases, though, the destination creature finds being the endpoint of a magical portal surprising and quite unsettling. If he desires, a blood magus can attempt to make a bloody exit from the destination creature. He bursts forth explosively from the creature\u2019s body, dealing 10d6 points of damage unless the creature makes a Fortitude save (DC 10 + blood magus\u2019s class level + blood magus\u2019s Con modifier). When he makes a bloody exit, a blood magus must succeed on a DC 15 Fortitude save or be stunned for 1 round from the shock of his expulsion.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Blood component, durable casting, stanch <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting ability <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Scarification <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting ability <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> <em>Death knell<\/em> <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting ability <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Blood draught <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting ability <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Homunculus <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bloodseeking spell <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting ability <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Thicker than water <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting ability <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Awaken blood <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting ability <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Infusion <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting ability <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bloodwalk <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Arcane 26<\/h5>","reference":"Usergen"},{"id":10224,"name":"Fist of the Forest","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Fist of the Forest<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Must gain aproval as fist of the forest by a leader a band of Guardians of the Green, and then adopt the life style of an animal (See Primal living below).<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>You are skilled at hunting and killing with your bare hands. You defend the forest by channeling raw, bestial might through your own being, using either disciplined focus or primal ferocity.<\/p>\n\n\t<p><strong>AC Bonus (Ex):<\/strong> While unarmored, you gain a bonus to your Armor Class equal to your Constitution bonus (if any). See the monk class feature (PH40).<\/p>\n\n\t<p><strong>Fast Movement (Ex):<\/strong> Your base land speed is faster than the norm for your race. See the barbarian class feature (PH 25). If you already have fast movement from another class, the bonuses to your speed stack.<\/p>\n\n\t<p><strong>Feral Trance (Su):<\/strong> Once per day, you can enter a feral battle trance. While you are in this state, the raw power of the beast flows through you. Your hands and feet become clawlike (destroying any shoes or gloves you are wearing), and your teeth lengthen and grow pointed. For the duration of the trance, you gain a +4 bonus to Dexterity and a +2 bonus on damage rolls with your unarmed strikes. You can also make one bite attack per round at your highest attack bonus whenever you attack as a full-round action.<br \/>The damage for this attack is 1d6 + your Str modifier, re-gardless of your size. A feral trance lasts for a number of rounds equal to 3 + your Con modifier. While in a trance, you cannot perform certain actions, and afterward you are fatigued. These restrictions are the same as those for the barbarian&#39;s rage class feature (PH25&#8212;26). If you have the ability to enter a rage, you can do so while in a feral trance, using your increased Constitution score to determine the duration of both effects.<br \/>At 3rd level, you can use this ability twice per day. <\/p>\n\n\t<p><strong>Primal Living (Ex):<\/strong> To maintain your bestial powers, you must live like a wild animal. You must sleep in natural environments, never inside buildings, unless forced by circumstances . Furthermore, you cannot purchase food&#8212;you must obtain it by hunting, gathering, begging, or stealing. Some fists of the forest even give up speech, the use of fire and tools, and all possessions, but such extremes are not required. In any month in which you buy food or voluntarily sleep indoors more than three times, all your fist of the forest class features cease to function until you have spent thirty consecutive days living like an animal once more, or until a fellow Guardian of the Green casts <em>atonement<\/em> on you.<\/p>\n\n\t<p><strong>Unarmed Damage (Ex):<\/strong> Your unarmed attacks deal more damage than usual. At 1st level, you deal 1d8 points of damage with each unarmed strike. When you attain 3rd level, this damage increases to 1d10 points. See the monk class feature (PH41). If your unarmed attack already deals this amount of damage, increase the base damage to the next step indicated on the monk class table.<\/p>\n\n\t<p><strong>Uncanny Dodge (Ex):<\/strong> At 2nd level, you cannot be caught flatfooted, and you react to danger before your senses would normally allow you to do so. See the barbarian class feature (PH26). If you already have uncanny dodge from another class, you instead gain improved uncanny dodge.<\/p>\n\n\t<p><strong>Untamed Strike (Su):<\/strong> On attaining 2nd level, you can channel the untamed power of nature when you attack. Your unarmed strikes are treated as magic weapons; see the monk&#39;s kistrike class feature (PH41). If your unarmed strikes are already magical, they instead are treated lesser ghost touch weapons. They deal full damage against incorporeal creatures 50% of the time and half damage the rest of the time.<\/p>\n\n\t<p><strong>Scent (Su):<\/strong> Beginning at 3rd level, you gain the supernatural ability to detect approaching enemies, sniff out hidden foes, and track by sense of smell. This ability otherwise functions like the extraordinary ability of the same name (MM314).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Unarmed Damage <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> AC Bonus, Feral trance 1\/day, Fast movement, primal living <\/td>\n\t\t\t<td> 1d8 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Uncanny Dodge, Untamed strike <\/td>\n\t\t\t<td> 1d8 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Feral trance 2\/day, scent <\/td>\n\t\t\t<td> 1d10 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Champion 80<\/h5>","reference":"Usergen"},{"id":10225,"name":"Forest Reeve","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Forest Reeve<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Must be chosen as a forest reeve by the leaders of a band of Guardians of the Green, then serve a six-month apprenticeship to a Guardian of the Green who has at least three forest reeve levels. This requirement can be waived if the would-be forest reeve performs an extraordinary service for the Guardians of the Green.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>As a forest reeve, you patrol the forest and defend it from harm, and the earth itself supports your efforts. You also serve as an advance scout for the Guardians of the Green and aid them in battle when necessary.<\/p>\n\n\t<p><strong>Earth\u2019s Defender (Su):<\/strong> Once per day as a move action, you can channel nature\u2019s power through your body and into any one weapon you wield, making it temporarily magical for 1 minute\/character level you possess. When you are 1st level, this ability grants your weapon a temporary +1 bonus. The value of this bonus increases to +2 when you attain 3rd level and to +3 when you attain 5th level. The ability can be used while you wield a magic weapon, but its effects do not stack with the weapon\u2019s existing bonus (if any).<\/p>\n\n\t<p><strong>Fast Movement (Ex):<\/strong> Your base land speed is 10 feet faster than the norm for your race. See the barbarian class feature (PH25). If you have fast movement from another source, the benefits stack.<\/p>\n\n\t<p><strong>Nature\u2019s Rejuvenation (Sp):<\/strong> Once per day, you can channel the rejuvenating power of nature to restore or invigorate yourself. If you spend 1 full minute in direct physical contact with a living plant or fertile ground, you are affected as if by your choice of any one of the following spells: <em>bear\u2019s endurance<\/em>, <em>cure moderate wounds<\/em>, or <em>lesser restoration<\/em> (caster level equals your character level). You can use this power only on yourself. At 3rd level, you can use this ability twice per day, and at 5th level, you can use it three times per day.<\/p>\n\n\t<p><strong>Woodland Stride (Ex):<\/strong> Beginning at 2nd level, you can move through natural overgrown areas at normal speed without damage. See the druid class feature (PH36). If you already have woodland stride, you gain a +10-foot bonus to your land speed.<\/p>\n\n\t<p><strong>Swift Tracker (Ex):<\/strong> Beginning at 3rd level, you can move at your normal speed while following tracks. See the ranger class feature (PH48). If you have swift tracker from another source, the penalties are lessened by an additional 5 feet.<\/p>\n\n\t<p><strong>Camouflage (Ex):<\/strong> Beginning at 4th level, you can use the Hide skill in any sort of natural terrain, even while being observed.<\/p>\n\n\t<p><strong>Whispers of the Forest (Su):<\/strong> When you attain 5th level, the plants, trees, and rocks begin to speak to you, bringing you news wherever you are. Once per day, these voices of the forest give you a short answer to any simple question you pose pertaining to current events in any wilderness area on your land mass. Questions about distant lands require 1 minute per mile of distance to answer. At the DM\u2019s discretion, when the forest deems an issue particularly mportant, the whispers bring you news without your request.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Earth&#39;s defender +1, fast movement, <em>nature&#39;s rejuvenation<\/em> 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Woodland stride <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Earth&#39;s defender +2, <em>nature&#39;s rejuvenation<\/em> 2\/day, swift tracker <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Camuflage <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Earth&#39;s defender +3, <em>nature&#39;s rejuvenation<\/em> 3\/day, whispers of the forest <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Champion 82<\/h5>","reference":"Usergen"},{"id":10226,"name":"Holt Warden","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Holt Warden<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Alignment:<\/strong> Any neutral.<br \/><strong>Spellcasting:<\/strong> Able to cast 3rd-level divine spells, including the three lowest-level spells of the Plant domain.<br \/><strong>Special:<\/strong> Must be chosen as a holt warden by the leaders of a band of Guardians of the Green, then serve a one-year apprenticeship to a Guardian of the Green who has at least five holt warden levels.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>As a holt warden, you draw on the inherent spiritual power of nature and make that power accessible to the larger spiritual community. Above all else, you are a spiritual seeker and guide.<\/p>\n\n\t<p><strong>Spellcasting:<\/strong> At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a holt warden, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Nature Sense (Ex):<\/strong> You gain a +2 bonus on Knowledge (nature) and Survival checks. If you already have nature sense, the bonuses double.<\/p>\n\n\t<p><strong>Plant Affinity (Ex):<\/strong> You are magically attuned to plants. If you prepare your spells in advance and do not have the spontaneous casting ability (as the cleric and druid spellcasting feature, see PH 32 and 35), you can now spontaneously trade prepared spells for spells of an equal or lower level from the Plant domain. If you do have a spontaneous casting ability, you can exchange that one for the ability to cast spontaneously from the Plant domain. Once you make that decision, it cannot be reversed. If you do not already have bonus domain spells, you now gain bonus spells from the Plant domain (see the cleric spellcasting feature, PH 32) as if you were a cleric with access to that domain. If you already have domain spells, they are unaffected by this power.<\/p>\n\n\t<p><strong>Rebuke Plants (Su):<\/strong> Beginning at 2nd level, you can channel the power of your faith through your holy symbol to rebuke or command plant creatures as though you were a cleric of your holt warden level rebuking undead. See the cleric class feature rebuke undead (PH 33), and the Plant Domain granted power (PH 188).<\/p>\n\n\t<p><strong>Woodland Stride (Ex):<\/strong> Beginning at 2nd level, you can move through natural overgrown areas at normal speed without damage. See the druid class feature (PH 36). If you already have woodland stride, you gain a +10 bonus to your land speed.<\/p>\n\n\t<p><strong>Earth&#39;s Communion (Sp):<\/strong> At 3rd level, you learn to heal and replenish yourself and others by communing with the earth once per day. At the end of 10 full minutes of concentration (as the skill), you are affected as if by a <a href=\/spells\/players-handbook-v35--6\/heal--2398\/>heal<\/a> spell (PH 239). If you so choose, you can allow others to sit with you in a circle, holding hands, during your communion. In that case, you can choose to divide the hit points and other benefits provided by your communion among the people in the circle. You can divide hit points as if you were using the paladin class feature lay on hands (PH 44). Each other benefit of the <em>heal<\/em> spell can affect only one person in the circle, at your direction. Thus, only one person can be cured of blindness, and so forth. You do not gain the advantages of any healing benefits that you distribute to others. You can use this ability twice per day at 5th level, three times per day at 7th level, and four times per day at 9th level.<\/p>\n\n\t<p><strong>Trackless Step (Ex):<\/strong> Beginning at 3rd level, you cannot be tracked in natural surroundings. See the druid class feature (PH 36). If you already have trackless step, you instead gain a +4 bonus on Hide and Move Silently checks while in natural surroundings.<\/p>\n\n\t<p><strong>Venom Immunity (Ex):<\/strong> At 5th level, you gain immunity to all poisons.<\/p>\n\n\t<p><strong>Whispers of the Forest (Su):<\/strong> When you attain 6th level, the plants, trees, and rocks begin to speak to you, bringing you news wherever you are. Once per day for every three holt warden levels you possess, the voices of the forest give you a short answer to any simple question you pose pertaining to current events in any wilderness area on your land mass. Questions about distant lands require 1 minute per mile of distance to answer. At the DM&#39;s discretion, when the forest deems an issue particularly important, the whispers bring you news without your request.<\/p>\n\n\t<p>When you attain 10th level, the spiritual energy of the forest can give you insights into other beings as well. Once per day, you can ask the voices of the forest about a single creature. For the rest of that day, you gain a +8 insight bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks pertaining to that creature. Again, at the DM&#39;s discretion, the forest might occasionally volunteer information about a person or creature, but only if it considers the being remarkable in some way.<\/p>\n\n\t<p><strong>Web of Life (Sp):<\/strong> At 7th level, you can lead your community in spiritual union with the interconnected web of all life. Once per day, when you sing, chant, or speak inspiringly for at least 1 full minute, every living creature that hears your voice gains a +2 bonus to Wisdom for the next 1d4 hours. In addition, each divine spellcaster who hears you, including yourself, gains back 1d4 levels of spells (up to four 1st-level spells, two 2nd-level spells, one 3rd-level and one 1st-level, or one 4th-level spell). These regained spells must be spells you&#39;ve cast since you last prepared spells. No spellcaster can be affected by this spell-regaining ability more than once per day, even if it is activated by multiple holt wardens.<\/p>\n\n\t<p><strong>Timeless Body (Ex):<\/strong> Beginning at 9th level, you no longer age. See the druid class feature (PH 37). If you already have timeless body, you can choose an extra feat instead.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Nature sense, plant affinity  <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Rebuke plants, woodland stride  <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Earth&#39;s communion<\/em> 1\/day, trackless step  <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Earth&#39;s communion<\/em> 2\/day, venom immunity  <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Whispers of the forest (news) <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <em>Earth&#39;s communion<\/em> 3\/day, <em>web of life<\/em> <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <em>Earth&#39;s communion<\/em> 4\/day, timeless body  <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Whispers of the forest (insights)  <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Champion 84<\/h5>","reference":"Usergen"},{"id":10227,"name":"Mythic Exemplar","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Mythic Exemplar<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Any one of the following: base attack bonus +5, able to cast 3rd-level spells, sneak attack +2d6, or ability to grant allies a bonus on attack rolls, saves, or checks as an extraordinary ability.<\/p>\n\n\t<p><strong>Special:<\/strong> Must be a member of the Disciples of Legend.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>The class features of the mythic exemplar vary greatly based on which of the Six from Shadow you choose to follow. You exchange the more general abilities of your previous class for specific, mystical replacements. Thus, while you might lack some of the abilities of a character of your former class at the same level, your dedication to your heroic patron allows you to surpass the abilities of such a character under the proper conditions.<\/p>\n\n\t<p><em>Special:<\/em> You can also add four class skills from one prior class to your mythic exemplar skill list.<\/p>\n\n\t<p><strong>Spellcasting:<\/strong> At 2nd, 4th, 6th, and 8th level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a mythic exemplar, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. If your paragon is Imdastri or Ktolemagne, you gain additional levels of spellcasting ability through the archetype advancement class features (see below).Paragon&#39;s Path:Upon becoming a mythic exemplar, you must choose one of the legendary Six from Shadow upon whom to model your skills and abilities. Your choices are the clever Dardallion, the faithful Imdastri, the all-knowing Ktolemagne, the inexorable Orsos, the noble and inspirational Sir Reikhardt, and the mighty Su-nyartra. Once made, your choice cannot be changed.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Patron <\/th>\n\t\t\t<th>Saving Throw <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Dardallion <\/td>\n\t\t\t<td> Reflex <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Imdastri <\/td>\n\t\t\t<td> Will <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Ktolemagne <\/td>\n\t\t\t<td> Will <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Orsos <\/td>\n\t\t\t<td> Fortitude <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Reikhardt <\/td>\n\t\t\t<td> Will <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Sunyartra <\/td>\n\t\t\t<td> Fortitude <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Save Bonus (Ex):<\/strong> At 1st level, you gain a +1 bonus on a saving throw determined by your paragon, as given on the following table. This bonus increases by 1 at every odd-numbered level up to 7th.<\/p>\n\n\t<p><strong>Paragon&#39;s Gift, Least (Su):<\/strong> At 2nd level, you gain the first of several supernatural abilities that allow you to channel the spirit and skills of your paragon. Unless otherwise noted, each paragon&#39;s gift (least, lesser, greater, and supreme) requires a swift action to invoke, lasts for a number of rounds equal to your mythic exemplar level, is usable once per day, and has a caster level equal to your mythic exemplar level.<br \/><em>Dardallion:<\/em> You gain a +5 insight bonus on Disable Device, Hide, Move Silently, and Open Lock checks.<br \/><em>Imdastri:<\/em> As an immediate action, you can reroll one attack roll, save, or check per day, as if using the granted power of the Luck domain (PH 187). This effect occurs instantaneously.<br \/><em>Ktolemagne:<\/em> You gain a +5 sacred bonus on Concentration, Decipher Script, Knowledge (arcana), and Spellcraft checks.<br \/><em>Orsos:<\/em> You gain a +20-foot insight bonus to your base speed.<br \/><em>Reikhardt:<\/em> You can use in-spire courage as a bard of your mythic exemplar level. If you already have this ability, your mythic exemplar levels stack with levels of the class that provided it for the purpose of determining its effects.<br \/><em>Sunyartra:<\/em> The critical threat range of one weapon you wield increases by 1. This increase stacks with those from other sources, such as the keen weapon property or the Improved Critical feat.<\/p>\n\n\t<p><strong>Archetype Advancement (Ex):<\/strong> At 3rd, 5th, 7th, and 9th levels, you gain a class feature that builds on those of your paragon. If your archetype advancement grants bonus feats, you must meet all the normal prerequisites for your selections, unless otherwise noted.<br \/><em>Dardallion:<\/em> You gain sneak attack. See the rogue class feature (PH 50). You gain another 1d6 points of sneak attack damage each time you select this feature.<br \/><em>Imdastri:<\/em> You gain +1 level of an existing divine spellcasting class.<br \/><em>Ktolemagne:<\/em> You gain +1 level of an existing arcane spell-casting class.<br \/><em>Orsos:<\/em> You gain bonuses against the favored enemies of Orsos. At each of these levels, you gain a +2 favored enemy bonus against either aberrations or chaotic outsiders (your choice). You need not choose the same enemy each time. This bonus stacks with any favored enemy bonuses you might already possess.<br \/><em>Reikhardt:<\/em> You gain +1 level of a class-based extraordinary ability to grant bonuses to allies (such as a marshal&#39;s auras). <br \/><em>Sunyartra:<\/em> You gain a +1 bonus on all opposed Strength checks (such as those made on bull rushes or trip attacks), as well as all Strength-based skill checks.<\/p>\n\n\t<p><strong>Paragon&#39;s Gift, Lesser (Su):<\/strong> At 4th level, you gain a new supernatural ability that you can use once per day, according to your paragon as given on the following table. This ability follows all the guidelines for least paragon&#39;s gift (above), unless otherwise noted. If you choose, you can forgo your daily use of this ability for an extra use of the least gift.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Paragon <\/th>\n\t\t\t<th>Ability <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Dardallion <\/td>\n\t\t\t<td> +4 insight bonus to Dexterity <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Imdastri <\/td>\n\t\t\t<td> +4 insight bonus to Wisdom <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Ktolemagne <\/td>\n\t\t\t<td> +4 insight bonus to Intelligence <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Orsos <\/td>\n\t\t\t<td> +4 insight bonus to Constitution <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Reikhardt <\/td>\n\t\t\t<td> +4 insight bonus to Charisma <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Sunyartra <\/td>\n\t\t\t<td> +4 insight bonus to Strength <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Paragon&#39;s Gift, Greater (Su):<\/strong> At 6th level, you gain a new supernatural ability that you can use once per day. This ability follows all the guidelines for least paragon&#39;s gift (above), unless otherwise noted. If you choose, you can forgo your daily use of this ability for an extra use of your least or lesser gift.<br \/><em>Dardallion:<\/em> You can use blink,as the spell.<br \/><em>Imdastri:<\/em> As an immediate action, you can invoke temporary immunity to mind-affecting spells and abilities. This immunity does not extend to effects whose caster level exceeds your character level by 4 or more.<br \/><em>Ktolemagne:<\/em> You can use <em>identify<\/em>, as the spell, except that the casting time is 1 minute, and you need no material component.<br \/><em>Orsos:<\/em> You gain a +4 bonus to your natural armor bonus.<br \/><em>Reikhardt:<\/em> You can use inspire greatness as a bard of your mythic exemplar level. If you already have this ability, your mythic exemplar levels stack with levels of the class that provided it for the purpose of determining its effects.<br \/><em>Sunyartra:<\/em> You can use <em>haste<\/em>, as the spell, on yourself only.<\/p>\n\n\t<p><strong>Paragon&#39;s Gift, Supreme (Su):<\/strong> At 8th level, you gain a new supernatural ability that you can use once per day. This ability follows all the guidelines for least paragon&#39;s gift (above), unless otherwise noted. If you choose, you can forgo your daily use of this ability for an extra use of your least, lesser, or greater gift.<br \/><em>Dardallion:<\/em> You can use <em>greater invisibility<\/em>, as the spell, on yourself only.<br \/><em>Imdastri:<\/em> As an immediate action, you can invoke temporary immunity to necromantic and death effects. This immunity does not extend to effects whose caster level exceeds your character level by 4 or more.<br \/><em>Ktolemagne:<\/em> You gain temporary spell resistance equal to 10 + your arcane caster level.<br \/><em>Orsos:<\/em> You can use <em>air walk<\/em>, as the spell, on yourself only.<br \/><em>Reikhardt:<\/em> You can use <em>dominate person<\/em>, as the spell.<br \/><em>Sunyartra:<\/em> You can use <em>divine power<\/em>, as the spell.<\/p>\n\n\t<p><strong>Ability Boost (Ex):<\/strong> At 10th level, one of your ability scores permanently increases by 2, according to your paragon as given on the following table.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Paragon <\/th>\n\t\t\t<th>Ability Score <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Dardallion <\/td>\n\t\t\t<td> Dexterity <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Imdastri <\/td>\n\t\t\t<td> Wisdom <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Ktolemagne <\/td>\n\t\t\t<td> Intelligence <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Orsos <\/td>\n\t\t\t<td> Constitution <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Reikhardt <\/td>\n\t\t\t<td> Charisma <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Sunyartra <\/td>\n\t\t\t<td> Strength <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Embody Paragon (Su):<\/strong> When you reach 10th level, you truly embody every physical and spiritual concept that your paragon stood for. Unless otherwise noted, the ability you gain is permanent and constant, as long as you remain conscious. If it is suppressed, you can raise the effect again as a swift action.<br \/><em>Dardallion:<\/em> You can turn incorporeal (<span class=caps>DMG<\/span> 294) for up to 1 minute per day. This duration need not be used all at once and can be divided into intervals as short as 1 round. Shifting to or from incorporeality requires a move action.<br \/><em>Imdastri:<\/em> You can &quot;lose&quot; a prepared divine spell in exchange for a spell of lower level from the Luck, Protection, or Strength domains, much as a good cleric can spontaneously cast cure spells. You do not gain the domain power or the ability to prepare these spells as domain spells.<br \/><em>Ktolemagne:<\/em> You can &quot;lose&quot; a prepared arcane spell in exchange for any divination spell of lower level that is already in your spellbook.<br \/><em>Orsos:<\/em> You gain a +4 bonus on any saves or rolls made to resist fatigue and exhaustion. In addition, you are under a permanent freedom of movementeffect, unless the spell level of the impeding effect exceeds your character level.<br \/><em>Reikhardt:<\/em> Select either Fortitude or Will saves. From this point on, you (and all allies within 60 feet) gain a circumstance bonus equal to your Charisma modifier on this saving throw. Once made, this choice cannot be changed.<br \/>In addition, for 10 rounds per day, you can grant yourself and each ally within 60 feet damage reduction 2\/&#8212;. This benefit does not stack with any other damage reduction you or your allies possess. This ability requires a swift action to activate.<br \/><em>Sunyartra:<\/em> You can ignore 15 points of damage reduction (except epic) when attacking foes, and 15 points of hardness when striking inanimate objects.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Paragon&#39;s path, save bonus +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Least paragon&#39;s gift <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Archetype advancement, save bonus +2 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class (Imdastri or Ktolemagne only) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Lesser paragon&#39;s gift <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Archetype advancement, save bonus +3 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class (Imdastri or Ktolemagne only) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Greater paragon&#39;s gift <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Archetype advancement, save bonus +4 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class (Imdastri or Ktolemagne only) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Supreme paragon&#39;s gift <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Archetype advancement <\/td>\n\t\t\t<td> +1 level of existing spellcasting class (Imdastri or Ktolemagne only) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Ability boost, embody paragon <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Champion 86<\/h5>","reference":"Usergen"},{"id":10228,"name":"Ordained Champion","type":"prestige","alignment":"Any lawful, neutral good, or neutral evil","hit_die":"8","full_text":"<div topic='titel'><p><h3>Ordained Champion<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any lawful, neutral good, or neutral evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spellcasting:<\/strong> Able to cast magic weapon as a divine spell.<br \/><strong>Special:<\/strong> Must worship Hextor or Heironeous.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>Your entire being is devoted to war&#8212;war in the name of your deity, war in the name of your favored cause, even war in the name of war itself. Your focus on warfare has slowed your spellcasting advancement, but the wide variety of martial powers you have gained has more than made up for that lack.<\/p>\n\n\t<p><strong>Spellcasting:<\/strong> At 2nd, 3rd, and 5th level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming an ordained champion, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Bonus Domain:<\/strong> If you are a cleric, you gain the War domain as a third domain. If you already have the War domain, you can instead choose any other domain granted by your deity as your third domain. If you have no cleric levels, you can add the War domain spells to your class spell list, but you do not gain its domain ability or any extra spell slots for domain spells.<\/p>\n\n\t<p><strong>Combat Feats:<\/strong> You can permanently sacrifice one or two of your domain granted powers to acquire an equal number of feats from the list of fighter bonus feats, as long as you meet the prerequisites for them. You may not sacrifice your War domain ability for this purpose. You must choose whether or not to make this exchange when you first become an ordained champion, and you cannot later change your mind.<\/p>\n\n\t<p><strong>Continued Advancement:<\/strong> Levels in ordained champion stack with levels of other appropriate classes for the purpose of turning or rebuking undead, and for all level-dependent domain granted powers.<\/p>\n\n\t<p><strong>Modified Spontaneous Casting (Ex):<\/strong> If you have cleric levels, you lose the ability to spontaneously cast cure or inflict spells. Instead, you can swap out previously prepared cleric spells for any spells of equal or lower level from the War domain. This alteration applies even to levels you gain as a cleric after becoming an ordained champion. If you are not a cleric, modified spontaneous casting does not apply to you, even if you can spontaneously cast some other kind of spell, such as summon nature&#39;s ally.<\/p>\n\n\t<p><strong>Diehard:<\/strong> At 2nd level, you gain Diehard as a bonus feat, even if you lack the prerequisites. If you already have Diehard, you can select any other feat for which you meet the prerequisites as your bonus feat.<\/p>\n\n\t<p><strong>Smite (Su):<\/strong> At 2nd level, you can spend one daily use of your turn\/rebuke undead ability as a swift action to turn your next melee attack into a smite. You gain a bonus equal to your Charisma modifier on attack rolls, and you deal extra damage equal to your total effective turning or rebuking level. Your smite attack is not limited by alignment or race; you can attempt to smite any foe. Except as noted here, this ability functions like the paladin&#39;s smite evil ability (PH 44).<\/p>\n\n\t<p><strong>Channel Spell (Sp):<\/strong> At 3rd level, you can channel any spell you have available to cast into your melee weapon. Doing so requires a move action and uses up a prepared spell or spell slot just as if you had cast the spell. The channeled spell affects the next target you successfully attack with that weapon, though saving throws and spell resistance still apply normally. Even if the spell normally affects an area or is a ray, it still affects only the target in this case. On a successful hit, the spell is discharged from the weapon, which can then hold another spell. You can channel your spells into only one weapon at a time. A spell channeled into a weapon is lost if not used within 8 hours.<\/p>\n\n\t<p><strong>Divine Bulwark (Sp):<\/strong> At 3rd level, you can sacrifice a prepared spell or spell slot as a swift action to gain damage reduction. The value of the damage reduction equals 1 + spell level sacrificed, and it can be overcome by a chaoticaligned strike. Thus, a 3rd-level ordained champion who sacrificed a flame strike spell would gain damage reduction 6\/chaotic for 3 rounds. The damage reduction gained from multiple uses of this ability does not stack. This protection lasts for a number of rounds equal to your ordained champion level.<\/p>\n\n\t<p><strong>Fist of the Gods (Sp):<\/strong> At 4th level, you can sacrifice a prepared spell or spell slot as a swift action to deal extra damage. Doing so grants you a bonus equal to 1 + spell level sacrificed on your damage rolls for melee attacks. This benefit lasts for a number of rounds equal to your ordained champion level.<\/p>\n\n\t<p><strong>Rapid Spontaneous Casting (Ex):<\/strong> When you attain 4th level, any spell from the War domain that you spontaneously cast requires only a swift action if its normal casting time is no more than 1 standard action, or a standard action if its normal casting time is 1 full-round action. A spontaneous spell that you modify with a metamagic feat requires only its normal casting time rather than the extra time such a spell normally requires.<\/p>\n\n\t<p><strong>Holy Warrior (Sp):<\/strong> At 5th level, you can spend one daily use of your turn\/rebuke undead ability as a swift action to bring your Wisdom into play in combat. For 5 rounds after you activate this ability, you can use your Wisdom modifier in place of your Strength modifier on attack rolls and damage rolls.<\/p>\n\n\t<p><strong>War Caster (Ex):<\/strong> At 5th level, you gain a +2 bonus to your effective caster level when casting spells that appear on the War domain spell list.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bonus domain, combat feats, continued ncement, modified spontaneous casting <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Diehard, smite  <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Channel spell<\/em>, <em>divine bulwark<\/em> <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Fist of the gods<\/em>, rapid spontaneous casting <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Holy warrior<\/em>, war caster <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Champion 90<\/h5>","reference":"Usergen"},{"id":10229,"name":"Paragnostic Apostle","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Paragnostic Apostle<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: Able to cast 3rd-level spells or use spell-like abilities of equivalent level.<br \/><strong>Special<\/strong>: Must be a member of the Paragnostic Assembly.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a paragnostic apostle, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Holy Texts (Ex)<\/strong>: Because of your study of sacred writings, your paragnostic apostle levels stack with other class levels for the purpose of turning or rebuking undead and level-dependent domain abilities. You do not gain such abilities if you do not already have them, however.<\/p>\n\n\t<p><strong>Knowledge Is Power (Ex)<\/strong>: At each level, you gain a spellcasting enhancement based on your Knowledge skills. Each time you gain this feature, choose one of the following abilities for which you meet the skill-based prerequisites. Although you can choose some of these abilities multiple times (as indicated in the descriptions), you may not select the same one twice in a row, and the minimum required skill rank increases by 2 for each subsequent selection of the same ability.<\/p>\n\n\t<p>These benefits apply to warlock invocations as well as spells, where applicable. <\/p>\n\n\t<p><em>Accurate Retort<\/em>: You gain a +1 circumstance bonus on your ranged attack roll with every ray spell that you aim at a creature with a natural armor bonus. (Knowledge [arcana] 8 ranks)<\/p>\n\n\t<p><em>Backhanded Attack<\/em>: If you successfully hit with an attack that deals hit point or ability score damage and requires a saving throw against an additional, nondamaging effect (such as a warlock&#39;s <em>beshadowed blast<\/em> <sup>CAr<\/sup> or the <a href=\/spells\/complete-arcane--55\/orb-of-acid--462\/>orb of acid<\/a> <sup>CAr<\/sup> spell, add 1 to the DC of the saving throw. (Knowledge [arcana] 6 ranks)<\/p>\n\n\t<p><em>Call of Worlds<\/em>: Each creature you summon with a conjuration (summoning) spell gains the fast healing ability. The damage healed per round begins at 2 hit points and increases by 1 for every three caster levels (maximum +5 at 15th caster level). (Knowledge [the planes] 6 ranks)<\/p>\n\n\t<p><em>Discern Weakness<\/em>: Choose one creature type or subtype from the ranger&#39;s favored enemy list (PH 47). If you have 8 ranks in the appropriate Knowledge skill (such as Knowledge [arcana] for dragons, or Knowledge [nature] for humanoids), the save DC of every spell that you target on a creature of that type increases by 1. You can select this ability multiple times, choosing a different creature type each time.<\/p>\n\n\t<p><em>Divine Understanding<\/em>: Choose one clerical domain. For the purpose of this ability, you can choose any domain, whether or not your deity offers it. Your effective caster level increases by 1 when you cast spells that appear on that domain&#39;s spell list. You can select this ability multiple times, choosing a different domain each time. (Knowledge [religion] 5 ranks)<\/p>\n\n\t<p><em>Energy Supremacy<\/em>: Choose an energy type from the following list: acid, cold, electricity, fire. Your effective caster level increases by 1 when you cast spells of that energy type. You can select this ability multiple times, choosing a different energy type each time. (Knowledge [the planes] 5 ranks) <\/p>\n\n\t<p><em>Manifest Ethos<\/em>: Choose one non-neutral aspect of your own alignment (chaos, evil, good, or law). When you cast an energy-based offensive spell against a creature with an opposing alignment component (chaos\/law or good\/evil), one-half the hit point damage dealt is  pure divine power instead of its normal energy type, and thus not subject to reduction by energy resistance or immunity. You can select this ability multiple times, assuming that your alignment permits it, choosing a different aspect of your alignment each time. (Knowledge [religion] 8 ranks or [the planes] 10 ranks)<\/p>\n\n\t<p><em>Mind over Body<\/em>: Your effective caster level increases by 1 when you cast conjuration (healing) spells or transmutation spells that grant ability bonuses or penalties. (Knowledge [nature or religion] 7 ranks)<\/p>\n\n\t<p><em>Mind over Matter<\/em>: Whenever you cast a spell that creates a solid object, its hardness and hit points each increase by 2. When you cast a spell that provides an armor bonus, that bonus to AC also increases by 2. (Knowledge [architecture and engineering] 5 ranks)<\/p>\n\n\t<p><em>Mortal Coil<\/em>: Your effective caster level increases by 1 when you cast spells that physically change the subject&#39;s form (such as <a href=\/spells\/players-handbook-v35--6\/alter-self--2774\/>alter self<\/a>, <a href=\/spells\/players-handbook-v35--6\/enlarge-person--2805\/>enlarge person<\/a>, or <a href=\/spells\/players-handbook-v35--6\/baleful-polymorph--2781\/>baleful polymorph<\/a>). (Knowledge [nature] 6 ranks)<\/p>\n\n\t<p><em>Noble Presence<\/em>: Whenever you cast a charm spell, or a compulsion that affects the subject&#39;s emotions but not specific actions (such as <a href=\/spells\/players-handbook-v35--6\/good-hope--2552\/>good hope<\/a> or <a href=\/spells\/players-handbook-v35--6\/rage--2570\/>rage<\/a>, but not <a href=\/spells\/players-handbook-v35--6\/dominate-person--2547\/>dominate person<\/a>), the save DC increases by 1. (Knowledge [nobility and royalty] 5 ranks)<\/p>\n\n\t<p><em>Penetrating Insight<\/em>: You gain a +1 bonus on caster level checks made to overcome spell resistance, or to successfully dispel another caster&#39;s spell. (Knowledge [arcana] 9 ranks) <\/p>\n\n\t<p><em>See through the Veil<\/em>: Whenever you cast a necromantic spell that targets undead, the save DC increases by 1. In addition, your effective turning level increases by 2, if you possess the ability to turn or rebuke undead. (Knowledge [religion] 7 ranks)<\/p>\n\n\t<p><em>Spatial Awareness<\/em>: Your effective caster level increases by 1 when you cast conjuration (teleportation) spells. Furthermore, the subject of any spell that increases base movement rate or grants a new type of movement gains an additional 10 feet to the designated speed. (Knowledge [geography] 5 ranks)<\/p>\n\n\t<p><strong>Lore (Ex)<\/strong>: You can recall legends or information regarding various topics, just like a bard can with bardic knowledge. To use this ability, make a lore check (1d20 + twice your paragnostic apostle level + your Int modifier). Success grants you the same result as a bardic knowledge check would. If you have the bardic knowledge or lore ability from another class, your levels in those classes stack with your paragnostic apostle levels for the purpose of this check.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Holy texts, knowledge is power, lore <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Knowledge is power <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Knowledge is power <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Knowledge is power <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Knowledge is power <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Champion 94<\/h5>","reference":"Usergen"},{"id":10230,"name":"Paragnostic Initiate","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Paragnostic Initiate<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Base attack bonus +4 or Tumble 7 ranks.<br \/><strong>Special<\/strong>: Must be a member of the Paragnostic Assembly.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Assist Casting (Ex)<\/strong>: You can assist an ally with spellcasting if you have a number of ranks in the appropriate Knowledge skill equal to the level of the spell being cast (minimum 1). The table below defines the required skills for each type of ally. <\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Ally Assisted <\/th>\n\t\t\t<th>Knowledge Skill <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Arcane caster <\/td>\n\t\t\t<td> Knowledge (arcana) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Cleric or paladin <\/td>\n\t\t\t<td> Knowledge (religion) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Druid or ranger <\/td>\n\t\t\t<td> Knowledge (nature) <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>The type of assistance you can render varies with your level.<\/p>\n\n\t<p><em>Penetration<\/em>: Once per round as an immediate action, you can grant an adjacent allied spellcaster a +1 bonus on caster level checks made to overcome spell resistance.<\/p>\n\n\t<p><em>Target<\/em>: At 2nd level, you automatically aid any allied spellcasters in targeting a foe with which you are engaged in melee. Your ally does not take the standard &#8212;4 penalty for targeting that foe with a ranged attack spell, though the penalty remains in effect normally if other allies are engaged with that foe. In addition, you do not provide a cover bonus for that foe against any allied spellcasters. Furthermore, any foe you threaten takes a &#8212;1 penalty on Reflex saving throws against spells cast by your allies (but not by you).<\/p>\n\n\t<p><em>Distraction<\/em>: At 3rd level, you gain the ability to protect an allied spellcaster with whom you are flanking an opponent. As long as you maintain the flanking arrangement, your ally can cast spells without drawing attacks of opportunity from the flanked creature. Other activities that draw attacks of opportunity do so as normal.<\/p>\n\n\t<p><strong>Tactical Combat (Ex)<\/strong>: At each level you attain in this  class, you gain an ability to enhance your fighting prowess or to influence magical effects cast upon you, based on your Knowledge skills. Each time you gain this feature, choose one of the following abilities for which you meet the skill-based prerequisites. Although you can choose some of these abilities multiple times (as indicated in the descriptions), you may not select the same one twice in a row, and the minimum required skill rank increases by 2 for each subsequent selection of the same ability.<\/p>\n\n\t<p><em>Avoid Energy<\/em>: Choose an energy type from among acid, cold, electricity, and fire. You gain a +2 bonus on all saving throws made against spells that deal damage of that energy type. You can select this ability multiple times, choosing a different energy type each time. (Knowledge [the planes] 4 ranks)<\/p>\n\n\t<p><em>Break Point<\/em>: Each of your melee attacks deals an extra 2 points of damage against inanimate objects  and constructs. (Knowledge [architecture and engineering] 4 ranks)<\/p>\n\n\t<p><em>Deadly Strike<\/em>: You gain a +2 bonus on attack rolls made to confirm critical hits. (Knowledge [nature] 4 ranks)<\/p>\n\n\t<p><em>Discern Weakness<\/em>: Choose one creature type from the ranger&#39;s favored enemy list (PH 47). Provided that you have at least 5 ranks in the appropriate Knowledge skill (Knowledge [arcana] for dragons, Knowledge [nature] for humanoids, and so forth), you gain a +2 bonus on attack rolls against creatures of that type. You can select this ability multiple times, choosing a different creature type each time. (Knowledge [varies] 5 ranks)<\/p>\n\n\t<p><em>Mystical Augmentation<\/em>: Choose one clerical domain. The effective caster level of any spell in that domain cast upon you by someone else increases by 1, if you so choose at the time of casting. (Knowledge [religion] 4 ranks)<\/p>\n\n\t<p><em>Physical Augmentation<\/em>: Choose one of your physical ability scores (Strength, Dexterity, or Constitution). When any spell that applies a bonus or penalty to this score is cast upon you by someone else, any bonus granted increases by 2, and any penalty imposed is reduced by 2 (minimum penalty 1). You can select this ability multiple times, choosing a different ability score each time. (Knowledge [nature] 6 ranks)<\/p>\n\n\t<p><em>Resist Ethos<\/em>: You gain a +2 bonus on all saving throws against negative energy-based spells, and against spells with an alignment subtype opposed to one or both aspects of your own alignment (law\/chaos or good\/evil). (Knowledge [religion or the planes] 5)<\/p>\n\n\t<p><em>Spell Disruptor<\/em>: Any spellcaster flanked by you and an ally can cast spells without drawing attacks of opportunity from the flanked creature. Other activities that draw attacks of is aware of this limitation. (Knowledge [arcana] 6)<\/p><br\/><h5>Reference: Complete Champion 96<\/h5>","reference":"Usergen"},{"id":10231,"name":"Sanctified One","type":"prestige","alignment":"Must match that of deity chosen.","hit_die":"8","full_text":"<div topic='titel'><p><h3>Sanctified One<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Must match that of deity chosen..<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Must complete a sanctification ritual performed by a priest or other authority of the chosen deity&#39;s church.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: If you are not already proficient with the chosen weapon of your deity, you gain that proficiency now. You gain no other armor or weapon proficiencies.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: At 2nd and 4th level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spell casting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a sanctified one, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. <\/p>\n\n\t<p><strong>Additional Class Skills (Ex)<\/strong>: Upon becoming a sanctified one, you gain the additional class skills specified for your deity in the accompanying table.<\/p>\n\n\t<p><strong>Sanctified Ability<\/strong>: At 1st, 3rd, and 5th level, you can choose a sanctified ability corresponding to your deity from the accompanying table. Sanctified abilities can be extraordinary, spell-like, or supernatural, as designated in their individual descriptions. If a sanctified ability is followed by an asterisk (*), you can select it as many times as you wish. Each time you choose it, the number of times per day that you can use that ability increases by one.<\/p>\n\n\t<p><strong>Sanctified Blessing<\/strong>: At 5th level, you receive a sanctified blessing based on your deity&#39;s powers and portfolio, as given on the accompanying table.<\/p>\n\n\t<p>Sanctified One Abilities<br \/>The abilities to which you have access as a sanctified one are summarized on the accompanying table and described below, in the order they appear on the table.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Deity <\/th>\n\t\t\t<th>Additional Class Skills <\/th>\n\t\t\t<th>Sanctified Abilities <\/th>\n\t\t\t<th>Sanctified Blessing <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Ehlonna (NG) <\/td>\n\t\t\t<td> Knowledge (nature), Search, Survival <\/td>\n\t\t\t<td> Light of Life*, <em>nature&#39;s bounty<\/em>, <em>nature&#39;s holding<\/em>, <em>summon nature&#39;s mount*<\/em> <\/td>\n\t\t\t<td> Fast healing 5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Kord (CG) <\/td>\n\t\t\t<td> Climb, Jump, Knowledge (dungeoneering) <\/td>\n\t\t\t<td> Chaos warp*, holy fire, luck of battle*, sanctified strength* <\/td>\n\t\t\t<td> Blessing of Kord <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Olidammara (CN) <\/td>\n\t\t\t<td> Appraise, Knowledge (dungeoneering), Move Silently <\/td>\n\t\t\t<td> Chaos luck*, good catch, not in the face*, rogues&#39; blessing <\/td>\n\t\t\t<td> <em>Fast talk<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Wee Jas (LN) <\/td>\n\t\t\t<td> Decipher Script, Knowledge (arcana), Spellcraft <\/td>\n\t\t\t<td> Armor of law, death&#39;s cloak*, sanctified fall, sanctified spell* <\/td>\n\t\t\t<td> <em>Ruby spell<\/em> <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Ehlonna<\/strong>: As a sanctified one of Ehlonna, you gain abilities relating to light, life, and nature.<\/p>\n\n\t<p><em>Light of Life (Su)<\/em>: Once per day as a standard action, you can call upon Ehlonna&#39;s light to create a consecrated area. This effect works like the <a href=\/spells\/players-handbook-v35--6\/consecrate--2596\/>consecrate<\/a> spell, except that the effect is mobile and centered upon you. In addition, you are treated as an altar of Ehlonna for the purpose of determining the bonuses granted. This effect lasts for 10 minutes.<\/p>\n\n\t<p><em>Nature&#39;s Bounty (Sp)<\/em>: Once per day, you can use &quot;heroes&#39; feast&quot;:\/spells\/players-handbook-v35&#8212;6\/heroes-feast&#8212;2400\/ (caster level equals 6 + your sanctified one level). Instead of producing tables and chairs, however, this ability produces blankets and pallets more suited to an outdoor setting.<\/p>\n\n\t<p><em>Nature&#39;s Holding (Sp)<\/em>: Once per day, by touching a plant or a natural earth or stone surface, you create an opening to an extradimensional space similar to that created by a <a href=\/spells\/players-handbook-v35--6\/rope-trick--2866\/>rope trick<\/a> spell. When you and your allies enter this space and close the &quot;door,&quot; no evidence of the opening exists on the outside. The space remains for 12 hours or until the last creature exits, whichever comes first.<\/p>\n\n\t<p><em>Summon Nature&#39;s Mount (Sp)<\/em>: Once per day as a swift action, you can summon either a unicorn or a griffon (your choice) to serve as your mount. For each sanctified one level you possess, the creature gains 2 Hit Dice and a +2 sacred bonus to its AC. The mount is immune to fear effects, and it remains for 1 hour or until slain. You gain a +5 bonus on Ride checks while riding this creature.<\/p>\n\n\t<p><em>Fast Healing (Su)<\/em>: Once per day as an immediate action, you can gain fast healing 5, which lasts for 10 rounds. <\/p>\n\n\t<p><strong>Kord<\/strong>: As a sanctified one of Kord, you gain abilities relating to strength and chaos. <\/p>\n\n\t<p><em>Chaos Warp (Su)<\/em>: Once per day, you can completely ignore all damage from one critical hit scored against you, as well as any effects relating to it.<\/p>\n\n\t<p><em>Holy Fire (Su)<\/em>: Whenever you cast a spell with the fire subtype, you can choose to change all the fire damage it deals into raw divine damage that is treated as good-aligned for the purpose of overcoming damage reduction. This choice must be made at the time of casting.<\/p>\n\n\t<p><em>Luck of Battle (Ex)<\/em>: Once per day, you can choose to roll twice for any roll normally requiring 1d20 and use the higher of the two results.<\/p>\n\n\t<p><em>Sanctified Strength (Su)<\/em>: Once per day, you can apply twice your sanctified one level as a sacred bonus to your Strength for 1 round.<\/p>\n\n\t<p><em>Blessing of Kord (Su)<\/em>: At dawn every day, you can choose one of the following blessings of Kord, which lasts for 24 hours: +2 bonus to Strength, +2 luck bonus on all saves, or +10-foot bonus to speed. You cannot change this blessing until the next day.<\/p>\n\n\t<p><strong>Olidammara<\/strong>: As a sanctified one of Olidammara, you gain abilities relating to luck and stealth.<\/p>\n\n\t<p><em>Chaos Luck (Su)<\/em>: Once per day as an immediate action, you can grant yourself and each of your allies within 30 feet the evasion ability for 1 round. Any recipient of this benefit who already has evasion gains improved evasion instead. Any recipient who already has improved evasion gains no further benefit.<\/p>\n\n\t<p><em>Good Catch (Ex)<\/em>: Whenever you make a Disable Device check, you can choose to roll a second time before learning the result of your check. If you do so, you must use the result of your second attempt.<\/p>\n\n\t<p><em>Not in the Face (Ex)<\/em>: Once per day as an immediate action, you can apply your base Reflex save as a bonus to your Armor Class for 1 minute. Whenever you are denied your Dexterity bonus, you lose this bonus as well. <\/p>\n\n\t<p><em>Rogues&#39; Blessing (Su)<\/em>: If you have the sneak attack ability, you gain an extra 1d8 points of sneak attack damage for every two sanctified one levels you possess.<\/p>\n\n\t<p><em>Fast Talk (Sp)<\/em>: Once per combat encounter, you can make a Diplomacy check as an immediate action to prevent an enemy within 10 feet from attacking you. The foe must be attempting an attack against you at the time you use this ability. If your Diplomacy check result exceeds your opponent&#39;s Sense Motive check result by at least 1 for every 3 points of base attack bonus the enemy character possesses, he decides not to attack you (or anyone else) this round. In subsequent rounds, he attacks you only if you attack him first or are the only opponent within sight. If your Diplomacy check fails, the opponent attacks normally, and you cannot use this ability again during this combat encounter.<\/p>\n\n\t<p><strong>Wee Jas<\/strong>: As a sanctified one of Wee Jas, you gain abilities relating to death, law, and spellcasting.<\/p>\n\n\t<p><em>Armor of Law (Su)<\/em>: If you have an armor bonus (permanent or temporary), it increases by an amount equal to your class level. If you have no armor bonus, you can increase your shield bonus instead. If you have neither, you gain no benefit.<\/p>\n\n\t<p><em>Death&#39;s Cloak (Su)<\/em>: Once per day as a swift action, you can render yourself immune to poison, magic <a href=\/spells\/players-handbook-v35--6\/sleep--2571\/>sleep<\/a> effects, paralysis, stunning, disease, and death effects for 1 minute.<\/p>\n\n\t<p><em>Sanctified Fall (Su)<\/em>: If you are reduced to &#8212;1 or fewer hit points, or even killed outright by a death effect, you can use an immediate action to either cast a spell or make a single attack. For this action only, you can increase your either your effective caster level or your bonus on attack rolls (your decision) by an amount equal to your sanctified one level.<\/p>\n\n\t<p><em>Sanctified Spell (Ex)<\/em>: Once per day, you can increase your effective caster level by an amount equal to your Intelligence bonus (if any) for 1 round.<\/p>\n\n\t<p><em>Ruby Spell (Sp)<\/em>: Choose a spell that you can cast from the highest level to which you have access. You can now use this spell as a spell-like ability once per day. Doing so requires no material components, unless those components have a gold piece cost equal to 100 gp or more. You can also still cast this spell normally as part of your normal spell repertoire. Each time you gain a new spellcasting level, you can either retain this spell as a spell-like ability or choose a different one from the highest level you can cast.<\/p>\n\n\t<h4><span class=caps>AFFILIATION<\/span> <span class=caps>SPECIFICS<\/span><\/h4>\n\n\t<p>The following affiliation details are designed for sanctified ones of Kord. If you are playing a sanctified one dedicated to a different deity, use what follows as a model, but change the specifics where appropriate.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Criterion <\/th>\n\t\t\t<th>Affiliation Score Modifier <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <em>One-Time<\/em> <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Character level <\/td>\n\t\t\t<td> 1\/2 levels <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Strength 13 or higher <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Has the Athletic feat <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Has the endurance feat <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Has a Strength penalty <\/td>\n\t\t\t<td> -2 x penalty <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <em>Multiple Use<\/em> <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Wins an athletic competition <\/td>\n\t\t\t<td> +1\/4 opponent&#39;s CR <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Completes a mission or adventure requiring great Strength or stamina (scaling a mountain, swimming a channel, or the like) <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Refuses a personal challenge <\/td>\n\t\t\t<td> -1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Is defeated in an athletic competition <\/td>\n\t\t\t<td> -2 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Rank <\/th>\n\t\t\t<th>Affiliation Score <\/th>\n\t\t\t<th>Titles: Benefits and Duites <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 3 or lower <\/td>\n\t\t\t<td> None. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 4-10 <\/td>\n\t\t\t<td> <strong>Supplicant<\/strong>: Entitled to living quarters, healing, and training. You must serve or guard the church for at least 60 days each year (see below). <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 11&#8212;20 <\/td>\n\t\t\t<td> <strong>Competitor<\/strong>: Gain a +2 bonus on Strength checks and Strength-based skill checks. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 21&#8212;29 <\/td>\n\t\t\t<td> <strong>Master<\/strong>: Gain a +2 bonus on opposed checks made to resolve grapple, trip, and overrun attempts. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 30 or higher <\/td>\n\t\t\t<td> <strong>Paragon<\/strong>: Use greater heroism (self only) as a spell-like ability once per day (caster level equals your character level). <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<h4><span class=caps>SANCTIFIED<\/span> <span class=caps>ONE<\/span> OF <span class=caps>KORD<\/span> <span class=caps>BENEFITS<\/span><\/h4>\n\n\t<p>Though you have no separate organization, you are entitled to a variety of benefits based on your service to your deity and church. If you have a rank of 1 or higher, you can live in a barracks attached to a temple of Kord if you wish. If you do so, you have access to the attached gymnasiums as well (see the Kord entry in Deities and Demigods).<\/p>\n\n\t<p><strong>Supplicant<\/strong>: At this rank, you can stay in the guest quarters at any temple to Kord for as long as you wish. In addition, you receive free healing for any injury you suffer in Kord&#39;s service. If you are injured while acting on your own, you can receive one free 3rd-level or lower cure spell each day. If you choose these benefits, you also must serve the church for at least 60 days each year, guarding a temple or other church property, training other champions, or undertaking quests. Your days of service need not be continuous.<\/p>\n\n\t<p><strong>Competitor<\/strong>: By the time you attain this rank, you have achieved a degree of renown among worshipers of your deity. Because you are regularly called upon to perform missions for your church, you gain a +2 bonus on Strength checks and Strength-based skill checks.<\/p>\n\n\t<p><strong>Master<\/strong>: Your increasing focus on combat in the name of Kord has earned you a +2 bonus on opposed checks to resolve grapple, trip, and overrun attempts.<\/p>\n\n\t<p><strong>Paragon<\/strong>: As the representative of Kord on earth, you are entitled to use greater heroism as a spell-like ability once per day (caster level equals your character level). This ability is usable on yourself only.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Additional class skills, sanctified ability <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sanctified ability <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Sanctified blessing, sanctified ability <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Champion 99<\/h5>","reference":"Usergen"},{"id":10232,"name":"Shadowspy","type":"prestige","alignment":"Any good","hit_die":"6","full_text":"<div topic='titel'><p><h3>Shadowspy<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: Able to cast 1st-level divine spells.<br \/><strong>Special<\/strong>: Must be a cleric or paladin of Pelor.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: At each even-numbered level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a shadowspy, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Aura of Anonymity (Su)<\/strong>: You leave few impressions upon those you meet, and even fewer upon those unexceptional souls you pass in the street. When you are walking in a crowd of ten or more individuals, you gain a divine bonus equal to your shadowspy level on Disguise and Hide checks.<\/p>\n\n\t<p><strong>Radiance of Pelor (Su)<\/strong>: Pelor has granted you the power to enhance sources of light so that they shine as brightly as the sun. As a swift action, you can augment any or all light sources within 60 feet (including torches, lamps, lanterns, and campfires, as well as objects that are the target of a light spell and magic weapons that glow). The range of any light source so affected doubles, and the effect lasts a number of hours equal to your shadowspy level, or until the light source is extinguished, whichever occurs first. This ability can be used a number of times per day equal to your Wisdom modifier (minimum once).<\/p>\n\n\t<p><strong>Bonus Feat<\/strong>: At 2nd level and every 3rd level thereafter, you can select a bonus feat for which you meet the prerequisites from the following list: Acrobatic, Alertness, Athletic, Combat Casting, Deceitful, Extra Turning, Improved Turning, Investigator, Good Devotion (see page 58), Persuasive, Stealthy.<\/p>\n\n\t<p><strong>Immunity to Blindness (Su)<\/strong>: Beginning at 2nd level, you cannot be blinded by magical effects, spells, or bright light. Physical barriers to sight, such as blindfolds and solid objects, still prevent you from seeing. Additionally, any wounds that cause the destruction of your eyes still blind you.<\/p>\n\n\t<p><strong>Veil of Pelor (Sp)<\/strong>: When you attain 3rd level, your motives and morality become almost impossible to determine. As an immediate action, you can use undetectable alignment, as the spell (caster level equals your character level). This ability is usable at will.<\/p>\n\n\t<p><strong>Personal Eclipse (Su)<\/strong>: Beginning at 4th level, you can manipulate the direction and intensity of light. By redirecting and dimming ambient illumination, you can cast shadows around your body to better conceal your presence. Doing so grants you a circumstance bonus equal to one-half your shadowspy level on Hide checks. This ability can be used at will but is effective only in areas where light is present.<\/p>\n\n\t<p><strong>Truth of the Light (Sp)<\/strong>: When you attain 6th level, creatures in your company find it difficult to tell deliberate untruths. At will, you can use zone of truth, as the spell (caster level equals your character level). You can use this ability a number of times per day equal to your shadowspy level.<\/p>\n\n\t<p><strong>Blinding Light (Su)<\/strong>: At 7th level, you learn to blind nearby foes with a brief but intense flash of light. Twice per day, you can project a beam of light from your palm in a cone-shaped burst with a range of 15 feet. Any creature in the area that fails a Reflex save (DC 10 + shadowspy level + Wis modifier) is blinded for 1d6 rounds. Sightless creatures are not affected by this ability.<\/p>\n\n\t<p><strong>Sun&#39;s Revelation (Su)<\/strong>: At 8th level, you become adept at detecting untruths spoken in your presence. At will, you can use discern lies, as the spell (caster level equals your character level).<\/p>\n\n\t<p><strong>Hide in Plain Sight (Su)<\/strong>: Beginning at 9th level, you can use the Hide skill even while being observed, as long as you are in a sunlit location. See the ranger class feature (PH 48).<\/p>\n\n\t<p><strong>Vision of Pelor (Su)<\/strong>: At 10th level, you can see through even the most potent illusions. Three times per day, you can use true seeing at will, as the spell (caster level equals your character level).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Aura of anonymity, radiance of Pelor <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus feat, immunity to blindness <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Veil of Pelor<\/em> <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Personal eclipse <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <em>Truth of the light<\/em> <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Blinding light <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Bonus feat, sun&#39;s revelation <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Hide in plain sight <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Vision of Pelor <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Champion 105<\/h5>","reference":"Usergen"},{"id":10233,"name":"Shadowstriker","type":"prestige","alignment":"Any good","hit_die":"10","full_text":"<div topic='titel'><p><h3>Shadowstriker<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Badge of Office (Ex)<\/strong>: Upon your induction into the shadowstrikers, you were given a special holy symbol combining the symbols of Heironeous and Pelor. This item is crafted from gold, inlaid with platinum lightning motifs, and encrusted with sunstones. In areas where the Church of Heironeous or the Church of Pelor holds political power, this badge allows you access to prohibited areas and gives you the right to detain and question suspects in the pursuit of your deity&#39;s will.<\/p>\n\n\t<p><strong>Luminous Weapon (Su)<\/strong>: You can imbue your melee weapon with the power of the Shining One. When you do so, your weapon glows as if affected by a light spell and gains a bonus equal to twice your shadowstriker level on damage rolls against evil and\/or undead creatures. You can use this ability a number of times per day equal to your Wisdom modifier (minimum once), and the effect lasts for 10 rounds.<\/p>\n\n\t<p><strong>Smite Evil (Su)<\/strong>: Beginning at 2nd level, you can smite evil once per day (see the paladin class feature, PH 44). Smite evil attempts\/day attained from multiple sources stack.<\/p>\n\n\t<p><strong>Sun&#39;s Blessing (Su)<\/strong>: When you reach 2nd level, you can cause your weapon to flare with the fires of the sun. As long as the sun&#39;s blessing remains upon your luminous weapon, it deals an extra 1d6 points of fire damage. Additionally, the blinding light spilling from the weapon counts as a daylight spell for the duration of the effect. The sun&#39;s blessing can be used once per day, and the effect lasts for a number of rounds equal to your shadowstriker level. You can gain an additional use per day of this ability for each daily turn attempt, smite evil attempt, or spell slot (if you are a spontaneous caster) that you sacrifice.<\/p>\n\n\t<p><strong>Surge of Piety (Su)<\/strong>: When you attain 3rd level as a shadowstriker, your touch becomes infused with positive energy. Any undead creature that touches you (by hitting you in melee or for any other reason) is shaken for 1 round or until it is no longer in physical contact with you&#8212;even if it normally can&#39;t be affected by this condition. Once per day as a fullround action, you can channel this energy into a single burst of positive energy, which manifests as a flash of bright, warm sunlight. In addition to functioning as a consecrate spell, this wave of energy deals 1d8 points of positive energy damage to every undead creature within 30 feet (no save). You can increase the damage this effect deals by 1d8 points (maximum +5d8) for each daily turn attempt, smite evil attempt, or spell slot (if you are a spontaneous caster) that you sacrifice.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Badge of office, luminous weapon <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Smite evil 1\/day, sun&#39;s blessing <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Surge of piety <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Champion 108<\/h5>","reference":"Usergen"},{"id":10234,"name":"Squire of Legend","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Squire of Legend<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Must be a member of the Disciples of Legend.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: At 2nd and 3rd level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a squire of legend, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Paragon&#39;s Path<\/strong>: Upon becoming a squire of legend, you must choose one of the legendary Six from Shadow after whom to model your skills and abilities. Once made, your choice cannot be changed.<\/p>\n\n\t<p><strong>Save Bonus (Ex)<\/strong>: At 1st level, you gain a +1 bonus on a saving throw determined by your paragon, as given on the following table. This bonus increases to +2 when you attain 3rd level.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Patron <\/th>\n\t\t\t<th>Saving Throw <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Dardallion <\/td>\n\t\t\t<td> Reflex <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Imdastri <\/td>\n\t\t\t<td> Will <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Ktolemagne <\/td>\n\t\t\t<td> Will <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Orsos <\/td>\n\t\t\t<td> Fortitude <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Reikhardt <\/td>\n\t\t\t<td> Will <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Sunyartra <\/td>\n\t\t\t<td> Fortitude <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Squire&#39;s Burden, Least (Su)<\/strong>: You gain the first of several supernatural abilities that let you use the skills of your chosen paragon to aid others. Unless otherwise noted, each paragon&#39;s gift (least, lesser, and greater) requires a swift action to invoke, lasts for a number of rounds equal to twice your squire of legend level, is usable once per day, and has a caster level equal to three times your squire of legend level. When the description of a squire&#39;s burden ability specifies an ally, it means only an ally; you cannot use the effect on yourself unless so stated.<\/p>\n\n\t<p><em>Dardallion<\/em>: You can grant yourself and one ally flanking bonuses against a foe that both of you threaten, even if you are not properly positioned to flank. The bonus persists as long as you both threaten that enemy.<\/p>\n\n\t<p><em>Imdastri<\/em>: You can use sanctuary, as the spell.<\/p>\n\n\t<p><em>Ktolemagne<\/em>: You can use comprehend languages, as the spell.<\/p>\n\n\t<p><em>Orsos<\/em>: You can use speak with animals, as the spell.<\/p>\n\n\t<p><em>Reikhardt<\/em>: You can grant one ally within 30 feet the ability to take an immediate action of a specified type out of turn. If you invoke this ability as a swift action, the ally can take a 5-foot step. If you invoke it as a move action, she can take a move action. If you invoke it as a standard action, she can take a standard action.<\/p>\n\n\t<p><em>Sunyartra<\/em>: As an immediate action, you can negate a single critical hit against one ally within 30 feet. The ally still takes normal damage from the hit.<\/p>\n\n\t<p><strong>Squire&#39;s Burden, Lesser (Su)<\/strong>: At 2nd level, you gain a new supernatural ability that you can use once per day. This ability follows all the guidelines for least squire&#39;s burden (above), unless otherwise noted. If you choose, you can forgo your daily use of this ability for an extra use of your least squire&#39;s burden.<\/p>\n\n\t<p><em>Dardallion<\/em>: As an immediate action, you can grant one ally within 30 feet the opportunity to reroll a saving throw, skill check, or ability check.<\/p>\n\n\t<p><em>Imdastri<\/em>: You can use shield other, as the spell. The effect lasts for a number of rounds equal to three times your squire of legend level.<\/p>\n\n\t<p><em>Ktolemagne<\/em>: You can use see invisibility, as the spell. The effect lasts for a number of rounds equal to three times your squire of legend level.<\/p>\n\n\t<p><em>Orsos<\/em>: You can use lesser restoration, as the spell.<\/p>\n\n\t<p><em>Reikhardt<\/em>: You can grant an ally within 30 feet a second use of an extraordinary or supernatural ability normally usable only once per day. If you gain a second daily use of this ability, you cannot use it twice in one day on the same ally.<\/p>\n\n\t<p><em>Sunyartra<\/em>: You can use true strike, as the spell, but only on a single ally within 30 feet.<\/p>\n\n\t<p><strong>Faithful Companion (Ex)<\/strong>: At 3rd level, you learn to place yourself between an ally and harm. If you and an ally within 5 feet are both subject to an area spell or effect that allows a Reflex save for partial damage, you can grant your ally a bonus on her saving throw by taking a penalty of equivalent magnitude on your own. The value of the bonus and penalty can be any amount up to the value of your base Reflex saving throw. You must decide to invoke this ability before either you or your ally has attempted the saving throw.<\/p>\n\n\t<p><strong>Squire&#39;s Burden, Greater (Su)<\/strong>: At 3rd level, you gain a new supernatural ability you can use once per day. It follows all the guidelines for least squire&#39;s burden, above. If you choose, you can forgo your daily use of this ability for an extra use of the least or lesser squire&#39;s burden.<\/p>\n\n\t<p><em>Dardallion<\/em>: You can grant one ally within 30 feet the ability to move through threatened areas without provoking attacks of opportunity for 2 rounds. Other actions, such as casting in a threatened area, still provoke attacks of opportunity as normal.<\/p>\n\n\t<p><em>Imdastri<\/em>: You can grant one ally within 30 feet immunity to one of the following effects for a number of rounds equal to three times your squire of legend level: disease, exhaustion\/fatigue, mind-affecting spells and abilities, negative levels, or poison. You choose the effect when you activate this ability.<\/p>\n\n\t<p><em>Ktolemagne<\/em>: As a swift action, you can take over concentrating to maintain an ally&#39;s spell or spell-like ability, allowing her to take other actions. Once you have assumed control of an effect, you cannot give it back.<\/p>\n\n\t<p><em>Orsos<\/em>: You can grant one ally within 30 feet energy resistance 10 to an energy type of your choice for a number of rounds equal to three times your squire of legend level.<\/p>\n\n\t<p><em>Reikhardt<\/em>: When an ally within 30 feet of you uses an extraordinary, spell-like, or supernatural ability that affects all allies within a given number of feet, you can use an immediate action to extend its range and duration by 50%.<\/p>\n\n\t<p><em>Sunyartra<\/em>: As an immediate action, you can grant one ally within 30 feet the opportunity to reroll an attack roll or critical hit confirmation roll.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Least squire&#39;s burden, paragon&#39;s path, save bonus +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Lesser squire&#39;s burden <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Faithful companion, greater squire&#39;s burden, save bonus +2 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Champion 110<\/h5>","reference":"Usergen"},{"id":10235,"name":"Divine Crusader","type":"prestige","alignment":"Must match chosen deity","hit_die":"8","full_text":"<div topic='titel'><p><h3>Divine Crusader<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Must match chosen deity.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> The divine crusader gains no weapon or armor proficiencies.<\/p>\n\n\t<p><strong>Aura (Ex):<\/strong> The power of a divine crusader&#39;s alignment aura (see the <em>detect evil<\/em> spell on page 218 of the Player&#39;s Handbook) is equal to her class level, plus any class levels in other classes that possess such an aura (such as cleric or paladin).<\/p>\n\n\t<p><strong>Deity and Domain:<\/strong> Every divine crusader has a chosen  deity. Sample deities are provided on Table 3&#8212;7: Deities, page 32 of the Player&#39;s Handbook. A divine crusader&#39;s chosen deity influences her alignment, what magic she can perform, her values, and how others see her. The character&#39;s alignment and her deity&#39;s alignment must match exactly.<\/p>\n\n\t<p>A divine crusader chooses one domain from among those offered by that deity to his or her clerics and gains the granted power of the domain. (If the domain-granted power includes the addition of a skill or skills to the cleric class skill list, add it to the class skill list for the divine crusader  instead.) The divine crusader also gains the ability to cast spells from that domain (see below).<\/p>\n\n\t<p><strong>Spells per Day:<\/strong> A divine crusader casts divine spells. She may only prepare and cast spells from her chosen domain (see above). Effectively, a divine crusader has a class spell list of only nine spells (one per spell level). To prepare or cast a spell, a divine crusader must have a Charisma score equal to at least 10 + the spell level. The difficulty class for a saving throw against a divine crusader&#39;s spell is 10 + the spell level + the divine crusader&#39;s Cha modifier. The divine crusader also gets bonus spells based on her Charisma. A divine crusader prepares and casts spells as a cleric, except that she cannot spontaneously cast <em>cure<\/em> or <em>inflict<\/em> spells.<\/p>\n\n\t<p><strong>Electricity Resistance (Ex):<\/strong> A divine crusader gains resistance to electricity 5 at 3rd level. At 9th level, this increases to resistance 10.<\/p>\n\n\t<p><strong>Weapon Specialization:<\/strong> At 5th level, a divine crusader gains Weapon Specialization in her deity&#39;s favored weapon as a bonus feat.<\/p>\n\n\t<p><strong>Acid Resistance (Ex):<\/strong> A divine crusader gains resistance to acid 5 at 6th level. At 9th level, this increases to resistance 10.<\/p>\n\n\t<p><strong>Darkvision (Ex):<\/strong> A 7th-level divine crusader gains darkvision out to 60 feet. If the divine crusader already has darkvision, the radius of her existing darkvision increases by 30 feet.<\/p>\n\n\t<p><strong>Perfect Self:<\/strong> At 10th level, a divine crusader completes her transformation into a creature of the planes. Her type changes to outsider (native). As a native outsider, the character can still be raised, reincarnated, or resurrected just as other living creatures can be, and remains native to the Material Plane. Additionally, the divine crusader gains damage reduction 10\/magic.<\/p>\n\n\t<h4><span class=caps>EX-DIVINE<\/span> <span class=caps>CRUSADERS<\/span><\/h4>\n\n\t<p>A divine crusader whose alignment changes to no longer match her chosen deity&#39;s alignment loses all divine crusader spells and abilities. She may not progress any farther in levels as a divine crusader. She regains her abilities and advancement potential if she atones for her violations (see the <a href=\/spells\/players-handbook-v35--6\/atonement--2304\/>atonement<\/a> spell, page 201 of the Player&#39;s Handbook).<\/p>\n\n\t<p>An ex-divine crusader cannot change her devotion to a different deity in order to regain abilities and advancement potential. Once a divine crusader has failed one deity, no other deity trusts the character with these powers.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th colspan=9>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t\t<th>6th <\/th>\n\t\t\t<th>7th <\/th>\n\t\t\t<th>8th <\/th>\n\t\t\t<th>9th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Aura <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Resistance to electricity 5 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Weapon Specialization <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Resistance to acid 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Darkvision <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Resistance to acid and electricity 10 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Perfect self <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Divine 33<\/h5>","reference":"Usergen"},{"id":10236,"name":"Divine Oracle","type":"prestige","alignment":"Any","hit_die":"6","full_text":"<div topic='titel'><p><h3>Divine Oracle<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells:<\/strong> Able to cast at least 2 divination spells.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Divine oracles gain no weapon or armor proficiencies.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known:<\/strong> A divine oracle continues advancing in spellcasting ability as well as gaining the abilities of her new class. Thus, when a new divine oracle level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, wild shape ability, and so on). This essentially means that she adds the level of divine oracle to the level of whatever other spellcasting class the character has, then determines spells per day accordingly. <\/p>\n\n\t<p>If a character had more than one spellcasting class before she became a divine oracle, the player must decide which class to assign each level of divine oracle for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Oracle Domain:<\/strong> Upon adopting the divine oracle class, the character gains access to the Oracle domain, described in Chapter 7: Domains and Spells. The character gains the granted power associated with the domain (+2 caster level for divination spells), and can choose the spells in that domain as her daily domain spells.<\/p>\n\n\t<p><strong>Scry Bonus (Su):<\/strong> A divine oracle adds a +1 sacred bonus to the save DC of all her divination (scrying) spells.<\/p>\n\n\t<p><strong>Prescient Sense (Ex):<\/strong> Beginning at 2nd level, if a divine oracle makes a successful Reflex saving throw against an attack that normally inflicts half damage on a successful save (such as a red dragon\u2019s fiery breath or a <em>fireball<\/em> spell), she instead takes no damage, since her prescience allowed her to get out of the way faster. This form of evasion works no matter what armor the divine oracle wears, unlike the evasion ability used by monks and rogues.<\/p>\n\n\t<p><strong>Trap Sense (Ex):<\/strong> At 2nd level, the divine oracle gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. This increases to +2 at level 5 and +3 at level 8.<\/p>\n\n\t<p><strong>Divination Enhancement (Ex):<\/strong> Beginning at 3rd level, a divine oracle may roll twice and take the better result when using divination spells such as <em>augury<\/em> or <em>divination<\/em>.<\/p>\n\n\t<p><strong>Uncanny Dodge (Ex):<\/strong> Starting at 4th level, a divine oracle gains the ability to react to danger before her senses would normally allow her to do so. The divine oracle retains her Dexterity modifier to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses her Dexterity modifier to AC if immobilized.)<\/p>\n\n\t<p><strong>Improved Uncanny Dodge (Ex):<\/strong> At 6th level and higher, the divine oracle can no longer be flanked, since she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the divine oracle. The exception to this defense is when an attacker has at least 4 more rogue levels than the target has divine oracle levels.<\/p>\n\n\t<p>If a character already has levels of a class that could gain uncanny dodge, the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.<\/p>\n\n\t<p><strong>Immune to Surprise (Ex):<\/strong> At 10th level, the divine oracle\u2019s sensitivity to danger is so great that she is never surprised. She can always take a standard action during a surprise round, unless she is physically restrained from doing so. If there is no surprise round then this ability doesn\u2019t help.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spellcasting<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Oracle domain, scry bonus <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Prescient sense, trap sense +1 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td>+1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Divination enhancement <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Uncanny dodge (Dex bonus to AC) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Trap sense +2 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Improved uncanny dodge (can\u2019t be flanked) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Trap sense +3 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Immune to surprise <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Divine 34<\/h5>","reference":"Usergen"},{"id":10237,"name":"Entropomancer","type":"prestige","alignment":"Any nongood","hit_die":"8","full_text":"<div topic='titel'><p><h3>Entropomancer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nongood.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells:<\/strong> Able to cast 4th-level divine spells.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Entropomancers gain no proficiency with weapons, armor, or shields of any type.<\/p>\n\n\t<p><strong>Shard of Entropy (Su):<\/strong> Twice per day, for a maximum of 1 round per entropomancer level, the character can create a miniature shard of entropy. The shard is a chunk of absolute blackness, 2 inches across, and can be moved up to 30 feet by the entropomancer as a standard action. Against objects, the shard deals 3d6 points of damage, bypassing the object\u2019s hardness. Against creatures, the entropomancer must make a ranged touch attack to hit, and if successful the shard deals 3d6 points of damage to the target (Fortitude half, DC 12 + the entropomancer\u2019s Wis modifier). The shard appears in any square adjacent to the entropomancer when it is created, and it can be used to attack on the round it is formed.<\/p>\n\n\t<p>The shard of entropy lurches, jumps, and bounces around the square it\u2019s in. Any creature who passes through the shard\u2019s square takes damage as if the shard struck him (Fortitude half), as does any creature that\u2019s in the same square as the shard at the beginning of the entropomancer\u2019s turn. The entropomancer can move the shard into another square with a move action, or aim it at a specific creature (dealing damage immediately) as a standard action.<\/p>\n\n\t<p>At 5th level, the entropomancer can use the shard to create a deeper connection to absolute nothingness. The shard of entropy deals 5d6 points of damage (Fortitude half, DC 14 + entropomancer\u2019s Wis modifier).<\/p>\n\n\t<p>At 9th level, the shard of entropy becomes even stronger, dealing 7d6 points of damage (Fortitude half, DC 16 + entropomancer\u2019s Wis modifier). It also exerts an inexorable tug on creatures nearby, pulling them toward the shard. At the end of the entropomancer\u2019s turn, the shard tries to pull creatures within 15 feet closer to it. This is treated as a bull rush attempt, for which the shard has a +11 bonus. If the shard wins the opposed check, it bull rushes creatures in a direct line toward its square. The entropomancer isn\u2019t immune to this effect.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known:<\/strong> Whenever an even-numbered level in the prestige class is gained, the entropomancer gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever spellcasting class in which he could cast 4th-level divine spells before she added the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If a character had more than one divine spellcasting class in which she could cast 4th-level spells before she became an entropomancer, she must decide to which class she adds each level of entropomancer for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Entropic Field (Su):<\/strong> As a standard action, an entropomancer can surround herself with a field of invisible, entropic energy that lasts for 1 round per entropomancer level. The field extends in a 5-foot per entropomancer level radius, centered on the entropomancer. All magical healing automatically fails within the entropic field. It takes the entropomancer a standard action to dismiss the entropic field.<\/p>\n\n\t<p>At 5th level, the entropic field becomes strong enough to warp the laws of probability. Once per round, as a free action, the entropomancer can force a character within the field (including herself) to reroll an attack, save, or check. The entropomancer demands the reroll after she knows whether the attack, save, or check succeeded or failed, but before the exact consequences have been calculated and applied. The result of the reroll takes precedence, even if it\u2019s worse than the original roll.<\/p>\n\n\t<p>At 7th level, the entropic field causes wounds created within it to continue bleeding, dealing an additional 1 point of damage per round thereafter (at the end of the entropomancer\u2019s turn) as long as they remain within the entropic field. A successful Heal check (DC 15) stops the bleeding. If multiple wounds are suffered, then the creature takes 1 point of damage per wound. The entropomancer is subject to the bleeding effect.<\/p>\n\n\t<p><strong>Control Sphere (Su):<\/strong> At level 10, the entropomancer has the ability to control a sphere of annihilation (described on page 279 of the Dungeon Master\u2019s Guide) as if he were using a talisman of the sphere, and the entropomancer is personally unaffected by a sphere of annihilation, which passes through him as if his square was completely empty. High-level entropomancers are often obsessed with acquiring spheres of annihilation.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spellcasting<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Shard of entropy 2\/day <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td>+1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Entropic field 2\/day <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Entropic field (reroll), shard of entropy (5d6) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Entropic field (wounding) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td>+2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Shard of entropy (7d6, consuming) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Control sphere <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Divine 36<\/h5>","reference":"Usergen"},{"id":10238,"name":"Evangelist","type":"prestige","alignment":"As a cleric of the chosen deity","hit_die":"6","full_text":"<div topic='titel'><p><h3>Evangelist<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> As a cleric of the chosen deity.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Evangelists gain no weapon or armor proficiencies.<\/p>\n\n\t<p><strong>Great Orator (Su):<\/strong> An evangelist can inspire, protect, and otherwise improve the situation of his allies simply by speaking clearly and being heard. This ability is similar to the bard&#39;s bardic music ability (see page 29 of the Player&#39;s Handbook for a complete description) and, indeed, evangelist levels stack with bard levels to determine the strength of known bard songs. For example, a bard 3\/evangelist 5 improves his inspire competence ability, but does not gain any new bard abilities. He could use bardic music to convert the unfaithful, countersong, fascinate, inspire the righteous, inspire courage +2, inspire dread or inspire hope, but would not gain the inspire competence, inspire greatness, or suggestion abilities. Alternately, a bard 7\/evangelist 1 would be able to use bardic music to countersong, fascinate, inspire competence, inspire courage +2, inspire dread or inspire hope, and suggestion. Evangelist oratory abilities function in exactly the same manner as bardic music except the evangelist must speak loudly and clearly, rather than sing or play an instrument.<\/p>\n\n\t<p><em>Inspire Dread (Su)<\/em>: An evil evangelist with 9 or more ranks in Perform (oratory) can inspire hopelessness in all enemies within 30 feet. This ability imposes a -4 penalty on Will saves on all enemies within 30 feet of the evangelist. Delivering this oratory requires a full-round action to activate and requires concentration each round to continue the effect. The effect lasts as long as the evangelist speaks and for 3 rounds thereafter. Inspire dread is a mind-affecting ability.<\/p>\n\n\t<p><em>Inspire Hope (Su)<\/em>: A good or neutral evangelist with 9 or more ranks in Perform (oratory) can inspire spiritual resilience in all allies within 30 feet. This ability gives the evangelist and all allies who can hear his oratory a +4 sacred bonus on Will saves. Delivering this oratory requires a full-round action to activate and requires concentration each round to continue the effect. The effect lasts as long as the evangelist speaks and for three rounds thereafter. Inspire hope is a mind-affecting ability.<\/p>\n\n\t<p><em>Inflame the Righteous (Su)<\/em>: An evangelist of 3rd level or higher with 11 or more ranks in Perform (oratory) can use this ability to wreath himself and any of his allies within 30 feet in divine flame. Each beneficiary of this ability gains the benefit of a fire shield spell. Use the evangelist&#39;s level +5 to determine the caster level of the spell. The damage caused by the spell is, however, purely divine and not subject to a creature&#39;s resistance or immunity to fire.<\/p>\n\n\t<p>This oratory requires a full-round action to perform and requires concentration each round to continue the effect. The effect lasts as long as the evangelist speaks and for threerounds thereafter.<\/p>\n\n\t<p><em>Convert the Unfaithful (Su)<\/em>: An evangelist of 5th level with at least 13 ranks in Perform (oratory) may attempt to convert a single enemy within 30 feet. As a full-round action, the evangelist delivers an impassioned speech on the righteousness of his beliefs to a single enemy, who must attempt a Will save (DC = 10 + class level + Cha mod). If the creature succeeds, it is shaken for one round. If the creature fails its saving throw, it converts. Creatures with an alignment subtype (such as angels and devils) are immune to this ability. A converted creature is effectively charmed by the evangelist (similar to a charm monster spell). In addition, a converted creature temporarily assumes the alignment of the evangelist and acts accordingly. This may mean some of the creature&#39;s class abilities, spells, or other abilities are unavailable to it for the duration of the spell (a paladin converted to something other than lawful good, for example, loses her class abilities for the duration).<\/p>\n\n\t<p>When the duration elapses, the creature then has a choice: It can continue to act according to its new alignment, or it can shift back. If the creature chooses to permanently change its alignment to the evangelist&#39;s, it acts as if a cleric of the appropriate alignment had cast <em>atonement<\/em> on it. If the creature chooses to change back, it must make another saving throw (with the same save DC as before). If it fails this saving throw its alignment changes back but it needs an <em>atonement<\/em> spell to gain back any abilities it lost due to its temporary alignment change.<\/p>\n\n\t<p><strong>Fast Talk (Ex):<\/strong> At 2nd level, the evangelist knows the right thing to say at the right time. He may make a rushed Diplomacy check as a full-round action at only a &#8212;5 penalty.<\/p>\n\n\t<p><strong>Skill Mastery (Ex):<\/strong> At 4th level, the evangelist becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, the evangelist selects a number of skills equal to 1 + his Intelligence modifier (minimum of 1) from the following list: Bluff, Diplomacy, Disguise, Intimidate, and Sense Motive. When making a skill check with one of the selected skills, he may take 10 even if stress and distractions would normally prevent him from doing so.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Great orator (inspire dread or inspire hope) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Fast talk <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Great orator (inflame the righteous) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Skill mastery <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Great orator (convert the unfaithful) <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Divine 39<\/h5>","reference":"Usergen"},{"id":10239,"name":"Geomancer","type":"prestige","alignment":"Any","hit_die":"6","full_text":"<div topic='titel'><p><h3>Geomancer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells:<\/strong> Able to cast 2nd-level arcane spells and 2nd-level divine spells.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Geomancers gain no weapon or armor proficiencies.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known:<\/strong> At each geomancer level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (additional wild shape options, metamagic or item creation feats, or the like). Since the character had more than one spellcasting class before becoming a geomancer, the player must decide to which class to add each geomancer level for determining spells per day and spells known.<\/p>\n\n\t<p><strong>Spell Versatility:<\/strong> At 1st level, the geomancer learns to blend divine and arcane magic. He still acquires and prepares his spells in the normal manner for his individual spellcasting classes. When he casts them, however, he can mix or match spellcasting parameters from any of his classes to gain the maximum possible advantage for any spell with a spell level equal to or less than his spell versatility score. Thus, as a 4th-level geomancer, he can cast any of his 3rd-level or lower sorcerer\/wizard spells with no chance of arcane spell failure from armor. (The druidic prohibition against metal armor still applies to  druid\/geomancers, however, since this stricture stems from a spiritual oath rather than a practical limitation.) The geomancer may use his Wisdom modifier to set the save DC for arcane spells, or his Charisma or Intelligence modifier (whichever he would normally use for arcane spells) to set the save DC for divine spells. If a spell requires either an arcane material component or a divine focus, he may use either. A cleric\/geomancer who also has levels of wizard, sorcerer, or bard can spontaneously convert any prepared arcane or divine spell (except a domain spell) of an appropriate level into a cure or inflict spell of equal or lower level, though he must be capable of casting the latter as a cleric.<\/p>\n\n\t<p><strong>Drift:<\/strong> The character slowly becomes closer to nature. At each geomancer level, choose a drift from the appropriate stage (see Drift, below).<\/p>\n\n\t<p><strong>Ley Lines:<\/strong> At 2nd level, the geomancer learns to create magical connections with a specific type of terrain. Choose one of the following terrain types: aquatic, desert, forest, hills, marsh, mountains, or plains. In that terrain, the geomancer&#39;s effective caster level for all spells increases by +1. At 6th level and again at 10th level, the character may either choose a new terrain in which to receive the benefit (at +1), or increase his effective caster level in a previously chosen terrain by an additional +1.<\/p>\n\n\t<h4>Drift<\/h4>\n\n\t<p>Drift is a gradual devolution into some other natural form. Those who experience this phenomenon gain attributes of animals and plants as time goes by. Geomancers experience drift at every level. As a variant rule, high-level druids who spend all their lives away from civilization may also experience drift at the Dungeon Master&#39;s discretion &#8211; perhaps once every ten years.<\/p>\n\n\t<p>Drift is divided into stages. You must choose one drift from stage 1 the first time you experience the phenomenon. Your second drift must also be from stage 1. Thereafter, you may choose from a higher stage only after you have acquired at least two drifts from the previous stage. For example, a stage 4 drift may be chosen only after you have at least two stage 1 drifts, two stage 2 drifts, and two stage 3 drifts. You may, however, choose drifts from stages below your maximum whenever you wish. For example, you if you have two stage 1 drifts, you may choose a third stage 1 rather than a stage 2, if desired.<\/p>\n\n\t<p>Stage 1 drifts have no game effect. Each drift of stage 2 and beyond grants a permanent extraordinary ability. Natural attacks allow for Strength bonuses on damage rolls, except in the case of poison and acid. The damage values given for natural attacks are for Medium creatures. To adjust for Small or Large creatures, use the following table.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th colspan=3>Natural Weapon Damage by Size <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Small <\/th>\n\t\t\t<th>Medium <\/th>\n\t\t\t<th>Large <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1d2 <\/td>\n\t\t\t<td> 1d3 <\/td>\n\t\t\t<td> 1d4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1d3 <\/td>\n\t\t\t<td> 1d4 <\/td>\n\t\t\t<td> 1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1d4 <\/td>\n\t\t\t<td> 1d6 <\/td>\n\t\t\t<td> 1d8 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1d6 <\/td>\n\t\t\t<td> 1d8 <\/td>\n\t\t\t<td> 2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1d6 <\/td>\n\t\t\t<td> 2d4 <\/td>\n\t\t\t<td> 2d6 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>Stage 1<br \/>&#8212; Leopard spots appear on your body.<br \/>&#8212; You grow a cat&#39;s tail.<br \/>&#8212; You sprout feathers (but not wings).<br \/>&#8212; Your eyebrows become green and bushy.<br \/>&#8212; Your hair becomes a tangle of short vines.<br \/>&#8212; Light, downy fur covers your skin.<br \/>&#8212; Your skin turns green and scaly.<br \/>&#8212; Your touch causes flowers to wilt.<br \/>&#8212; Your voice sounds like a dog&#39;s, though it is still intelligible.<br \/>&#8212; Zebra stripes appear on your body.<\/p>\n\n\t<p>Stage 2<br \/>&#8212; A small camel&#39;s hump grows on your back. (You can go without water for up to five days.)<br \/>&#8212; You grow a coat of white fur like a polar bear&#39;s. (You gain a +8 bonus on Hide checks in snowy areas.)<br \/>&#8212; The pads of your feet become sticky, like those of a lizard. (You gain a +4 bonus on Climb checks.)<br \/>&#8212; You become as swift as an elk. (Your land speed increases by +5 feet.)<br \/>&#8212; You become as comely as a dryad. (You gain a +4 bonus on Diplomacy checks.)<br \/>&#8212; You become as graceful as a cat. (You gain a +4 bonus on Balance checks.)<br \/>&#8212; You sprout leaves and become photosynthetic. (You can subsist on 1 hour\/day of sunlight in lieu of food, though you still require the same amount of water as before.)<br \/>&#8212; Your blood flows as slowly as tree sap. The speed at which progressive damage, such as that from wounding or decomposition, affects you is halved.<br \/>&#8212; Your eyes become as sharp as a rat&#39;s. (You gain low-light vision.)<br \/>&#8212; Your skin adapts like that of an octopus. (You can change color to blend with your surroundings, gaining a +4 bonus on Hide checks.)<\/p>\n\n\t<p>Stage 3<br \/>&#8212; Deer antlers grow from your forehead. (You gain a gore attack for 1d6 points of damage.)<br \/>&#8212; Thorns grow on your body. (Your unarmed attacks do piercing damage, and those striking you with natural weapons take 1d3 points of piercing damage per successful hit.)<br \/>&#8212; You can constrict like a snake. (You deal 1d3 points of damage with a successful grapple check against a creature of your size category or smaller.)<br \/>&#8212; You can spin a web like a spider. (You can use your web to snare prey as described in the monstrous spider entry in the Monster Manual, but you cannot attack with it.)<br \/>&#8212; You sprout fish gills. (You can breathe both water and air.)<br \/>&#8212; Your eyes become as sharp as an eagle&#39;s. (You gain a +4 bonus on Spot checks in daylight.)<br \/>&#8212; Your eyes become as sharp as an owl&#39;s. (You gain a +4 bonus on Spot checks in dusk and darkness.)<br \/>&#8212; Your fingers grow hawklike talons. (You gain Weapon Finesse and can make two claw attacks per round for 1d3 points of damage each.)<br \/>&#8212; Your mouth extends like a crocodile&#39;s. (You gain a bite attack for 1d6 points of damage.)<br \/>&#8212; Your toes grow lionlike claws. (You can make two rake attacks for 1d4 points of damage each if you gain a hold on your target.)<\/p>\n\n\t<p>Stage 4<br \/>&#8212; You grow an acid stinger like that of a giant ant. (You can sting for 1d4 points of piercing damage + 1d4 points of acid damage.)<br \/>&#8212; You can trip like a wolf. (If you hit with a natural attack, you can attempt to trip your target as a free action; see the Wolf entry, page 283 of the Monster Manual.)<br \/>&#8212; You can rage similar to a wolverine. (If you take damage, you rage as a 1st-level barbarian &#8211; see Barbarian entry, page 25 of the Player&#39;s Handbook &#8211; or gain +1 effective level of any class you have that grants rage as a class feature, but only for determining the benefits of rage.)<br \/>&#8212; You gain a boar&#39;s ferocity. (You continue to fight without penalty even while disabled or dying.)<br \/>&#8212; You can grab like a bear. (You gain the improved grab ability as described on page 310 of the Monster Manual.)<br \/>&#8212; You can pounce like a leopard. (If you leap on a foe in the first round of combat, you can make a full attack action even if you have already taken a move action.)<br \/>&#8212; Your hands become as strong as a gorilla&#39;s. (You gain a +2 bonus on Strength checks to break objects.)<br \/>&#8212; Your jaw becomes as powerful as a weasel&#39;s. (You can attach to an opponent with a successful bite and inflict 1d3 points of damage per round until unattached. However, you lose your Dexterity bonus to AC while attached.)<br \/>&#8212; You can fire an ink cloud as a squid does. (In water, you can emit a cloud of jet-black ink 10 feet on a side once per minute as a free action; this provides total concealment and those within the cloud suffer the effects of total darkness.)<br \/>#8212; Your nose becomes as sensitive as a hound&#39;s. (You gain scent out to a range of 30-ft. Scent is described on page 314 of the Monster Manual.)<\/p>\n\n\t<p>Stage 5<br \/>&#8212; You grow a unicorn horn. (You gain a +4 bonus on Fortitude saves against poison and a gore attack for 1d8 points of damage.)<br \/>&#8212; Feathered or batlike wings grow from your back. (You gain a fly speed of 60 feet.)<br \/>&#8212; You can curl into a spiny ball like a hedgehog. (When curled, you gain a +4 natural armor bonus to AC, but you may not move or attack. Curling or uncurling is a standard action.)<br \/>&#8212; You are as graceful as a pixie. (You gain a +2 bonus on Reflex saves.)<br \/>&#8212; You gain the tremorsense of an earthworm. (You can sense anything in contact with the ground within 30 feet of you.)<br \/>&#8212; Your canine teeth exude poison. (If you hit with a bite attack, your target must make a Fortitude save (DC 10 + 1\/2 your character level + your Constitution modifier) against poison. Initial damage is 1d2 points of temporary Dexterity damage; secondary damage is 1d4 points of temporary Dexterity damage.)<br \/>&#8212; Your senses become as sharp as a bat&#39;s. (You gain blindsense out to 30 feet, as described on page 306 of the Monster Manual.)<br \/>&#8212; Your feet extend to elephantine width. (You gain the trample ability as described in the introduction of the  Monster Manual. Your trample attack does 2d4 points of bludgeoning damage, and the Reflex save DC is 10 + 1\/2 your character level + your Strength modifier.)<br \/>&#8212; You can move like a cheetah. (Once per hour, you can take a charge action to move ten times your normal speed.)<br \/>&#8212; Your skin becomes tree bark. (You gain a +1 natural armor bonus to AC.)<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spellcasting<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Drift 1, spell versatility 0 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Drift 1, ley lines +1, spell versatility 1 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Drift 2, spell versatility 2 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Drift 2, spell versatility 3 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Drift 3, spell versatility 4 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Drift 3, ley lines +2, spell versatility 5 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Drift 4, spell versatility 6 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td>+2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Drift 4, spell versatility 7 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Drift 5, spell versatility 8 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Drift 5, ley lines +3, spell versatility 9 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Divine 41<\/h5>","reference":"Usergen"},{"id":10240,"name":"Holy Liberator","type":"prestige","alignment":"Chaotic Good","hit_die":"10","full_text":"<div topic='titel'><p><h3>Holy Liberator<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Chaotic Good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Holy liberators are proficient with all simple and martial weapons, with all types of armor, and with shields.<\/p>\n\n\t<p><strong>Spells per Day:<\/strong> A holy liberator has the ability to cast a small number of divine spells. To cast a spell, the holy liberator must have a Wisdom score of at least 10 + the spell&#39;s level, so a holy liberator with a Wisdom of 10 or lower cannot cast these spells. Holy liberator bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the holy liberator&#39;s Wisdom modifier. When the holy liberator gets 0 spells of a given level, such as 0 1st-level spells at 1st level, he gets only bonus spells. (A holy liberator without a bonus spell for that level cannot yet cast a spell of that level.)<\/p>\n\n\t<p>The holy liberator uses the paladin spell list, with a few changes. The holy liberator&#39;s spell list does not include any spells with the law descriptor. The following spells are added to the holy liberator&#39;s spell list: 1st &#8211; <em>protection from law<\/em>; 2nd &#8211; <em>heroism<\/em>; 3rd &#8211; <em>magic circle against law<\/em>; 4th &#8211; <em>dispel law, freedom of movement<\/em>. A holy liberator prepares and casts spells just as a cleric does (though the liberator cannot spontaneously cast <em>cure<\/em> or <em>inflict<\/em> spells).<\/p>\n\n\t<p><strong>Aura of Good (Ex)<\/strong>: The power of a holy liberator&#39;s aura of good (see the <em>detect good<\/em> spell) is equal to his class level plus his cleric level, if any.<\/p>\n\n\t<p><strong>Detect Evil (Sp):<\/strong> The holy liberator can use <em>detect evil<\/em> as a spell-like ability at will.<\/p>\n\n\t<p><strong>Smite Evil (Su):<\/strong> Once per day, a holy liberator may attempt to smite evil with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. For example, a 9th-level holy liberator armed with a longsword would deal 1d8+9 points of damage, plus any additional bonuses for high Strength or magical effects that normally apply. If the holy liberator accidentally smites a creature  that is not evil, the smite has no effect but it is still used up for that day. At 5th level, the holy liberator may smite evil twice per day, and at 10th level three times per day.<\/p>\n\n\t<p><strong>Remove Fatigue (Su):<\/strong> A holy liberator of 2nd level or higher can eliminate fatigue in any creature he touches. Using this ability is a standard action; the holy liberator may use it a number of times per day equal to 3 + his Charisma modifier.<\/p>\n\n\t<p><strong>Aura of Resolve (Ex):<\/strong> Beginning at 3rd level, the holy liberator gains immunity to all charm and compulsion effects. His mind is his own, and no other creature can control his thoughts or actions. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against charm or compulsion effects. This ability functions while the holy liberator is conscious, but not if he is unconscious or dead.<\/p>\n\n\t<p><strong>Divine Grace (Su):<\/strong> A holy liberator of 4th level or higher applies his Charisma modifier (if positive) as a bonus on all saving throws.<\/p>\n\n\t<p><strong>Break Enchantment (Sp):<\/strong> Beginning at 4th level, a holy liberator can use <em>break enchantment<\/em> once per week. He can use this ability twice per week at 8th level.<\/p>\n\n\t<p><strong>Celestial Companion (Sp):<\/strong> Upon reaching 6th level, a holy liberator gains the service of a celestial companion (a cat, eagle, hawk, warhorse, owl, pony, riding dog, or wolf) to serve him in his struggle against tyranny. The creature has the celestial template (see page 31 of the Monster Manual). This creature may willingly act as a guardian (such as a hawk), a helper (such as a cat), or a mount (such as a horse).<\/p>\n\n\t<p>Once per day, as a full-round action, a holy liberator may magically call his companion from the celestial realms in which it resides. The companion immediately appears adjacent to the holy liberator and remains for 2 hours per holy liberator level; it may be dismissed at any time as a free action. The companion is the same creature each time it is summoned, though the holy liberator may release a particular companion from service (if it has grown too old to join her struggle, for instance). Each time the companion is called, it appears in full health, regardless of any damage it may have taken previously. The companion also appears wearing or carrying any gear it had when it was last dismissed (including barding, saddle, and the like for mounts). Calling the companion is a conjuration (calling) effect.<\/p>\n\n\t<p>Should the holy liberator&#39;s companion die, it immediately disappears, leaving behind any equipment it was carrying. The liberator may not call another companion for thirty days or until he gains a liberator level, whichever comes first, even if the companion is somehow returned from the dead. During this thirty-day period, the liberator takes a &#8212;1 penalty on attack and weapon damage rolls. Treat the companion as a special mount for the purpose of spells that specifically affect a paladin&#39;s special mount (such as heal mount).<\/p>\n\n\t<p><strong>Code of Conduct:<\/strong> Holy liberators must be of chaotic good alignment and lose all special class abilities if they ever willingly commit an act of evil. True to their alignment, holy liberators have no more formalized code of conduct than that.<\/p>\n\n\t<h4><span class=caps>EX-PALADIN<\/span> <span class=caps>LIBERATORS<\/span><\/h4>\n\n\t<p>It is not altogether uncommon for paladins to slip away from the unswerving path of law in their overriding quest for good and become holy liberators. For the most part, the ex-paladin who adopts the holy liberator class does not regain any of his lost paladin abilities. However, the character&#39;s paladin levels stack with holy liberator levels for the purpose of determining caster level for holy liberator spells and for determining the power of his smite evil ability.<\/p>\n\n\t<h4><span class=caps>CELESTIAL<\/span> <span class=caps>COMPANION<\/span><\/h4>\n\n\t<p>The holy liberator&#39;s celestial companion is superior to a normal animal of its type. It has the celestial template, as described in the Monster Manual. It further gains HD and special abilities based on the holy liberator&#39;s character level (see the table). <\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Character Level <\/th>\n\t\t\t<th>Bonus HD <\/th>\n\t\t\t<th>Natural Armor Adj. <\/th>\n\t\t\t<th>Dex Adj. <\/th>\n\t\t\t<th>Int <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th or less <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> Empathic link, improved evasion, improved speed +10 ft., share saving throws, share spells <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th-15th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> Speak with holy liberator <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th-18th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> Blood bond, improved speed +20 ft. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th-20th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> Spell resistance <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>See the <a href=\/classes\/paladin\/>Paladin<\/a>&#39;s Mount sidebar in the Player&#39;s Handbook for definitions of the terms in this table, except as listed below.<\/p>\n\n\t<p><em>Dex Adj.<\/em>: Add this figure to the companion&#39;s Dexterity score.<\/p>\n\n\t<p><em>Improved Speed (Ex)<\/em>: The mount&#39;s speed increases by 10 ft. if its liberator&#39;s character level is 15th or lower. If the liberator&#39;s character level is 16th or higher, the mount&#39;s speed increases by a total of +20 feet.<\/p>\n\n\t<p><em>Blood Bond (Ex)<\/em>: The companion gains a +2 bonus on all attacks, checks, and saves if it witnesses the holy liberator being threatened or harmed.<\/p>\n\n\t<p><em>Spell Resistance (Ex)<\/em>: A companion&#39;s spell resistance equals the liberator&#39;s class level +10.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th colspan=4>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Aura of good, detect evil, smite evil 1\/day <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Remove fatigue <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Aura of resolve <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Break enchantment 1\/week, divine grace <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Smite evil 2\/day <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Celestial companion <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Break enchantment 2\/week <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Smite evil 3\/day <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Divine 45<\/h5>","reference":"Usergen"},{"id":10241,"name":"Hospitaler","type":"prestige","alignment":"Any nonchaotic","hit_die":"8","full_text":"<div topic='titel'><p><h3>Hospitaler<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonchaotic.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells:<\/strong> Able to cast 1st-level divine spells.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Hospitalers gain proficiency with all simple and martial weapons, with all types of armor, and with shields.<\/p>\n\n\t<p><strong>Lay on Hands (Su):<\/strong> A hospitaler with a Charisma score of 12 or higher can heal wounds by touch. Each day she can heal a total number of hit points of damage equal to her hospitaler level times her Charisma modifier. A hospitaler may choose to divide her healing among multiple recipients, and she doesn&#39;t have to use it all at once. Using lay on hands is a standard action.<\/p>\n\n\t<p>If the hospitaler has this ability from another class, her levels in those classes stack to determine the total number of hit points of damage she can heal each day.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known:<\/strong> A hospitaler continues advancing in divine spellcasting ability as well as learning the skills of the hospitalers. Thus, when a new hospitaler level is gained (except for 1st, 5th, and 9th levels), the character gains new divine spells per day (and spells known, if applicable) as if she had gained a level in the a divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, greater damage with the smite evil ability, and so on). If the character had more than one divine spellcasting class before becoming a hospitaler, the player must decide to which class to add each hospitaler level for the purposes of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Bonus Feat:<\/strong> At the indicated levels, a hospitaler may take a bonus feat. These feats are drawn from the feats designated as fighter bonus feats (in the Player&#39;s Handbook and elsewhere).<\/p>\n\n\t<p><strong>Remove Disease (Sp):<\/strong> Beginning at 3rd level, a hospitaler can use remove disease as a spell-like ability once per week. At 7th level and higher, she can use this ability twice per week.<\/p>\n\n\t<p><strong>Code of Conduct:<\/strong> Hospitalers take an oath of poverty, obedience, and defense of those in their care. This does not mean that hospitalers live mean, penny-pinching lives. They share their wealth among themselves and give any excess to their order. Obedience is not related to character or social rank, but rather to position assigned within the order, and often changes with the situation. Regardless of their relative ranks, all hospitalers defer to the head of a facility while on the grounds. Hospitalers must be willing to lay down their lives to protect the pilgrims or hospitaler facilities under their care, but should not do so recklessly.<\/p>\n\n\t<p><strong>Multiclass Note:<\/strong> A paladin who becomes a hospitaler may continue advancing as a paladin.<\/p>\n\n\t<h4><span class=caps>EX-HOSPITALERS<\/span><\/h4>\n\n\t<p>A hospitaler who becomes chaotic, who willfully commits a chaotic act, or who grossly violates the hospitaler code of conduct loses all class features and spells and may not progress in levels as a hospitaler. She regains her abilities if she atones for her violations (see the <a href=\/spells\/players-handbook-v35--6\/atonement--2304\/>atonement<\/a> spell description, page 201 of the Player&#39;s Handbook).<\/p>\n\n\t<p>A hospitaler faces a special restriction in multiclassing. A hospitaler who gains a level in a class other than hospitaler or paladin may never again increase her hospitaler level, though she retains all her hospitaler abilities. The path of the hospitaler, like that of the paladin, requires a constant heart. Once you have turned off the path, you may never return.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spellcasting<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Bonus feat, lay on hands <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td>+1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Remove disease 1\/week <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Remove disease 2\/week <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td>+2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Divine 48<\/h5>","reference":"Usergen"},{"id":10242,"name":"Pious Templar","type":"prestige","alignment":"Any","hit_die":"10","full_text":"<div topic='titel'><p><h3>Pious Templar<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Pious templars gain no weapon or armor proficiencies.<\/p>\n\n\t<p><strong>Mettle (Su):<\/strong> A pious templar\u2019s special blessing allows her to shrug off magical effects that would otherwise harm her. If a pious templar makes a successful Will or Fortitude saving throw that would normally reduce the spell\u2019s effect, she suffers no effect from the spell at all. Only those spells with a Saving Throw entry of \u201cWill partial,\u201d \u201cFortitude half,\u201d or similar entries can be negated through this ability.<\/p>\n\n\t<p><strong>Spells per Day:<\/strong> A pious templar has the ability to cast a small number of divine spells. To cast a spell, the pious templar must have a Wisdom score of at least 10 + the spell\u2019s level, so a pious templar with a Wisdom of 10 or lower cannot cast these spells. Pious templar bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the pious templar\u2019s Wisdom modifier. When the pious templar gets 0 spells of a given level, such as 0 1st-level spells at 1st level, she gets only bonus spells. (A pious templar without a bonus spell for that level cannot yet cast a spell of that level.) A pious templar has access to any spell on the list and can freely choose which to prepare, just like a cleric. A pious templar prepares and casts spells just as a cleric does (though the pious templar cannot spontaneously cast <em>cure<\/em> or <em>inflict<\/em> spells).<\/p>\n\n\t<p>A good pious templar (or a neutral pious templar of a good deity) uses the paladin spell list. An evil pious templar (or a neutral pious templar of an evil deity) uses the blackguard spell list. A pious templar who is neither good nor evil and whose deity is neither good nor evil can chose to use the paladin or the blackguard spell list. Once the player makes this choice, it cannot be reversed.<\/p>\n\n\t<p><strong>Smite (Su):<\/strong> Once per day, a pious templar of 2nd level or higher may make a single melee attack with a +4 attack bonus and a damage bonus equal to her pious templar level (if she hits). The pious templar must  declare the smite before making the attack. Starting at 6th level, a pious templar can smite twice per day and at 10th level, three times per day.<\/p>\n\n\t<p>If a pious templar has a smite evil or smite ability (for being a paladin or a cleric with the Destruction domain) already, she can use the ability one extra time per day (two extra times at 7th level). The attack bonus does not increase, but the damage bonus is based on the character\u2019s combined level (pious templar level plus cleric or paladin level).<\/p>\n\n\t<p><strong>Damage Reduction (Ex):<\/strong> Starting at 3rd level, pious templars have the ability to shrug off some amount of injury from each blow or attack. A pious templar gains damage reduction 1\/\u2014. At 7th level, this damage reduction rises to 2\/\u2014.<\/p>\n\n\t<p><strong>Weapon Specialization:<\/strong> At 3rd level, a pious templar gains the Weapon Specialization feat with her deity\u2019s favored weapon.<\/p>\n\n\t<p><strong>Bonus Feat:<\/strong> At 4th level and again at 8th level, a pious templar gets a bonus feat. These bonus feats must be drawn from the feats noted as fighter bonus feats in the Player\u2019s Handbook and other books. If a pious templar selects a feat that requires her to apply its effects to a specific weapon (such as Improved Critical), she may only apply that feat to her deity\u2019s favored weapon.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th colspan=4>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Mettle <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Smite 1\/day <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td>0  <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Damage reduction 1\/\u2014, Weapon Specialization <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Smite 2\/day <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Damage reduction 2\/\u2014 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Smite 3\/day <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Divine 50<\/h5>","reference":"Usergen"},{"id":10243,"name":"Radiant Servant of Pelor","type":"prestige","alignment":"Neutral good","hit_die":"6","full_text":"<div topic='titel'><p><h3>Radiant Servant of Pelor<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Neutral good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Base Save Bonus:<\/strong> Will +5.<br \/><strong>Spells:<\/strong> Able to cast 1st-level divine spells and access to the Sun domain.<br \/><strong>Special:<\/strong> Must have Pelor as patron deity. (Adapt as desired for sun god of the setting.)<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Radiant servants of Pelor are proficient with all simple and martial weapons, with all armor, and with shields.<\/p>\n\n\t<p><strong>Radiance:<\/strong> When a radiant servant of Pelor casts any spell with the light descriptor, the radius of illumination is doubled, and the spell is treated as if it were one level higher than it actually is for all purposes, including determining whether it can counter or dispel a spell with the darkness descriptor. Thus, a daylight spell cast by a radiant servant sheds light in a 120-foot radius and is treated as a 4th-level spell, allowing it to counter or dispel any darkness spell of 4th level or lower.<\/p>\n\n\t<p><strong>Extra Greater Turning:<\/strong> The radiant servant of Pelor can perform a greater turning (the granted power of the Sun domain) a number of times per day equal to 3 + her Charisma modifier.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known:<\/strong> When a new radiant servant of Pelor level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, wild shape ability, and so on). This essentially means that he adds the level of radiant servant of Pelor to the level of whatever other spellcasting class the character has, then determines spells per day and spells known accordingly.<\/p>\n\n\t<p>If a character had more than one spellcasting class in which he could cast 1st-level divine spells before he became a radiant servant of Pelor, the player must decide which class to assign each level of radiant servant of Pelor for the purpose of determining spells per day.<\/p>\n\n\t<p><strong>Turn Undead:<\/strong> A radiant servant of Pelor adds his radiant servant class levels to his cleric levels for all purposes related to turning undead.<\/p>\n\n\t<p><strong>Divine Health (Ex):<\/strong> A radiant servant of Pelor who is at least 2nd level is immune to all diseases, including magical diseases such as mummy rot and lycanthropy.<\/p>\n\n\t<p><strong>Empower Healing (Ex):<\/strong> When a radiant servant of Pelor of at least 2nd level casts a domain spell from the Healing domain, that spell is affected as though by the Empower Spell feat. This spell does not use up a higher-level slot.<\/p>\n\n\t<p><strong>Aura of Warding (Su):<\/strong> Starting at 3rd level, a radiant servant and all allies within 10 feet of him gain a +2 morale bonus on all Will saving throws.<\/p>\n\n\t<p><strong>Bonus Domain:<\/strong> A radiant servant who reaches 5th level is granted another of Pelor\u2019s domains as a third cleric domain, or he can choose the Glory or Purification domain. He can use the granted power of the new domain, and he can choose from the spell lists of three domains when selecting his domain spells for the day.<\/p>\n\n\t<p><strong>Maximize Healing (Ex):<\/strong> When a radiant servant of Pelor who is at least 6th level casts a domain spell from the Healing domain that spell is affected as though by the Maximize Spell feat. The spell does not use up a higher-level slot. This power supersedes the empower healing ability until the character reaches 10th level.<\/p>\n\n\t<p><strong>Positive Energy Burst (Su):<\/strong> As a standard action, a radiant servant of Pelor who is at least 8th level can create a positive energy burst that deals 1d6 points of damage per class level to all undead creatures within 100 feet of the character. Undead are allowed a Reflex save (DC equal to 10 + the class level of the radiant servant) to avoid half the damage. This supernatural ability uses up two turning attempts. A radiant servant cannot use this ability if he has fewer than two turning attempts left for the day.<\/p>\n\n\t<p><strong>Supreme Healing (Ex):<\/strong> When a radiant servant of Pelor who is at least 10th level casts a domain spell from the Healing domain, that spell is affected as though by both the Empower Spell and the Maximize Spell feats. The spell does not use up a higher-level slot.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spellcasting<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Extra greater turning, radiance, turn undead <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Divine health, empower healing <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Aura of warding <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus domain <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Maximize healing <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td>+2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Positive energy burst <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Supreme healing <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Divine 52<\/h5>","reference":"Usergen"},{"id":10244,"name":"Rainbow Servant","type":"prestige","alignment":"Any nonevil and nonchaotic","hit_die":"4","full_text":"<div topic='titel'><p><h3>Rainbow Servant<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonevil and nonchaotic.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells:<\/strong> Able to cast 3rd-level arcane spells.<br \/><strong>Special:<\/strong> Must find the hidden jungle temples of the couatls.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Rainbow servants gain no proficiency in weapons or armor.<\/p>\n\n\t<p><strong>Detect Evil (Sp):<\/strong> At will, a rainbow servant can use <em>detect evil<\/em>, as the spell.<\/p>\n\n\t<p><strong>Extra Domain:<\/strong> A rainbow servant gains the granted power and spell access of the Good domain at 1st level, the Air domain at 4th level, and the Law domain at 7th level. The rainbow servant generally uses a multicolored feather of a couatl as her divine focus. For an explanation of how nonclerics receive domain spells, see the Extra Domains section on page 20 of the <em>Complete Divine<\/em> book.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known:<\/strong> When a new rainbow servant level is gained, the character gains new spells per day as if she had also gained a level in whatever spellcasting class in which she could cast 3rd-level arcane spells before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, wild shape ability, and so on). This essentially means that she adds the level of rainbow servant to the level of whatever other spellcasting class the character has, then determines spells per day accordingly.<\/p>\n\n\t<p>If a character had more than one spellcasting class in which she could cast 3rd-level arcane spells before she became a rainbow servant, the player must decide which class to assign each level of rainbow servant for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Grow Wings (Su):<\/strong> Starting at 4th level, a rainbow servant can grow multicolored, feathered wings like that of a couatl. The wings, which allow flight at a speed of 60 feet with good maneuverability, have a daily duration of 1 minute per rainbow servant level, divided up however the rainbow servant wishes. It takes a standard action to grow or eliminate the feathered wings. Restrictive clothing and armor of any kind prevents the wings from growing, and a rainbow servant can\u2019t grow wings while grappling.<\/p>\n\n\t<p><strong>Detect Chaos (Sp):<\/strong> At will, a rainbow servant of 7th level or higher can use detect chaos, as the spell.<\/p>\n\n\t<p><strong>Cleric Spell Access:<\/strong> A 10th-level rainbow servant can learn and cast spells from the cleric list, even if they don\u2019t appear on the lists of any spellcasting class he has. Such spells are cast as divine spells if they don\u2019t appear on the sorcerer\/wizard or bard spell lists. This class feature grants access to the spells, but not extra spells per day. The 10th-level rainbow servant can likewise read scrolls with cleric spells on them and use wands and staffs that contain cleric spells.<\/p>\n\n\t<p><strong>Detect Thoughts (Sp):<\/strong> At will, a 10th-level rainbow servant can use <em>detect thoughts<\/em>, as the spell. The save DC is Charisma based.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spellcasting<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Detect evil, extra domain (Good) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td>+1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Extra domain (Air), grow wings <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Detect chaos, extra domain (Law) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td>+2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Cleric spell access, detect thoughts <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Divine 54<\/h5>","reference":"Usergen"},{"id":10245,"name":"Sacred Exorcist","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Sacred Exorcist<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Alignment<\/strong>: Any good.<br \/><strong>Spells<\/strong>: Able to cast <a href=\/spells\/players-handbook-v35--6\/dismissal--2310\/>dismissal<\/a> or <a href=\/spells\/players-handbook-v35--6\/dispel-evil--2312\/>dispel evil<\/a> .<br \/><strong>Special<\/strong>: Adopting this prestige class requires the sanction of a church or order that ordains sacred exorcists. Only characters judged by their church to be exemplary in faith and devotion, strong of will and upright in morality, are made sacred exorcists.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Sacred exorcists are proficient with all simple weapons. They do not gain proficiency with any type of armor or with shields, but usually carry these proficiencies from their previous class.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: A sacred exorcist advances in spellcasting ability as well as learning the skills of exorcism. Thus, when a new sacred exorcist level is gained, the character gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, more frequent <em>remove disease<\/em>, and so on). This means that she adds the level of sacred exorcist to the level of another spellcasting class the character has, then determines spells per day accordingly.<\/p>\n\n\t<p>For example, if Delliva, an 8th-level cleric, gains a level as a sacred exorcist, she gains new spells as if she had risen to 9th level as a cleric, but uses the other sacred exorcist aspects of level progression such as base attack bonus and save bonuses. If she next gains a level as a cleric, making her a 9th-level cleric\/1st-level sacred exorcist, she gains spells as if she had risen to 10th level as a cleric.<\/p>\n\n\t<p>If a character had more than one spellcasting class in which she could cast <em>dismissal<\/em> or <em>dispel evil<\/em> before she became a sacred exorcist, the player must decide which class to assign each level of sacred exorcist for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Exorcism (Su)<\/strong>: As a full-round action, a sacred exorcist can force a possessing creature or spirit out of the body it inhabits. To exorcise a possessing creature, the exorcist makes a class level check (also adding her Charisma modifier, if any), against a DC of 10 + the possessing creature&#39;s HD + its Charisma modifier (if any). If the exorcist&#39;s result equals or exceeds the DC, she succeeds in forcing the possessor from the body, with the normal results based on its method of possession. A spirit so exorcised cannot attempt to possess the same victim for 24 hours.<\/p>\n\n\t<p><strong>Turn Undead (Su)<\/strong>: Sacred exorcists can turn undead as clerics do. If a sacred exorcist has this ability from another class, her class levels stack to determine her effective turning level.<\/p>\n\n\t<p><strong>Resist Possession (Ex)<\/strong>: Sacred exorcists of at least 2nd level receive a +4 sacred bonus on their saving throws against <em>magic jar<\/em> spells or similar abilities (including a ghost&#39;s malevolence ability), and a +2 sacred bonus on dispel checks made to dispel such effects. They also get a +2 sacred bonus on their saving throws against all charm and compulsion spells and effects cast by evil outsiders or undead.<\/p>\n\n\t<p><strong><em>Detect Evil<\/em> (Sp)<\/strong>: At will, a sacred exorcist of at least 2nd level can use <em>detect evil<\/em> as a spell-like ability.<\/p>\n\n\t<p><strong>Chosen Foe (Ex)<\/strong>: At 3rd level, a sacred exorcist designates either undead or evil outsiders as her chosen foe. Extensive study and special training in the proper techniques for combating this foe gives the sacred exorcist a +1 competence bonus on Bluff, Intimidate, Listen, Sense Motive, and Spot checks against the chosen foe, as well as a +1 bonus on caster level checks to overcome any spell resistance of the chosen foe. At 6th level the bonus increases to +2, and at 9th level it increases to +3.<\/p>\n\n\t<p><strong><em>Dispel Evil<\/em> (Sp)<\/strong>: Beginning at 4th level, a sacred exorcist can use <em>dispel evil<\/em> as a spell-like ability once per week. At 7th level, she can use this ability twice per week. At 10th level, she can use it three times per week.<\/p>\n\n\t<p><strong>Consecrated Presence (Su)<\/strong>: At 5th level and higher, a sacred exorcist is surrounded by an aura of positive energy that extends 20 feet from her presence. This aura duplicates the effects of a <em>consecrate<\/em> spell, but it moves with the sacred exorcist. If the sacred exorcist enters an area affected by a <em>desecrate<\/em> spell, both effects are negated while the sacred exorcist remains in the area. If the sacred exorcist is the target of a <em>desecrate<\/em> spell, her aura is suppressed for the duration of the <em>desecrate<\/em> spell.<\/p>\n\n\t<p><strong><em>Holy Aura<\/em> (Sp)<\/strong>: A sacred exorcist of 8th level or higher can use <em>holy aura<\/em> once per day as a spell-like ability.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Exorcism, turn undead <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Detect evil<\/em>, resist possession <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Chosen foe +1 <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Dispel evil<\/em> 1\/week <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Consecrated presence <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Chosen foe +2 <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <em>Dispel evil<\/em> 2\/week <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <em>Holy aura<\/em> 1\/day <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Chosen foe +3 <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> <em>Dispel evil<\/em> 3\/week <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Divine 56<\/h5>","reference":"Usergen"},{"id":10246,"name":"Sacred Fist","type":"prestige","alignment":"Any","hit_die":"8","full_text":"<div topic='titel'><p><h3>Sacred Fist<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells:<\/strong> Able to cast 1st-level divine spells.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Sacred fists gain no proficiency with any weapons, armor, or shields.<\/p>\n\n\t<p><strong>AC Bonus (Ex):<\/strong> A sacred fist is highly trained at dodging blows, and he has a sixth sense that lets him avoid even unanticipated attacks. When unencumbered and wearing light or no armor, a sacred fist gains a +1 bonus to his AC. This bonus increases to +2 at 5th level and to +3 at 10th. This bonus to AC applies even against touch attacks or when the sacred fist is flat-footed. He loses the bonus when he is immobilized or helpless, when he wears any armor heavier than light armor, when he carries a shield, or when he carries a medium or heavy load.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known:<\/strong> When a new sacred fist level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever divine spellcasting class he possessed before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, wild shape ability, and so on). This essentially means that he adds the level of sacred fist to the level of whatever other spellcasting class the character has, then determines spells per day accordingly.<\/p>\n\n\t<p>If a character had more than one spellcasting class in which he could cast divine spells before he became a sacred fist, the player must decide which class to assign each level of sacred fi st for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p>(Note: This contradiction between text and table exists in Complete Divine)<\/p>\n\n\t<p><strong>Unarmed Damage (Ex):<\/strong> A sacred fist&#39;s class levels stack with his monk levels (if any) for the purpose of determining his unarmed damage. If a sacred fist doesn&#39;t have monk levels prior to becoming a sacred fist, treat him as a monk of the same class level as his sacred fist class level for determining his unarmed damage.<\/p>\n\n\t<p><strong>Fast Movement (Ex):<\/strong> At 3rd level, a sacred fist gains an enhancement bonus to his speed. A sacred fist in medium or heavy armor or carrying a medium or heavy load loses this extra speed.<\/p>\n\n\t<p><strong>Sacred Flames (Su):<\/strong> At 4th level, a sacred fist may use a standard action to invoke sacred flames around his hands and feet. These flames add to the sacred fist&#39;s unarmed damage. The additional damage is equal to the sacred fist&#39;s class level plus his Wisdom modifier (if any). Half the damage is fire damage (round up), and the rest is sacred energy and thus not subject to effects that reduce fire damage. The sacred flames last 1 minute and can be invoked once per day. At 8th level, a sacred fist can invoke sacred flames twice per day.<\/p>\n\n\t<p><strong>Blindsense (Su):<\/strong> A 6th-level sacred fist gains sensitivity to vibrations, scent, and noise, granting him blindsense out to 10 feet.<\/p>\n\n\t<p><strong>Inner Armor (Ex):<\/strong> At 10th level, a sacred fist&#39;s inner tranquility protects him from external threats. He may invoke a +4 sacred bonus to AC, a +4 sacred bonus on all saves, and spell resistance 25 for a number of rounds equal to his Wisdom modifier. He may use inner armor once per day.<\/p>\n\n\t<p><strong>Code of Conduct:<\/strong> A member of a sacred fist order refuses to use any weapon. A sacred fist who knowingly carries or uses a weapon loses all class spells and features and advances no farther as a sacred fist until he atones for his action (see the <em>atonement<\/em> spell, page 201 of the Player&#39;s Handbook).<\/p>\n\n\t<p>Like a member of any other class, a sacred fist may be a multiclass character, but multiclass sacred fists face a special restriction. A sacred fist who gains a level in any class other than sacred fist may never again raise his sacred fist level, though he retains all his sacred fist abilities. The path of the sacred fist requires a constant focus. If a character adopts this class, he must pursue it to the exclusion of all other careers. Once he has turned off the path, he may never return.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>AC Bonus<\/strong> <\/th>\n\t\t\t<th><strong>Unarmored Speed<\/strong> <\/th>\n\t\t\t<th><strong>Spellcasting<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Unarmed damage <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 ft. <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td>+0 ft.  <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td>+3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +10 ft. <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sacred flames 1\/day <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +10 ft. <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +10 ft. <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Blindsense 10 ft. <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +20 ft. <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +20 ft. <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td>+6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sacred flames 2\/day <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +30 ft. <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +30 ft. <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Inner armor <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +30 ft. <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Divine 59<\/h5>","reference":"Usergen"},{"id":10247,"name":"Seeker of the Misty Isle","type":"prestige","alignment":"Any","hit_die":"8","full_text":"<div topic='titel'><p><h3>Seeker of the Misty Isle<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells:<\/strong> Able to cast 2nd-level divine spells.<br \/><strong>Special:<\/strong> Must be inducted into the order by another member.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Seekers of the Misty Isle are proficient with all martial weapons and with all light and medium armor.<\/p>\n\n\t<p><strong>Extra Domain:<\/strong> A seeker of the Misty Isle gains the granted power and spell access of the Travel domain at 1st level and the Magic domain at 7th level. For an explanation of how nonclerics receive domain spells, see the Extra Domains section on page 20 of the <em>Complete Divine<\/em> handbook.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known:<\/strong> When a new seeker of the Misty Isle level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever spellcasting class in which she could cast 2nd-level divine spells before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, wild shape ability, and so on). This essentially means that she adds the level of seeker of the Misty Isle to the level of whatever other spellcasting class the character has, then determines spells per day accordingly. If a character had more than one spellcasting class in which she could cast 2nd-level divine spells before she became a seeker of the Misty Isle, the player must decide which class to assign each level of seeker of the Misty Isle for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Swiftfooted (Ex):<\/strong> At 4th level, the seeker can ignore the normal &#8212;5 penalty for accelerated movement when she uses the following skills: Balance, Climb, Hide, Move Silently, and Survival (for following tracks). Her penalty for accelerated tumbling is reduced from &#8212;10 to &#8212;5.<\/p>\n\n\t<p><strong>Corellon&#39;s Perception (Ex):<\/strong> A 5th-level seeker of the Misty Isles has sight and hearing far beyond a normal elf&#39;s, and she has attuned her senses to repetitively sweep her immediate area. She gains a +5 racial bonus on Listen, Search, and Spot checks. Furthermore, she can attempt to spot or hear something she failed to notice previously once per round per skill as a free action (such attempts are ordinarily move actions).<\/p>\n\n\t<p><strong>Surefooted (Ex):<\/strong> As a side effect of the seeker of the Misty Isle&#39;s keen senses, she is always searching the terrain around her. Accordingly, she has a preternatural sense of minute details in the landscape she can use to her advantage. She can ignore DC modifiers on Balance, Move Silently, and Tumble checks derived from the surface or terrain.<\/p>\n\n\t<p><strong>Find the Path (Sp):<\/strong> A 6th-level seeker can use <em>find the path<\/em> on herself once per day as a spell-like ability. Her caster level is equal to her class level.<\/p>\n\n\t<p><strong>Arcane Sight (Su):<\/strong> Three times per day, a 9th-level seeker of the Misty Isle&#39;s eyes glow blue, enabling her to use <em>arcane sight<\/em>, as the spell from a caster of the seeker&#39;s highest divine caster level.<\/p>\n\n\t<p><strong>Discern Location (Sp):<\/strong> A 10th-level seeker can use discern location once per week as a spell-like ability. Her caster level is equal to her class level.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spellcasting<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Extra domain (Travel) <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Swiftfooted <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Corellon&#39;s perception, surefooted <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Find the path<\/em> <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Extra domain (Magic) <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td>+6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Arcane sight<\/em> <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Discern location<\/em> <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Divine 61<\/h5>","reference":"Usergen"},{"id":10248,"name":"Shining Blade of Heironeous","type":"prestige","alignment":"Lawful good","hit_die":"10","full_text":"<div topic='titel'><p><h3>Shining Blade of Heironeous<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Base Save Bonus:<\/strong> Will +3.<br \/><strong>Spells:<\/strong> Able to cast 1st-level divine spells<br \/><strong>Special:<\/strong> Must have Heironeous as a patron deity.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> The shining blades of Heironeous are proficient with all simple and martial weapons, with all armor, and with shields.<\/p>\n\n\t<p><strong>Shock Blade (Su):<\/strong> Twice per day as a standard action, a shining blade of Heironeous can cause a slashing or piercing weapon he is holding to become a shock weapon, dealing an extra 1d6 points of electricity damage on a successful hit. The weapon is enhanced this way for up to a number of rounds equal to the shining blade\u2019s level plus his Charisma modifier (if any), but only so long as the shining blade is holding the weapon. If he is disarmed or gives the weapon to another character, the magical effect ends.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known:<\/strong> When an even-numbered level is gained, the shining blade of Heironeous gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever spellcasting class in which he could cast divine spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one divine spellcasting class in which he could cast 1st-level spells before he became a shining blade, he must decide to which class he adds each level of shining blade for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Holy Blade (Su):<\/strong> At 5th level, the shining blade of Heironeous can bestow two magical enhancements upon his weapon. This supernatural ability replaces the shock blade ability and can be used three times per day. With each use of this ability, he can choose to make the weapon a shock weapon dealing +1d6 points of damage or a holy weapon dealing +2d6 points of bonus damage against evil creatures. The weapon is enhanced this way for up to a number of rounds equal to the shining blade\u2019s level plus his Charisma modifier (if any), but only so long as the shining blade is holding the weapon. If he is disarmed or gives the weapon to another character, the magical effect ends. The two uses of this ability can overlap, so in a given combat a shining blade can spend one standard action to make his blade holy and another to make it a shock weapon. The weapon cannot be made to be doubly holy or doubly shocking.<\/p>\n\n\t<p><strong>Brilliant Blade (Su):<\/strong> At 9th level, a shining blade can bestow three magical enhancements upon his weapon. This supernatural ability replaces the holy blade ability and can be used six times per day. With each use of this ability, he can choose to make the weapon a shock weapon dealing an extra 1d6 points of electricity damage, a holy weapon dealing an extra 2d6 points of damage against evil creatures, or a brilliant energy weapon, which sheds light as a torch and ignores nonliving matter (including armor, undead, constructs, and objects). The weapon is enhanced this way for up to a number of rounds equal to the shining blade\u2019s level plus his Charisma modifier (if any), but only so long as the shining blade is holding the weapon. If he is disarmed or gives the weapon to another character, the magical effect ends. The three uses of this ability can overlap, so in a given combat a shining blade can spend one standard action to make his blade holy, another to make it a shock weapon, and another to make it a brilliant energy weapon. The weapon cannot be made to be doubly holy, doubly shocking, or doubly brilliant.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spellcasting<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Shock blade 2\/day <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Shock blade 3\/day <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Holy blade 4\/day <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Holy blade 5\/day <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td>+2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Brilliant blade 6\/day <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Divine 63<\/h5>","reference":"Usergen"},{"id":10249,"name":"Stormlord","type":"prestige","alignment":"As for a cleric of Talos","hit_die":"8","full_text":"<div topic='titel'><p><h3>Stormlord<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> As for a cleric of Talos.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Base Save Bonus:<\/strong> Fort +4.<br \/><strong>Spells:<\/strong> Able to cast 3rd-level divine spells.<br \/><strong>Patron:<\/strong> Talos.<br \/><strong>Special:<\/strong> The character must have been hit by a bolt of lightning, whether a natural bolt or one created by magic, and survived.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Stormlords gain no weapon or armor proficiencies.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known:<\/strong> At each stormlord level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, additional favored enemies, and so on). If the character had more than one divine spellcasting class before becoming a stormlord, the player must decide to which class to add each stormlord level for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Enhanced Javelins:<\/strong> Any javelin thrown by a stormlord counts as a +1 magic weapon. This bonus increases at 6th level to +2 and at 10th level to +3.<\/p>\n\n\t<p><strong>Resistance to Electricity (Ex):<\/strong> As a stormlord gains levels in this prestige class, he becomes increasingly resistant to electrical energy, gaining resistance to electricity in the amount given on the table. At 9th level, a stormlord gains immunity to electricity.<\/p>\n\n\t<p><strong>Shock Weapon (Su):<\/strong> Any spear or javelin used by a stormlord of 2nd level or higher is treated as a shock weapon (dealing an extra 1d6 points of electricity damage). The weapon loses this ability 1 round after leaving the hand of the stormlord.<\/p>\n\n\t<p><strong>Storm Walk (Ex):<\/strong> Beginning at 3rd level, a stormlord (and his mount, if any) can walk or ride through storms (natural or magical) at his regular movement rate, completely unaffected by high winds (including <em>gust of wind<\/em>), pounding precipitation or waves, objects driven by the wind (which always seem to miss him), great claps of thunder, natural bolts of lightning, or any other natural symptom of Talos\u2019s fury.<\/p>\n\n\t<p><strong>Thundering Weapon (Su):<\/strong> For a stormlord of 5th level or higher, any spear or javelin he uses is treated as a thundering weapon (see page 225 of the Dungeon Master\u2019s Guide). The weapon loses this ability 1 round after leaving the hand of the stormlord. This effect stacks with that of the stormlord\u2019s shock weapon ability.<\/p>\n\n\t<p><strong>Storm Ride (Sp):<\/strong> At 6th level, a stormlord gains the ability to fly during any storm as if using the <em>fly<\/em> spell. Adverse wind conditions do not affect him; for example, even hurricane-force winds cannot knock him down or blow him away when flying.<\/p>\n\n\t<p><strong>Shocking Burst Weapon (Su):<\/strong> For a stormlord of 8th level or higher, any spear or javelin he uses is treated as a shocking burst weapon. The weapon loses this ability 1 round after leaving the hand of the stormlord. This effect stacks with that of the stormlord\u2019s thundering weapon ability.<\/p>\n\n\t<p><strong>Storm of Elemental Fury (Sp):<\/strong> At 10th level, a stormlord can summon a storm of great magnitude and power. Once per day, a stormlord can use <em>storm of elemental fury<\/em> as if he were a 17th-level cleric.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spellcasting<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Enhanced javelins +1, resistance to electricity 5 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Shock weapon +1 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Storm walk <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Resistance to electricity 10 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Thundering weapon <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Storm ride, enhanced javelins +2 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Resistance to electricity 15 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td>+2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Shocking burst weapon <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Immunity to electricity, Enhanced javelins +3 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Elemental conflagration <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Divine 65<\/h5>","reference":"Usergen"},{"id":10250,"name":"Temple Raider of Olidammara","type":"prestige","alignment":"Any chaotic","hit_die":"6","full_text":"<div topic='titel'><p><h3>Temple Raider of Olidammara<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any chaotic.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> The character must worship Olidammara and be invited to join the ranks of the temple raiders by at least three current members of that prestige class.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Temple raiders gain proficiency with all simple weapons and with the rapier. In addition, they gain proficiency with light and medium armor.<\/p>\n\n\t<p><strong>Spells per Day:<\/strong> A temple raider has the ability to cast a small number of divine spells. To cast a temple raider spell, a temple raider must have a Wisdom score of at least 10 + the spell\u2019s level, so a temple raider with a Wisdom of 10 or lower cannot cast these spells. Temple raider bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the temple raider\u2019s Wisdom modifier. When the temple raider gets 0 spells per day of a given level (for instance, 1st-level spells for a 1st-level temple raider), he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The temple raider\u2019s spell list appears on page 68 of <em>Complete Divine<\/em>. A temple raider has access to any spell on the list and can freely choose which to prepare, just as a cleric. A temple raider prepares and casts spells just as a cleric does (though a temple raider cannot spontaneously cast <em>cure<\/em> or <em>inflict<\/em> spells).<\/p>\n\n\t<p>A temple raider must spend 1 hour each night in quiet contemplation and supplication to Olidammara to regain his daily allotment of spells. Time spent resting has no effect on whether he can prepare spells.<\/p>\n\n\t<p><strong>Trapfinding (Ex):<\/strong> Like rogues, temple raiders can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. They can also use the Disable Device skill to disarm magic traps.<\/p>\n\n\t<p>A temple raider who beats a trap\u2019s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.<\/p>\n\n\t<p><strong>Trap Sense (Ex):<\/strong> A temple raider has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by an additional +1 every three levels above 1st (to +2 at 4th level, +3 at 7th, and +4 at 10th).<\/p>\n\n\t<p><strong>Sneak Attack (Ex):<\/strong> At 2nd level, a temple raider gains the ability to sneak attack opponents. This functions identically to the rogue\u2019s sneak attack ability (see the Rogue section in Chapter 3 of the Player\u2019s Handbook). At 2nd level, the temple raider\u2019s extra damage on a successful sneak attack is +1d6, and this rises by +1d6 per three temple raider levels thereafter. If he already has the sneak attack ability from a previous class, the damage bonuses stack.<\/p>\n\n\t<p><strong>Uncanny Dodge (Ex):<\/strong> At 3rd level, a temple raider gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity modifier to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity modifier to AC if immobilized.<\/p>\n\n\t<p>If a temple raider already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.<\/p>\n\n\t<p><strong>Improved Uncanny Dodge (Ex):<\/strong> A temple raider of 6th level or higher can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies an enemy the ability to sneak attack the temple raider by flanking him, unless the attacker has at least four more rogue levels than the target has temple raider levels.<\/p>\n\n\t<p>If a character already has uncanny dodge from a second class, the levels from the class(es) that grant uncanny dodge stack to determine the minimum rogue level required to flank the temple raider. For example, only a rogue of 17th level or higher could flank a 7th-level rogue\/6th-level temple raider.<\/p>\n\n\t<p><strong>Skill Mastery (Ex):<\/strong> At 9th level, a temple raider becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distraction would normally prevent him from doing so.<\/p>\n\n\t<p><strong>Luck Domain:<\/strong> At 10th-level, the luck of Olidammara rubs off on a temple raider, granting the character access to the Luck domain. He may use the domain\u2019s granted power and adds the domain\u2019s spells to his temple raider spell list (but not any other spell lists he might have). If he already has the Luck domain, he can use its granted power one additional time per day.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th colspan=4>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Trapfinding, trap sense +1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sneak attack +1d6 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Uncanny dodge <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Trap sense +2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td>&#8212;  <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Sneak attack +2d6 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Improved uncanny dodge <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Trap sense +3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Sneak attack +3d6 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Skill mastery <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Luck domain, trap sense +4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Divine 67<\/h5>","reference":"Usergen"},{"id":10251,"name":"Ur-priest","type":"prestige","alignment":"Any evil","hit_die":"8","full_text":"<div topic='titel'><p><h3>Ur-priest<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Base Save Bonus:<\/strong> Fort +3, Will +3.<br \/><strong>Special:<\/strong> The character must have no ability to cast divine spells. If such spellcasting ability was previously possessed (as with an ex-cleric), that ability is forever forsaken. The character must be trained by another ur-priest.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Ur-priests are proficient with simple weapons, but not with armor or shields.<\/p>\n\n\t<p><strong>Spells per Day:<\/strong> An ur-priest gains the ability to cast a number of divine spells. To cast a spell, an ur-priest must have a Wisdom score of at least 10 + the spell\u2019s level, so an ur-priest with a Wisdom of 10 or lower cannot cast these spells. Ur-priest bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + Wisdom modifier. When the table indicates that the ur-priest gets 0 spells per day of a given spell level, such as 0 2nd-level spells at 2nd level, the ur-priest gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.<\/p>\n\n\t<p>The ur-priest spell list is identical to the cleric spell list. An ur-priest has access to any spell on the list and prepares those spells as a cleric, except that he does not pray for spells, he just takes them. An ur-priest casts spells as a cleric does, except that unlike a cleric, he does not have the ability to spontaneously cast <em>cure<\/em> or <em>inflict<\/em> spells, nor does he have domain spells or associated domain granted powers. He does not have restrictions on spells with alignments. To determine the caster level of an ur-priest, add the character\u2019s ur-priest levels to one-half of his levels in other spellcasting classes. (Any levels gained in the cleric class by an ex-cleric don\u2019t count.)<\/p>\n\n\t<p><strong>Rebuke Undead:<\/strong> Like an evil cleric, an ur-priest of 2nd level or higher can rebuke undead. He uses his ur-priest level as the cleric level for determining success and damage (see Turn or Rebuke Undead, page 159 of the Player\u2019s Handbook).<\/p>\n\n\t<p><strong>Divine Spell Resistance (Su):<\/strong> At 4th level, an ur-priest gains spell resistance 15, but only against divine spells and the spell-like abilities of outsiders. At 8th level, the ur-priest\u2019s spell resistance increases to 20.<\/p>\n\n\t<p><strong>Siphon Spell Power (Ex):<\/strong> Because they steal whatever power they can, ur-priests learn to manipulate their energy in ways that confound other casters. An ur-priest of 6th level or higher can temporarily sacrifice two (or more) lower-level spell slots and use those slots to prepare a higher-level spell. The higher-level spell must be of a level the ur-priest can cast. Only one exchange of this sort can be made each day. The levels of the lower-level slots are totaled, then reduced to three-quarters (round down) to determine the level of the extra higher-level spell slot. For example, an ur-priest who sacrifices a 3rd-level spell and a 5th-level spell can use that spell slot to prepare an additional 6th-level spell (3 + 5 = 8, and 8 \u00d7 3\/4 = 6).<\/p>\n\n\t<p><strong>Steal Spell-Like Ability (Su):<\/strong> The most powerful ur-priests can use the same techniques that siphon off the gods\u2019 spell power to steal the spell-like abilities of another creature. Once each day, when a creature with spell-like abilities is within 50 feet of a 10th-level ur-priest, the ur-priest can choose one of the spell-like abilities of the creature to steal for himself. The ur-priest can use the spell-like ability as often as the creature can, or three times per day, whichever is less. The ur-priest uses the ability as the creature does with regard to caster level and save DCs. This ability only lasts 24 hours. The creature with the spell-like ability does not lose the ability when the urpriest steals it. If an ur-priest tries to steal a spell-like ability that the creature doesn\u2019t have, or tries to steal an ability that is supernatural rather than spell-like, the attempt automatically fails.<\/p>\n\n\t<p>For example, if an ur-priest is near a noble salamander, he can steal <em>fireball<\/em> and use it three times that day or steal <em>dispel magic<\/em> and use it once that day. If he is near a pit fiend, he could steal <em>teleport without error<\/em> (self plus 50 pounds of objects only) and use it three times per day, because the pit fiend can do it at will. He could even steal the pit fiend\u2019s <em>wish<\/em> ability, but because a pit fiend can only use <em>wish<\/em> once per year, the ur-priest would be similarly limited. He could not steal that power again from any creature for one year.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th colspan=10>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>0th <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t\t<th>6th <\/th>\n\t\t\t<th>7th <\/th>\n\t\t\t<th>8th <\/th>\n\t\t\t<th>9th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Rebuke undead <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Divine spell resistance 15 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Siphon spell power <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Divine spell resistance 20 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Steal spell-like ability <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Divine 70<\/h5>","reference":"Usergen"},{"id":10252,"name":"Void Disciple","type":"prestige","alignment":"Any neutral","hit_die":"6","full_text":"<div topic='titel'><p><h3>Void Disciple<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any neutral.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells:<\/strong> Able to cast 3rd-level arcane or divine spells.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Void disciples gain no weapon or armor proficiencies.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known:<\/strong> A void disciple continues her magical training while mastering the powers of void. At 2nd, 4th, 5th, 6th, 8th, 10th, 11th, and 12th level, the character gains new spells per day (and spells known, if applicable) as if she had also gained one level in a previous spellcasting class. She does not, however, gain any other benefi t a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If the character had more than one spellcasting class in which she could cast 3rd-level spells before becoming a void disciple, the player must decide to which class to add each void disciple level for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Sense Void (Su):<\/strong> The first technique taught to the void disciple is the ability to reach out with the mind and sense the world around, exploring the unseen layer of reality most people rarely experience. The void disciple\u2019s consciousness actually departs her body and extends into the world, allowing her to use her normal senses (sight, hearing, touch, taste, smell) to perceive whatever area, person, or thing she directs her attention to. The void disciple must make a Spellcraft check, with the DC determined by distance, not familiarity.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Distance<\/strong> <\/th>\n\t\t\t<th><strong>DC<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Line of sight <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Up to 1 mile (same village) <\/td>\n\t\t\t<td> 10<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Up to 10 miles (same province) <\/td>\n\t\t\t<td> 15 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Up to 100 miles (same clan\u2019s territory) <\/td>\n\t\t\t<td> 20 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Up to 1,000 miles (another clan\u2019s territory) <\/td>\n\t\t\t<td> 25 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>A void disciple cannot sense across planar boundaries. Thus, a void disciple standing on one side of a gate could not extend her senses through it.<\/p>\n\n\t<p>With every four levels a void disciple attains beyond 1st, she gains the ability to perceive deeper levels of reality. At 5th level, a void disciple can use <em>detect magic<\/em> and <em>detect evil<\/em> at will. At 9th level, she can use <em>discern lies<\/em> and read emotional states, gaining a +10 bonus on Sense Motive checks. At 13th level, she can <em>detect thoughts<\/em> at will.<\/p>\n\n\t<p>A void disciple can use this ability once per day at 1st level. With every two levels she attains beyond 1st, she can use the ability an additional time per day (twice at 3rd level, three times at 5th, and so on).<\/p>\n\n\t<p><strong>Moment of Clarity (Su):<\/strong> A void disciple of 4th level or higher can grant an ally the temporary ability to perform any skill or feat (with the exception of ancestor feats). The void disciple must use a standard action to touch the target. The target gains either one feat or a number of ranks in one skill equal to his relevant ability modifier for that skill. For example, a character with Dexterity 14 could gain 2 ranks in Ride, for a total skill modifier of +4. The effect lasts for 1 round per level of the void disciple. The void disciple can use this supernatural ability twice per day at 4th level, plus an additional use for every four additional levels she attains.<\/p>\n\n\t<p><strong>Altering the Course (Su):<\/strong> Once per day, a void disciple of 7th level or higher can add a +20 bonus on any single attack roll, skill check, or ability check she makes. She cannot transfer this bonus to another character by any means. This supernatural ability requires no action, and lasts only the duration of the single check.<\/p>\n\n\t<p><strong>Void Release (Su):<\/strong> Three times per day, a void disciple of 10th level or higher can touch an ally, allowing that character to use his highest ability score modifier in place of any one lower modifier (target\u2019s choice) for a number of rounds equal to half the void disciple\u2019s level. For example, a severely wounded fighter could use his high Strength modifier in place of his low Dexterity modifier for a few rounds, increasing his Armor Class, Reflex save bonus, and ranged attack bonus (as well as Dexterity-based skills).<\/p>\n\n\t<p><strong>Void Suppression (Su):<\/strong> Once per day, a void disciple of 12th level or higher can make a melee touch attack to force the target to use his lowest ability score modifier in place of any one higher modifier (void disciple\u2019s choice) for 5 rounds. For example, a void disciple could force an ogre to use his low Intelligence modifier in place of his high Strength modifier, severely weakening the brute\u2019s physical blows.<\/p>\n\n\t<p><strong>Void Strike (Su):<\/strong> Once per day, a 13th-level void disciple can make a melee touch attack to bestow 1d4 negative levels on the target. The void disciple gains 5 temporary hit points for each negative level she bestows. If the target has at least as many negative levels as Hit Dice, he dies. Each negative level gives a creature a \u20131 competence penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities). Additionally, a spellcaster loses one spell or spell slot from his highest available level. Negative levels stack. Assuming the target survives, he regains lost levels after 13 hours pass. This ability relies on the void disciple\u2019s mastery of void, not negative energy, so it cannot be used to benefit undead.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spellcasting<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sense Void (physical senses, 1\/day) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sense Void (2\/day) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Moment of clarity (2\/day) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Sense Void (magical senses, 3\/day) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Altering the course, sense void (4\/day) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td>+6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Moment of clarity (3\/day) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Sense Void (empathic senses, 5\/day) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Void release <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td>+6 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Sense Void (6\/day) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Void suppression, moment of clarity (4\/day) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Sense Void (mental senses, 7\/day), Void strike <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Divine 72<\/h5>","reference":"Usergen"},{"id":10253,"name":"Warpriest","type":"prestige","alignment":"Any","hit_die":"10","full_text":"<div topic='titel'><p><h3>Warpriest<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells:<\/strong> Able to cast at least one divine spell from one of the following domains\u2019 spell lists: Destruction, Protection, Strength, or War. A character who can cast at least one spell from a domain counts as having access for this purpose.<br \/><strong>Special:<\/strong> Ability to turn or rebuke undead.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Warpriests gain proficiency with all simple and martial weapons, with all types of armor, and shields (including tower shields).<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known:<\/strong> A warpriest continues advancing in divine spellcasting ability. When a warpriest gains a new even-numbered level, the character gains new divine spells per day (and spells known, if applicable) as if he had also gained a level in whatever divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, more frequent <em>remove disease<\/em>, and so on).<\/p>\n\n\t<p>If a character had more than one divine spellcasting class before he became a warpriest, the player must decide which class to assign each even-numbered level of warpriest for the purpose of determining divine spells per day and spells known.<\/p>\n\n\t<p><strong>Bonus Domain:<\/strong> At 1st level, a warpriest gains the Glory domain (if he turns undead) or the Domination domain (if he rebukes undead).<\/p>\n\n\t<p><strong>Rally (Ex):<\/strong> A warpriest who currently is not suffering from a fear effect can use this ability as a standard action. Allies within 60 feet who are suffering from any fear effect and who can hear the warpriest are allowed another saving throw against the fear effect, with a +1 morale bonus per warpriest level.<\/p>\n\n\t<p><strong>Turn or Rebuke Undead (Su):<\/strong> Levels of warpriest stack with any of the character\u2019s cleric or paladin levels when turning or rebuking undead.<\/p>\n\n\t<p><strong>Inflame (Ex):<\/strong> As a full-round action, the warpriest can inflame the passions of his allies. All who can hear the warpriest gain a morale bonus on saving throws against any <em>charm<\/em> or <em>fear<\/em> effect. The bonus begins at +2 for a 2nd-level warpriest and increases by +2 at each even-numbered level thereafter (+4 at 4th level, +6 at 6th level, and so on). This effect lasts for 5 minutes after the speech ends, plus 1 minute per level of the warpriest. The warpriest also gains the bonus.<\/p>\n\n\t<p><strong>Mass Cure Light Wounds (Sp):<\/strong> Starting at 3rd level, a warpriest can use <em>mass cure light wounds<\/em> once per day as a<br \/>spell-like ability. Treat the warpriest\u2019s caster level for this effect as equal to his highest divine caster level.<\/p>\n\n\t<p><strong>Fear Aura (Su):<\/strong> Once per day starting at 5th level, a warpriest can emanate a fear aura in a 20-foot radius for 1 round per level. Foes must make a Will save (DC 10 + warpriest\u2019s class level + warpriest\u2019s Cha modifier) or be affected as if by a <em>fear<\/em> spell.<\/p>\n\n\t<p><strong>Heroes\u2019 Feast (Sp):<\/strong> Once per day, a warpriest of 6th level or higher can use <em>heroes\u2019 feast<\/em> as a spell-like ability.<\/p>\n\n\t<p><strong>Haste (Sp):<\/strong> At 7th level, a warpriest gains the ability to use <em>haste<\/em> three times per day as a spell-like ability.<\/p>\n\n\t<p><strong>Mass Heal (Sp):<\/strong> Once per day, a warpriest of 9th level or higher can use <em>mass heal<\/em> as a spell-like ability. Treat the warpriest\u2019s caster level for this effect as equal to his highest divine caster level.<\/p>\n\n\t<p><strong>Implacable Foe (Su):<\/strong> At 10th level, a warpriest can channel positive (or negative) energy to keep allies fighting even after suffering mortal wounds. Activating this ability requires only a move action, but the warpriest must concentrate to maintain it each round after that.<\/p>\n\n\t<p>While active, the warpriest emanates an aura with a 100- foot radius. Allies within the radius may ignore the effects of being reduced to 0 or less hp. However, any creature reduced to \u201320 hp dies immediately. When the effect ends, or if a creature moves more than 100 feet from the warpriest, the normal effects of the damage apply immediately. If the warpriest normally turns undead, this ability affects living allies. If the warpriest normally rebukes undead, this ability affects undead allies.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spellcasting<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Bonus domain, rally, turn or rebuke undead <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Inflame +2 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> <em>Mass cure light wounds<\/em> <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Inflame +4 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Fear aura <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Heroes\u2019 feast<\/em>, inflame +6 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Haste <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td>+2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Mass heal<\/em> <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Implacable foe, inflame +8 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Divine 74<\/h5>","reference":"Usergen"},{"id":10254,"name":"Black Flame Zealot","type":"prestige","alignment":"Any nongood","hit_die":"6","full_text":"<div topic='titel'><p><h3>Black Flame Zealot<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nongood.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Able to cast 2nd-level divine spells, Sneak attack damage +1d6, The character must worship the deity to whom the order is dedicated, and the character must slay an enemy of the faith for no other reason than to join the Order of the Black Flame.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Black flame zealots gain no proficiency in any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known:<\/strong> At each even-numbered black flame zealot level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If the character had more than one divine spellcasting class before becoming a black flame zealot, the player must decide to which class to add each black flame zealot level for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Death Attack (Ex):<\/strong> As the assassin ability described on page 180 of the <em>Dungeon Master\u2019s Guide<\/em>, except that black flame zealots do not have the option of paralyzing their targets. If a black flame zealot has this class feature from another class (such as assassin), he may add black flame zealot class levels together with the class levels of such other classes to calculate the save DC of his death attack.<\/p>\n\n\t<p><strong>Zealous Heart (Su):<\/strong> A black flame zealot is immune to fear, magical or otherwise. Unlike a paladin\u2019s aura of courage, this confers no special benefits on his companions.<\/p>\n\n\t<p><strong>Poison Use (Ex):<\/strong> At 2nd level, a black flame zealot gains the ability to use poison safely, as the assassin ability.<\/p>\n\n\t<p><strong>Sneak Attack (Ex):<\/strong> When he reaches 3rd, 6th, and 9th level, a black flame zealot deals additional sneak attack damage, as the rogue ability. Since the black flame zealot gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack.<\/p>\n\n\t<p><strong>Fateful Stride (Sp):<\/strong> Once per day at 5th level and higher, a black flame zealot can take a single step and pass through obstacles or distance as the spell <em>dimension door<\/em>. The zealot\u2019s caster level is equal to half his character level.<\/p>\n\n\t<p><strong>Sacred Flame (Su):<\/strong> Beginning at 6th level, at will, a black flame zealot can command a single melee weapon in his possession to burn with a black, deadly fire. The weapon gains the flaming ability, dealing 1d6 points of fire damage per successful attack in addition to its normal weapon damage. Once per day, as a free action the black flame zealot can instead bestow the flaming burst property on a weapon in his possession for 1 minute.<\/p>\n\n\t<p><strong>Unholy Immolation (Su):<\/strong> When a black flame zealot reaches 10th level, any creature killed by his death attack or sneak attack is immediately and utterly consumed by unholy fire. The only way to restore life to a being slain in this manner is to use <em>true resurrection<\/em>, or a carefully worded <em>wish<\/em> spell followed by <em>resurrection<\/em>, or <em>miracle<\/em>.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spellcasting<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Death attack, zealous heart <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Poison use <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td>+3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sneak attack +1d6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Fateful stride <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Sneak attack +2d6 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Sacred flame <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td>+6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Sneak attack +3d6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Unholy immolation <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Divine 21<\/h5>","reference":"Usergen"},{"id":10255,"name":"Blighter","type":"prestige","alignment":"Any nongood","hit_die":"8","full_text":"<div topic='titel'><p><h3>Blighter<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nongood.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> The character must be an ex-druid previously capable of casting 3rd-level druid spells, Profession skill must be <em>herbalist<\/em>.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Blighters gain no weapon or armor proficiencies.<\/p>\n\n\t<p><strong>Spells per Day:<\/strong> Since blighters are ex-druids, they lose their druid spellcasting abilities. However, they gain access to new, more destructive spells. At each blighter level, the character gains spells per day according to Table 2-3. She must choose her spells from the blighter spell list. The blighter\u2019s caster level is equal to her blighter level plus her druid level.<\/p>\n\n\t<p>To cast a blighter spell, a blighter must have a Wisdom score of at least 10 + the spell\u2019s level, so a blighter with a Wisdom of 10 or lower cannot cast these spells. Blighter bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the blighter\u2019s Wisdom modifier. When the blighter gets 0 spells per day of a given level (for instance 2nd-level spells for a 2nd-level blighter), she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level. A blighter has access to any spell on the list and can freely choose which to prepare, just as a druid. A blighter prepares and casts spells just as a druid does (though a blighter cannot spontaneously cast <em>summon<\/em> spells).<\/p>\n\n\t<p>The blighter gains access to her daily spells through <em>deforestation<\/em> (see below). If she goes more than 24 hours without deforesting a wooded area, she cannot cast spells until she does so.<\/p>\n\n\t<p>The default divine focus for any spell cast by a blighter is a desiccated sprig of holly or mistletoe. Any material component for a blighter\u2019s spell must have been dead for at least a day before use.<\/p>\n\n\t<p><strong>Deforestation (Sp):<\/strong> A blighter can kill all nonsentient plant life within a radius of 20 feet per blighter level as a full-round action once per day. If a potentially affected plant is under the control of another (such as a druid\u2019s <em>liveoak<\/em> or a dryad\u2019s home tree), the controller can make a Fortitude save (DC 10 + blighter level + blighter\u2019s Wis modifier) to keep it alive. Affected plants immediately cease photosynthesis, root tapping, and all other methods of sustenance. Like picked flowers, they appear vibrant for several hours, but within a day, they turn brown and wither. Except for plants selected by a controller, nothing can grow in a deforested area until it has a <em>hallow<\/em> spell cast upon it and it is reseeded.<\/p>\n\n\t<p>Deforestation enables a blighter to cast her daily allotment of spells. This ability works in any terrain, but deforesting a sandy desert, ice floe, or other environment with only sparse vegetation does not empower the character to cast spells.<\/p>\n\n\t<p><strong>Blightfire (Su):<\/strong> Starting at 2nd level, as a standard action, a blighter can unleash a scorching blast of fire. This effect deals 5d6 points of fire damage to all creatures within 10 feet (Reflex half; save DC is 10 + blighter\u2019s class level + blighter\u2019s Wis modifier) and ignites flammable objects it touches. Blighters delight in starting wildfires and often use this ability to do so.<\/p>\n\n\t<p><strong>Sustenance (Ex):<\/strong> At 2nd level and higher, a blighter no longer needs food or water to survive.<\/p>\n\n\t<p><strong>Undead Wild Shape (Sp):<\/strong> At 3rd level, the blighter gains a version of the wild shape ability. <em>Undead wild shape<\/em> functions like the druid\u2019s wild shape ability, except that the blighter adds the skeleton template to the animal form he chooses to transform into. The blighter\u2019s animal form is altered as follows:<br \/>\u2014 Type changes to undead.<br \/>\u2014 Natural armor bonus is +0 (Tiny animal), +1 (Small), +2 (Medium or Large), or +3 (Huge).<br \/>\u2014 +2 Dexterity, no Constitution score.<br \/>\u2014 Immunity to cold.<br \/>\u2014 Damage reduction 5\/bludgeoning.<br \/>The blighter gains one extra use per day of this ability at every even blighter level after 3rd. In addition, she gains the ability to take the shape of a Large skeletal animal at 5th level and a Huge skeletal animal at 9th level.<\/p>\n\n\t<p><strong>Speak with Dead Animal (Sp):<\/strong> Starting at 4th level, a blighter can converse with dead animals. This ability functions like a <em>speak with dead<\/em> spell cast by a cleric of a level equal to the total of the character\u2019s druid and blighter levels, except that it affects only corpses of animal creatures. It is usable once per day.<\/p>\n\n\t<p><strong>Contagious Touch (Su):<\/strong> At 5th level and higher, a blighter can produce an effect like that of a <em>contagious touch<\/em> spell once per day. She gains one extra use per day of this ability for every two additional blighter levels she acquires.<\/p>\n\n\t<p><strong>Animate Dead Animal (Sp):<\/strong> This ability, gained at 6th level, functions like an <em>animate dead<\/em> spell, except that it affects only corpses of animal creatures and requires no material component. It is usable once per day.<\/p>\n\n\t<p><strong>Unbond (Sp):<\/strong> Beginning at 8th level, a blighter can temporarily separate a bonded animal or magical beast (such as an animal companion, familiar, or mount) from its master once per day. The target creature must be within 40 feet of both its master and the blighter. If the master fails a Will save (DC 10 + blighter level + blighter\u2019s Wis modifier), the bond terminates as if the servitor had died, though this does not cause experience loss in the case of a familiar. Normally hostile creatures attack their masters but are otherwise unaffected. The bond returns after 1 minute per blighter level, restoring all benefits. Alternatively, the master can regain the servitor through the normal methods of acquisition.<\/p>\n\n\t<p><strong>Plague (Su):<\/strong> At 10th level and higher, a blighter can spread disease over a large area. This ability functions like the contagious touch ability, except that no attack roll is required and it affects all targets the blighter designates within a 20-foot radius. Plague is usable once per day.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th colspan=10>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>0th <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t\t<th>6th <\/th>\n\t\t\t<th>7th <\/th>\n\t\t\t<th>8th <\/th>\n\t\t\t<th>9th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Deforestation <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Blightfire, sustenance <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Undead wild shape 1\/day <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Speak with dead animal, undead wild shape 2\/day <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Contagious touch 1\/day, undead wild shape (Large) <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Animate dead animal, undead wild shape 3\/day <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Contagious touch 2\/day <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Unbond, undead wild shape 4\/day <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Contagious touch 3\/day, undead wild shape (Huge) <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Plague, undead wild shape 5\/day <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Divine 23<\/h5>","reference":"Usergen"},{"id":10256,"name":"Church Inquisitor","type":"prestige","alignment":"Lawful good or lawful neutral","hit_die":"8","full_text":"<div topic='titel'><p><h3>Church Inquisitor<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful good or lawful neutral.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Base Save Bonus:<\/strong> Will +3.<br \/><strong>Spells:<\/strong> Able to cast <em>zone of truth<\/em> as a divine spell.<br \/><strong>Special:<\/strong> Must be a member of a lawful good church or religious order, and must have already uncovered some corruption within that organization.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Church inquisitors gain no weapon or armor proficiencies.<\/p>\n\n\t<p><strong>Detect Evil (Sp):<\/strong> A church inquisitor can use <em>detect evil<\/em> at will as a spell-like ability.<\/p>\n\n\t<p><strong>Inquisition Domain:<\/strong> Upon adopting the church inquisitor class, a character gains access to the Inquisition domain, described in Chapter 7: Domains and Spells. The character gains the granted power associated with the domain (a +4 bonus on dispel checks) and can choose the spells in that domain as his daily domain spells.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known:<\/strong> A church inquisitor continues advancing in divine spellcasting ability as well as learning the skills of inquisition. Thus, when a new church inquisitor level is gained, the character gains new divine spells per day (and spells known, if applicable) as if he had also gained a level in whatever divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, more frequent <em>remove disease<\/em>, and so on). This means that he adds the level of church inquisitor to the level of another divine spellcasting class the character has, then determines spells per day accordingly.<\/p>\n\n\t<p>If a character had more than one divine spellcasting class before he became a church inquisitor, the player must decide which class to assign each level of church inquisitor for the purpose of determining divine spells per day and spells known.<\/p>\n\n\t<p><strong>Immune to Charms (Ex):<\/strong> A church inquisitor of 2nd level or higher is immune to all enchantment (charm) spells and effects.<\/p>\n\n\t<p><strong>Pierce Illusion (Su):<\/strong> At 3rd level, the church inquisitor gains the supernatural ability to penetrate illusions and disguises at will. Whenever an inquisitor sees an illusion or disguise spell of any sort, he immediately makes a Will save to see through it. The inquisitor need not interact with or touch the illusion, visual contact is enough to give the Will save.<\/p>\n\n\t<p><strong>Pierce Disguise (Ex):<\/strong> The inquisitor has a +4 competence bonus on Spot checks against the Disguise skill.<\/p>\n\n\t<p><strong>Immune to Compulsions (Ex):<\/strong> A church inquisitor of 5th level or higher is immune to all compulsion spells and effects.<\/p>\n\n\t<p><strong>Force Shapechange (Su):<\/strong> A church inquisitor of 6th level or higher can force a creature into its natural form. The church inquisitor must make a successful melee touch attack against the creature. If the attack is successful, the church inquisitor makes a caster level check as if casting <em>dispel magic<\/em> against the shapechanging effect. The church inquisitor\u2019s +4 bonus on dispel checks (the Inquisition domain granted power) applies to this check. This ability undoes the effect of <em>alter self, polymorph, shapechange,<\/em> and alternate form abilities, whether exceptional, spell-like, or supernatural in nature. The affected creature cannot change its shape again for 1d6 rounds. The church inquisitor can use this ability at will.<\/p>\n\n\t<p><strong>Immunity to Possession (Ex):<\/strong> A church inquisitor of 8th level or higher has immunity to <em>magic jar, soul bind, trap the soul,<\/em> a ghost\u2019s malevolence ability, and all other spells or effects that displace or replace a character\u2019s life force. The character can still travel to the planes via <em>astral projection,<\/em> if so desired.<\/p>\n\n\t<p><strong>Discern Lies (Sp):<\/strong> A church inquisitor of 9th level or higher can use <em>discern lies<\/em> as a spelllike ability three times per day.<\/p>\n\n\t<p><strong>Learn the Truth (Su):<\/strong> By touching a creature that has lied to him, a church inquisitor of 10th level or higher can force the creature to tell the truth. The creature can make a Will save (DC 10 + the church inquisitor\u2019s level + the church inquisitor\u2019s Cha modifier) to resist this mind-affecting compulsion effect. If the saving throw fails, the creature must speak the true version of the lie it uttered. The church inquisitor can use this ability 3 times\/day.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spellcasting<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Detect evil, Inquisition domain <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td>Immune to charms +2 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td>+1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Pierce illusion <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Pierce disguise <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Immune to compulsions <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Force shapechange <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td>+2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Immunity to possession <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <em>Discern lies<\/em> <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Learn the truth <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Divine 26<\/h5>","reference":"Usergen"},{"id":10257,"name":"Consecrated Harrier","type":"prestige","alignment":"Any lawful","hit_die":"10","full_text":"<div topic='titel'><p><h3>Consecrated Harrier<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any lawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> The candidate must accept an assignment from her church to locate and destroy some specific, individual enemy of the church. A character who fails must wait a year and a day before applying again. If she succeeds, the church accepts her as a consecrated harrier and she may gain levels in the class.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Consecrated harriers gain no weapon or armor proficiencies.<\/p>\n\n\t<p><strong>Spells per Day:<\/strong> A consecrated harrier gains the ability to cast a small number of divine spells. To cast a spell, the consecrated harrier must have a Wisdom score of at least 10 + the spell\u2019s level, so a consecrated harrier with a Wisdom of 10 or lower cannot cast spells. Consecrated harrier bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + Wis modifier. When the consecrated harrier gets 0 spells of a given level (for instance 0 1st-level spells at 1st level), the harrier gets only the bonus spells she would be entitled to based on her Wisdom score for that spell level.<\/p>\n\n\t<p>The consecrated harrier uses the ranger spell list, with the following additions: 1st &#8211; <em>animate rope, calm emotions, command, disguise self, doom<\/em>; 2nd &#8211; <em>charm person, daylight, detect thoughts, hold person<\/em>; 3rd &#8211; <em>clairaudience\/clairvoyance, death ward, discern lies, see invisibility<\/em>; 4th &#8211; <em>dismissal, dominate person, legend lore, mark of justice<\/em>.<\/p>\n\n\t<p><strong>Blessing of Scripture (Su):<\/strong> All consecrated harriers receive a +2 sacred bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when in pursuit of their church-assigned target. If the assigned target is a group, this bonus applies to the group\u2019s leader. They receive the same bonus on weapon (or unarmed) damage rolls against their targets. This bonus  increases to +4 at 5th level, and to +6 at 10th level.<\/p>\n\n\t<p><strong>Detect Chaos (Sp):<\/strong> A consecrated harrier can use <em>detect chaos<\/em> at will as a cleric of equal level.<\/p>\n\n\t<p><strong>Sanctified Sight (Su):<\/strong> Beginning at 2nd level, a consecrated harrier receives a +4 bonus on all saves against illusions.<\/p>\n\n\t<p><strong>Dispel Magic (Sp):<\/strong> A 3rd-level consecrated harrier can use <em>dispel magic<\/em> as a spell-like ability. She may add her blessing of scripture bonus on dispel checks when using this spell-like ability. She may use this ability a number of times per day equal to her Wisdom modifier (minimum 1).<\/p>\n\n\t<p><strong>Crushing Despair (Sp):<\/strong> Starting at 4th level, a consecrated harrier can use <em>crushing despair<\/em> as a spell-like ability. She may use this ability a number of times per day equal to her Wisdom modifier (minimum 1).<\/p>\n\n\t<p><strong>False Vision (Sp):<\/strong> A 6th-level consecrated harrier can use <em>false vision<\/em> as a spell-like ability. The effect must be centered on the consecrated harrier. She may use this ability a number of  times per day equal to her Wisdom modifier (minimum 1).<\/p>\n\n\t<p><strong>Implacable Hunt (Su):<\/strong> Beginning at 8th level, if the consecrated harrier wounds a target and the target escapes, the consecrated harrier always knows the direction in which her target lies and the approximate distance (within 10% of the total distance) between her and her target. If the target is within 50 feet, the consecrated harrier can pinpoint the target\u2019s precise location. This ability only works if the consecrated harrier and her target are on the same plane of existence. <em>Implacable hunt<\/em> can be used simultaneously against different targets, as long as each of those individual targets is part of a group that is, in total, the harrier\u2019s target for her current mission.<\/p>\n\n\t<p><strong>Faultless Hunt (Su):<\/strong> At 10th level, a consecrated harrier who establishes an <em>implacable hunt<\/em> can intensify this to a_faultless hunt_, enabling her to locate her quarry even across planar boundaries. Unlike an <em>implacable hunt<\/em>, which can affect several individuals at the same time, only one <em>faultless hunt<\/em> against a single individual can be pursued at one time. For the consecrated harrier to begin a <em>faultless hunt<\/em>, she must abandon any <em>faultless hunt<\/em> that she is already conducting.<\/p>\n\n\t<p><strong>Code of Conduct:<\/strong> A consecrated harrier must make it known to her target who she is and why she is there at the time of the confrontation. She cannot sneak attack her target. She cannot slay her target on a battlefield without the target knowing who she is and why she is there. Consecrated harriers purposely word the requirements for conducting themselves vaguely, so that an individual consecrated harrier in the field has some flexibility. Harriers who fail to act according to their code of conduct must undertake an act of atonement before they can add any further levels of this class (see the <em>atonement<\/em> spell description, page 201 of the Player\u2019s Handbook).<\/p>\n\n\t<p><strong>Multiclass Note:<\/strong> A paladin who becomes a consecrated harrier may continue advancing as a paladin.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th colspan=4>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Blessing of scripture +2, detect chaos <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sanctified sight <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Dispel magic <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Crushing despair <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Blessing of scripture +4 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> False vision <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Implacable hunt <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Blessing of scripture +6, faultless hunt <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Divine 28<\/h5>","reference":"Usergen"},{"id":10258,"name":"Contemplative","type":"prestige","alignment":"Any","hit_die":"6","full_text":"<div topic='titel'><p><h3>Contemplative<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells:<\/strong> Able to cast 1st-level divine spells.<\/p>\n\n\t<p><strong>Special:<\/strong> Must have had direct contact with one\u2019s patron deity or a direct servant of that deity, or with an enlightened being embodying the highest principles of an alignment (a solar, for example).<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Contemplatives gain no weapon or armor proficiencies.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known:<\/strong> A contemplative who was previously a spellcaster continues to gain access to more powerful divine magic while following the contemplative path. Thus, when a new contemplative level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in the spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, more frequent <em>remove disease<\/em>, and so on). This essentially means that she adds the level of contemplative to the level of whatever other spellcasting class the character has, then determines spells per day accordingly.<\/p>\n\n\t<p>If a character had more than one divine spellcasting class before she became a contemplative, the player must decide which class to assign each level of contemplative for the purpose of determining divine spells per day and spells known. If the contemplative did not previously belong to a divine spellcasting class, she gains the ability to cast divine spells exactly as a cleric of her patron deity. Her spell progression is the same as that of a cleric.<\/p>\n\n\t<p><strong>Bonus Domain:<\/strong> Upon adopting the contemplative class, and again at 6th level, a character gains access to a bonus domain of her choice. The character can choose any domain made available by her deity or alignment. The character gains the granted power associated with the domain she chooses, and can select the spells in that domain as her daily domain spells.<\/p>\n\n\t<p><strong>Divine Health (Ex):<\/strong> A contemplative has immunity to all diseases, including magical diseases such as mummy rot and lycanthropy.<\/p>\n\n\t<p><strong>Slippery Mind (Ex):<\/strong> At 2nd level, a contemplative gains the ability to shrug off magical effects that would otherwise control or compel her. If a contemplative with <em>slippery mind<\/em> is affected by an enchantment and fails her saving throw, one round later she can attempt her saving throw again. She only gets this one extra chance to succeed on her saving throw.<\/p>\n\n\t<p><strong>Divine Wholeness (Su):<\/strong> At 3rd level and higher, a contemplative can heal her own wounds, in addition to any other healing ability she may have. She can heal up to four times her contemplative level in hit points each day, and she can spread this healing out among several uses.<\/p>\n\n\t<p><strong>Divine Body (Su):<\/strong> At 5th level, a contemplative becomes immune to poisons of all kinds.<\/p>\n\n\t<p><strong>Divine Soul (Su):<\/strong> At 7th level, a contemplative gains spell resistance. Her spell resistance equals her class level + 15. In order to affect the contemplative with a spell, a spellcaster must roll the contemplative\u2019s spell resistance or higher on 1d20 + the spellcaster\u2019s level.<\/p>\n\n\t<p><strong>Eternal Body (Ex):<\/strong> After achieving 9th level, a contemplative no longer suffers ability penalties for aging and cannot be magically aged. (Penalties she has already suffered remain in place.) Bonuses still accrue, and the contemplative still dies of old age when her time is up.<\/p>\n\n\t<p><strong>Mystic Union (Su):<\/strong> At 10th level, a contemplative becomes a magical creature. She is forever more treated as an outsider (native) rather than a humanoid for the purposes of spells and magical effects. Additionally, the contemplative gains damage resistance 10\/magic.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spellcasting<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bonus domain, divine health <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Slippery mind <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td>+1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Divine wholeness <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Divine body <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Bonus domain <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Divine soul <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td>+2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Eternal body <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Mystic union <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Divine 30<\/h5>","reference":"Usergen"},{"id":10259,"name":"Ebonmar Infiltrator","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Ebonmar Infiltrator<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Must be a member of House Ebonmar<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> You gain no proficiency with any weapons or armor. If you are proficient with light armor, you can cast infiltrator spells while wearing light armor without incurring the normal chance for arcane spell failure. However, like any other arcane spellcaster, an infiltrator wearing medium or heavy armor or using a shield incurs the normal chance of arcane spell failure if the spell in question has a somatic component. A multiclass infiltrator still incurs the normal chance for arcane spell failure when casting arcane spells received from other classes.<\/p>\n\n\t<p><strong>Spells:<\/strong> Starting at 2nd level, you gain the ability to cast a small number of arcane spells. To cast an infiltrator spell, you must have an Intelligence score of at least 10 + the spell&#39;s level, so if you have an Intelligence of 10 or lower, you cannot cast these spells. Bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + your Intelligence modifier. When you get 0 spells per day of a given level (for instance 1st-level spells for 1st level), you gain only the bonus spells to which you would be entitled based on your Intelligence score for that spell level. Your spell list appears below. You prepare and cast spells just as a wizard does.<\/p>\n\n\t<p><strong>Piercing Insight (Ex):<\/strong> Through strenuous training, you learn to more effectively observe the world surrounding you. At 1st level, you gain a +1 bonus on Search, Sense Motive, and Spot checks. These bonuses increase by +1 for every three levels you advance past 1st level in the prestige class (+1 at 1st level, +2 at 4th level, +3 at 7th level, and +4 at 10th level). <\/p>\n\n\t<p><strong>Speed Reader (Ex):<\/strong> You have learned to interpret text at a rapid rate. You can read a single page of text as a full-round action. This applies even to text read with <a href=\/spells\/players-handbook-v35--6\/comprehend-languages--2482\/>comprehend languages<\/a>, or through the use of the <a href=\/skills\/decipher-script\/>Decipher Script<\/a> skill. <\/p>\n\n\t<p><strong>Sneak Attack (Ex):<\/strong> This ability, gained at 2nd level, is like the rogue ability of the same name (<span class=caps>PHB<\/span> 50). The extra damage increases by 1d6 at 5th level and again at 8th level. If you get a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack. <\/p>\n\n\t<p><strong>Combat Anticipation (Ex):<\/strong> Beginning at 3rd level, your ability to effectively observe the world around you allows you to respond more swiftly to danger. You gain a +1 dodge bonus to Armor Class, and a +1 bonus on both Reflex saves and initiative checks. These bonuses increase to +2 at 6th level. The bonuses to AC and Reflex saves come in part because you read the intentions of your foe. Thus, you gain those bonuses only against humanoids, monstrous humanoids, and giants. Other creatures are too anatomically different for you to easily anticipate their intentions. This ability functions only when you are wearing light or no armor.<\/p>\n\n\t<p><strong>Uncanny Dodge (Ex):<\/strong> At 4th level, you cannot be caught flat-footed and react to danger before your senses would normally allow you to do so. This ability functions like the barbarian ability of the same name (<span class=caps>PHB<\/span> 26). If you already have uncanny dodge from some other source, you instead gain improved uncanny dodge at this level.<\/p>\n\n\t<p><strong>Hide in Plain Sight (Ex):<\/strong> Beginning at 8th level, you can use the Hide skill in natural terrain even while being observed. This ability functions like the ranger ability of the same name (<span class=caps>PHB<\/span> 48).<\/p>\n\n\t<p><strong>Hyper-Awareness (Su):<\/strong> At 9th level, you find your perceptions have grown so highly attuned that they become supernatural. You gain darkvision out to 30 feet and blindsense out to 5 feet.<\/p>\n\n\t<p><strong>Shadow in the Night (Sp):<\/strong> When you reach 10th level, your mastery of stealth has crossed over into the otherworldly. Once per day, you can become ethereal. This effect lasts for up to 1 round, plus a number of additional rounds equal to your Intelligence modifier. This ability otherwise functions as the spell <a href=\/spells\/players-handbook-v35--6\/ethereal-jaunt--2809\/>ethereal jaunt<\/a>.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=7>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Piercing insight +1, speed reader, spells <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Sneak attack +1d6 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Combat anticipation +1 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Uncanny dodge, piercing insight +2 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sneak attack +2d6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Combat anticipation +2 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Piercing insight +3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Hide in plain sight, sneak attack +3d6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Hyper-awareness <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Piercing insight +4, shadow in the night <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: CityScape 79<\/h5>","reference":"Usergen"},{"id":10260,"name":"Crimson Scourge","type":"prestige","alignment":"Any nongood","hit_die":"10","full_text":"<div topic='titel'><p><h3>Crimson Scourge<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nongood.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Base Fort Save:<\/strong> +3<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> You are proficient with all simple and martial weapons, light and medium armor, and shields (but not tower shields). In addition, you can select one of the following as a free weapon proficiency: bolas, net, or whip<\/p>\n\n\t<p><strong>Kid Gloves (Ex):<\/strong> Crimson scourges excel at manipulating the wounds they inflict, causing more or less harm as the situation demands. If you choose, you can deal nonlethal damage with weapons that normally deal lethal damage, or lethal damage with weapons that normally deal nonlethal damage&#8212;both without taking the usual &#8212;4 penalty on the attack roll.<\/p>\n\n\t<p><strong>Special Dispensation:<\/strong> Crimson scourges do not operate in secrecy unless they have to, so their patrons provide them the freedom to perform their duties. While operating in any area where bounty hunting is acceptable, a slavers guild has any presence, or you enjoy the patronage of an influential figure, you gain the benefit of the <a href=\/feats\/cityscape--53\/special-dispensation--2685\/>Special Dispensation<\/a> feat (see page 63), even if you do not meet the prerequisites.<\/p>\n\n\t<p><strong>Swift Tracker (Ex):<\/strong> Starting at 2nd level, you can make a <a href=\/skills\/gather-information\/>Gather Information<\/a> check when using <a href=\/feats\/cityscape--53\/urban-tracking--3037\/>Urban Tracking<\/a> every half-hour without taking the usual &#8212;5 penalty.<\/p>\n\n\t<p><strong>Painful Strike (Ex):<\/strong> At 3rd level, you gain the ability to deal an extra 1d6 points of nonlethal damage when making a melee attack that deals nonlethal damage against an unarmed opponent. This ability does not function if the opponent has a weapon of any sort in either hand, or if your attack deals lethal damage. Unarmed foes with the Improved Unarmed Strike feat are still considered unarmed. This ability never applies to ranged attacks, regardless of the target&#39;s proximity to you. If you score a critical hit with the melee attack, the extra damage from this ability is not multiplied. This extra damage increases to 2d6 points at 6th level, and to 3d6 at 9th level. Creatures not subject to nonlethal damage, as well as constructs, oozes, plants, and incorporeal creatures, are not affected by this ability.<\/p>\n\n\t<p><strong>Immovable Heart (Ex):<\/strong> Your grim profession hardens your emotions. Beginning at 4th level, you gain a +2 competence bonus to resist enchantment spells and fear effects. <\/p>\n\n\t<p><strong>Improved Disarm:<\/strong> At 5th level, you gain <a href=\/feats\/players-handbook-v35--6\/improved-disarm--1468\/>Improved Disarm<\/a> as a bonus feat, even if you do not meet the prerequisites.<\/p>\n\n\t<p><strong>Threaten (Ex):<\/strong> Crimson scourges of at least 7th level are masters at shaking the confidence of their foes. This ability grants three advantages when you use the Intimidate skill to demoralize an opponent (PH 76). First, you can attempt to demoralize an opponent as a move action, rather than a standard action. Second, a successful attempt causes the target to be shaken for a number of rounds equal to your unmodified Strength modifier (minimum 1 round). Finally, you gain a +2 bonus on any Intimidate check to demoralize an opponent.<\/p>\n\n\t<p><strong>Deadened Hide (Ex):<\/strong> Upon reaching 8th level, you become immune to nonlethal damage and to spells or effects that inflict or manipulate pain (DM&#39;s discretion). <\/p>\n\n\t<p><strong>Smell of Blood (Ex):<\/strong> At the apex of your advancement, you acquire an almost animalistic awareness of the world around you. You gain the scent ability (MM 314) and a +3 insight bonus on initiative checks.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Kid gloves, Special Dispensation <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Swift tracker <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Painful strike +1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Immovable heart <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Improved disarm <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Painful strike +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Threaten <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Deadened hide <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Painful strike +3d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Smell of blood <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: CityScape 92<\/h5>","reference":"Usergen"},{"id":10261,"name":"Urban Savant","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Urban Savant<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Bardic knowledge class ability (at DM&#39;s discretion, can be replaced by Knowledge (History 2 ranks).<br \/><strong>Special:<\/strong> Must be a member in good standing of the League of Eyes or similar organizaion<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> You gain no proficiency with any weapons or armor. You can cast arcane spells while wearing light armor without incurring the normal chance of spell failure, provided you are proficient with light armor. However, like any other arcane spellcaster, an urban savant wearing medium or heavy armor or using a shield incurs the normal chance of arcane spell failure if the spell in question has a somatic component.<\/p>\n\n\t<p><strong>Spellcasting:<\/strong> At each level, you gain new spells per day (and spells known, if applicable) and an increase in caster level as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefi t a member of that class would have gained. If you had more than one arcane spellcasting class before becoming an urban savant, you must decide to which class you will add each level for the purpose of determining spells per day, caster level, and spells known. If you had no levels in an arcane spellcasting class before acquiring the prestige class level, this class feature confers no advantage.<\/p>\n\n\t<p><strong>Urban Savvy:<\/strong> An urban savant is an expert on the local community. If something has been around for a while, you&#39;ve likely either heard stories about it or had direct contact with it. You can draw upon this extensive familiarity to gain certain benefits against the following types of creatures: aberrations, animals, humanoids, monstrous humanoids, oozes, and vermin (all of which are commonly found within the urban environment). The DM can modify this list as needed, replacing any creature type here with any other type appropriate to the campaign, or adding new ones. The benefits conferred are detailed in the descriptions below. As you grow in experience, you unearth new uses for your growing urban knowledge.<\/p>\n\n\t<p>Using this ability requires you to succeed on an appropriate DC 15 Knowledge check (see the Knowledge skill, <span class=caps>PHB<\/span> 78), made as a move action. To draw upon this knowledge, you must be within 60 feet of a target and must be aware of its presence, though you need not have line of sight. You cannot take 10 or take 20 on this check, and it cannot be retried. Each successful check might affect a single target or all creatures of the same sort, depending on the  circumstances. Your allies can benefit from your knowledge as well, provided you can  communicate with them at the time you are using this ability. Each of the four varieties of urban knowledge can be invoked only once against any given target or group of like creatures.<\/p>\n\n\t<p><em>Strengths:<\/em> An urban savant first studies the power of the beings who have had an impact on the city in the past. With a successful Knowledge check, you learn the general combat capabilities of your target. Against humanoids, this check confers knowledge of the target base attack bonus, Armor Class, and combat-related feats. (The DM is the final arbiter on what constitutes a combat related feat; the list of fighter bonus feats is recommended as a starting point.) Against nonhumanoids, this check confers knowledge of all the above information plus any special attacks or options, which the DM should describe in brief. Note that the urban savant&#39;s player benefits from this knowledge as related, but obviously the character cannot relate the data to her allies verbatim. The player must roleplay any information he wishes his character to impart in the game.<\/p>\n\n\t<p><em>Weaknesses:<\/em> At 4th level, you can draw upon your urban knowledge to learn a foe&#39;s weakness in combat. Against humanoids, a successful Knowledge check reveals the target&#39;s Hit Dice, damage reduction (including the means to overcome it, if any), and saving throws. Against nonhumanoids, it imparts all of the above information plus any special weaknesses the foe might have. Again, the player must roleplay any information he wishes his character to impart within the game.<\/p>\n\n\t<p><em>Methods:<\/em> When you reach 7th level, your knowledge of your foes&#39; methods helps direct your attacks more effectively. With a successful Knowledge check, you grant yourself and your allies a +1d6 bonus on weapon damage rolls against the target for 1 minute. If you succeed on the check by 10 or more, this bonus increases to +2d6. If you succeed by 20 or more, this bonus increases to +3d6.<\/p>\n\n\t<p><em>True Nature:<\/em> The culmination of an urban savant&#39;s studies is the ability to grasp the true  nature of a target creature. When you attain 10th level, a successful Knowledge check grants  you and all allies within 60 feet a mystic barrier that acts in all respects (including duration) as  a protection from chaos\/evil\/good\/law spell, granting a +2 deflection bonus to AC and a +2 resistance bonus on saves against its abilities. This protection functions regardless of the  creature&#39;s true alignment (even if neutral), but its effects do not stack with any actual protection  or magic circle spells in effect. Your caster level for the purpose of this ability is equal to your urban savant level. If you succeed on the check by 10 or more, the bonuses to AC and saves increase to +3. If you succeed by 20 or more, the bonuses increase to +4.<\/p>\n\n\t<p><strong>Urban Empathy (Ex):<\/strong> You can use your knowledge to improve the attitude of creatures you encounter in urban environments. This ability applies only to animals, humanoids, and monstrous humanoids (oozes and vermin being typically mindless). At the DM&#39;s discretion, this ability could work on certain aberrations as well, though most are too violent and unpredictable for such tactics.<\/p>\n\n\t<p>You can choose to substitute the appropriate Knowledge check (local for humanoids or nature for animals and monstrous humanoids) in place of a Diplomacy check to influence the starting attitudes of those you encounter in cities. If the DM opts to allow use of this ability on aberrations, the substitution would be a Knowledge (dungeoneering) check. If you prefer, you can make the usual Diplomacy checks for humanoids and monstrous humanoids instead. Against animals, this ability functions like a druid&#39;s wild empathy class feature (PH 35), adding your urban savant level to the check, or you can attempt a Knowledge (nature) check if that is likely to produce a better result.<\/p>\n\n\t<p><strong>Continuing Education (Ex):<\/strong> At 3rd level, you gain a +1 insight bonus on Knowledge (dungeoneering), Knowledge (local), and Knowledge (nature) checks. You gain a similar bonus on all bardic knowledge checks. This bonus increases to +2 at 6th level and +3 at 9th level.<\/p>\n\n\t<p><strong>Eyes of the City (Ex):<\/strong> By the time you reach 5th level, your vision has surpassed that of ther city dwelling humans. You gain low-light vision, allowing you to see twice as far and as clearly as a human in starlight, moonlight, torchlight, and similarly shadowy conditions. If you already have low-light vision, your existing ability improves, allowing you to see three times as far as a normal human in conditions of shadowy illumination.<\/p>\n\n\t<p><em>Pierce Deception:<\/em> Upon reaching 8th level, you know intuitively how the city is supposed to look. While in an urban environment, you can try to see through the deception of any object or creature that might be disguising its true appearance. Make a DC 20 Knowledge (arcana) check. If the check succeeds, you know whether or not the target&#39;s true appearance has been clouded, but not by what means, nor what its true appearance might be. If the check succeeds by 10 or more, you know by what means the target&#39;s appearance has been altered (through use of the Disguise skill, magic, a natural shapechanging ability, or the like). If the deception is magical, you can attempt a Spellcraft check (DC 20 + spell level) to determine the spell used.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spellcasting<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Urban savvy (strengths) <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Urban empathy <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Continuing education +1 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Urban savvy (weaknesses) <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Eyes of the city (low-light vision) <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Continuing education +2 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Urban savvy (methods) <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Eyes of the city (pierce deception) <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Continuing education +3 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Urban savvy (true nature) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: CityScape 100<\/h5>","reference":"Usergen"},{"id":10262,"name":"Abjurant Champion","type":"prestige","alignment":"Any","hit_die":"10","full_text":"<div topic='titel'><p><h3>Abjurant Champion<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spellcasting:<\/strong> Must be able to cast 1st-level arcane spells, including at least one abjuration spell.<br \/><strong>Special:<\/strong> Must be proficient with at least one martial weapon.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting:<\/strong> At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an abjurant champion, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Abjurant Armor (Su):<\/strong> Any time you cast an abjuration spell that grants you an armor bonus or shield bonus to AC, you can increase the value of the bonus by your abjurant champion class level. Abjurant champions rely on <a href=\/spells\/players-handbook-v35--6\/magearmor--2405\/>mage armor<\/a>, <a href=\/spells\/players-handbook-v35--6\/shield--2364\/>shield<\/a> and similar spells instead of actual armor.<\/p>\n\n\t<p><strong>Extended Abjuration (Su)<\/strong>: You depend on your abjuration spells to protect you in combat. Double the duration of abjuration spells you cast, as if you had applied the Extend Spell feat to them (but without any change in level or casting time).<\/p>\n\n\t<p><strong>Swift Abjuration (Su):<\/strong> Beginning at 2nd level, you can cast abjuration spells as a swift action, as if you had applied the Quicken Spell feat to them (but without any change in level). The maximum level of spell you can quicken in this way is equal to 1\/2 your class level (rounded up).<\/p>\n\n\t<p><strong>Arcane Boost (Su):<\/strong> Beginning at 4th level, you gain the ability to burn arcane energy to empower your martial abilities. As a swift action, you can spend one of your uncast spells or spell slots to grant yourself one of the following insight bonuses for 1 round.<\/p>\n\n\t<ul>\n\t\t<li>Bonus on attack rolls equal to the spell&#39;s level.<\/li>\n\t\t<li>Bonus on weapon damage rolls equal to twice the spell&#39;s level.<\/li>\n\t\t<li>Bonus to AC equal to the spell&#39;s level.<\/li>\n\t\t<li>Bonus on saving throws equal to the spell&#39;s level.<\/li>\n\t\t<li>Resistance to acid, cold, electricity, fire, and sonic equal to 5 \u00d7 the spell&#39;s level.<\/li>\n\t<\/ul>\n\n\t<p><strong>Martial Arcanist (Ex):<\/strong> At 5th level, you master the art of combining your militant and mystical training. From this point on, your caster level in a chosen arcane spellcasting class is equal to your base attack bonus (unless it would otherwise be higher). For example, a 7th-level fighter\/1st-level wizard\/5th-level abjurant champion has a base attack bonus of +12 (and thus a caster level of 12th). You can apply this benefit to only one arcane class to which you have added spellcasting levels by your advancement as an abjurant champion.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spellcasting<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Abjurant Armor, Extended Abjuration <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Swift Abjuration <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td>+1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Arcane Boost <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Martial Arcanist <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Mage 50<\/h5>","reference":"Usergen"},{"id":10263,"name":"Eldritch Disciple","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Eldritch Disciple<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells:<\/strong> Ability to cast 2nd-level divine spells.<\/p>\n\n\t<p><strong>Invocations:<\/strong> Ability to use least invocations.<\/p>\n\n\t<p><strong>Special:<\/strong> Ability to turn or rebuke undead, must worship a chaotic or evil deity.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Invocations:<\/strong> At each level, you gain new invocations known and an increase in caster level as if you had also gained a level in an invocation-using class to which you belonged before adding the prestige class level. (This includes <em>eldritch blast<\/em>.) You do not, however, gain any other benefit a character of that class would have gained. If you had more than one invocation-using class before becoming an eldritch disciple, you must decide to which class to add each level for the purpose of determining caster level and invocations known.<\/p>\n\n\t<p><strong>Spellcasting:<\/strong> At each level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a  divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming an eldritch disciple, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Gift of the Divine Patron (Su):<\/strong> At 1st level, you gain a sacred gift of power from your divine patron (who is also the source of your cleric spells and, directly or indirectly, your warlock invocations). Choose one of the following abilities at 1st level, and another ability every three levels thereafter (4th, 7th, and 10th level). You can spend one of your turn\/rebuke undead attempts as a swift action to activate the chosen power.<\/p>\n\n\t<p><em>Corrupting Blast:<\/em> In place of applying an eldritch essence invocation to your <em>eldritch blast<\/em>, you can change it into a corrupting blast. In addition to its normal effect, the blast applies a penalty on the target&#39;s next Will save equal to 1\/2 your class level (minimum -1). If the target doesn&#39;t attempt a Will save before the end of your next turn, the effect fades. <\/p>\n\n\t<p><em>Damage Reduction:<\/em> You gain temporary damage reduction (overcome by cold iron) equal to 1\/2 your class levels (minimum 1). This damage reduction stacks with the damage reduction granted by the warlock class. This effect lasts for a number of rounds equal to 3 + your Cha modifier (minimum 1 round). <\/p>\n\n\t<p><em>Fearful Glare:<\/em> You can render a single living creature within 30 feet of you shaken for 1 round (Will negates; DC 10 + class level + Cha modifier). This creature&#39;s HD can&#39;t exceed your character level. <\/p>\n\n\t<p><em>Fiendish Resistance:<\/em> You gain resistance to acid and fire equal to 10 + your class level. This resistance stacks with the energy resistance granted by the warlock class. This effect lasts for a number of rounds equal to 3 + your Cha modifier (minimum 1 round). Your deity must be evil for you to select this gift. <\/p>\n\n\t<p><em>Healing Blast:<\/em> In place of applying an eldritch essence invocation to your <em>eldritch blast,<\/em> you can change it into a healing blast. The blast heals living creatures instead of dealing damage to them (the damage healed is equal to the damage normally dealt). Against undead, the healing blast deals damage as normal; against constructs or objects, the healing blast has no effect. Your deity must be non-evil for you to select this gift. <\/p>\n\n\t<p><em>Protective Aura:<\/em> You surround yourself with a <em>magic circle against evil<\/em> centered on you. This effect lasts for a number of rounds equal to 3 + your Cha modifier (minimum 1 round). Your deity must be good for you to select this gift. <\/p>\n\n\t<p><em>Strength of Will:<\/em> You gain a bonus equal to 1\/2 your class levels (minimum +1) on your next save to resist a mind-affecting spell or ability. This effect lasts for a number of rounds equal to 3 + your Cha modifier (minimum 1 round); if you haven&#39;t attempted an appropriate save in this time, the effect ends. <\/p>\n\n\t<p><em>Wild Frenzy:<\/em> You gain a +2 bonus on attack rolls and damage rolls with melee weapons and <em>eldritch blasts,<\/em> along with temporary hit points equal to your class level. This effect lasts for a number of rounds equal to 3 + your Cha modifier (minimum 1 round). Your deity must be chaotic for you to select this gift. <\/p>\n\n\t<p><strong>Turn\/Rebuke Undead:<\/strong> Your eldritch disciple level stacks with your other class levels for the purposes of determining your ability to turn or rebuke undead. <\/p>\n\n\t<p><strong>Eldritch Spellweave (Su):<\/strong> Beginning at 5th level, you can apply an eldritch essence invocation you know (other than <em>greatreach blast<\/em> or <em>spellblast;<\/em> see the eldritch theurge class features on page 57) to any divine spell that affects a target or that requires a melee or ranged touch attack. The spell&#39;s level must be at least as high as the level of the eldritch essence (for example, you can apply <em>hellrime blast<\/em> only to a spell of level 4th or higher). If the essence requires a saving throw, use the normal save DC for that essence. If the eldritch essence invocation changes the damage of the spell, it can be applied only to a spell that deals damage (you can&#39;t add <em>brimstone blast<\/em> to <em>dimensional anchor,<\/em> for example). <\/p>\n\n\t<p>Using this ability increases the spell casting time to 1 full-round action. A spell that has a normal casting time of 1 full-round action or longer takes an extra full-round action to cast. If the spell has more than one target or allows more than one attack, you must choose one target to be affected by the invocation; all other targets take only the normal effect of the spell. You can use this ability a number of times per day equal to 3 + your Cha modifier (minimum 1). <\/p>\n\n\t<p><strong>Timeless Body:<\/strong> Beginning at 10th level, the divine power of your patron infuses you with eternal vigor. You no longer age (PH 37).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Gift of the divine patron, turn\/rebuke undead <\/td>\n\t\t\t<td> plus 1 level of existing invocation-using class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> plus 1 level of divine spellcasting class and plus 1 level of existing invocation-using class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> plus 1 level of divine spellcasting class and plus 1 level of existing invocation-using class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Gift of the divine patron <\/td>\n\t\t\t<td> plus 1 level of divine spellcasting class and plus 1 level of existing invocation-using class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Eldritch spellweave <\/td>\n\t\t\t<td> plus 1 level of divine spellcasting class and plus 1 level of existing invocation-using class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> plus 1 level of divine spellcasting class and plus 1 level of existing invocation-using class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Gift of the divine patron <\/td>\n\t\t\t<td> plus 1 level of divine spellcasting class and plus 1 level of existing invocation-using class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> plus 1 level of divine spellcasting class and plus 1 level of existing invocation-using class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> plus 1 level of divine spellcasting class and plus 1 level of existing invocation-using class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Gift of the divine patron, timeless body <\/td>\n\t\t\t<td> plus 1 level of divine spellcasting class and plus 1 level of existing invocation-using class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Mage 53<\/h5>","reference":"Usergen"},{"id":10264,"name":"Eldritch Theurge","type":"prestige","alignment":"Any","hit_die":"4","full_text":"<div topic='titel'><p><h3>Eldritch Theurge<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells:<\/strong> Ability to cast 2nd-level arcane spells.<br \/><strong>Invocations:<\/strong> Ability to use least invocations.<br \/><strong>Special:<\/strong> <em>Eldritch blast<\/em> +2d6.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting:<\/strong> At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class (but not an invocation-using class) to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an eldritch theurge, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Invocations:<\/strong> At each level, you gain new invocations known and an increase in caster level as if you had also gained a level in an invocation-using class to which you belonged before adding the prestige class level. (This includes <em>eldritch blast<\/em>.) You do not, however, gain any other benefit a character of that class would have gained. If you had more than one invocation-using class before becoming an eldritch theurge, you must decide to which class to add each level for the purpose of determining caster level and invocations known.<\/p>\n\n\t<p><strong>Damage Reduction (Su):<\/strong> Fortified by the supernatural power flowing through your body, you become resistant to physical attacks. You gain damage reduction 1\/cold iron at 1st level; this stacks with damage reduction gained from other sources.<\/p>\n\n\t<p>Your damage reduction improves to 2\/cold iron at 4th level, to 3\/cold iron at 7th level, and to 4\/cold iron at 10th level.<\/p>\n\n\t<p><strong>Fiendish Resilience (Su):<\/strong> Beginning at 2nd level, you know the trick of fiendish resilience. Once per day, as a free action, you can enter an elevated physical state that lasts for 2 minutes. While in this state, you gain fast healing 1.<\/p>\n\n\t<p>At 9th level, your fiendish resilience improves; while in your fiendish resilience state, you gain fast healing 2 instead. This ability stacks with fiendish resilience granted by any other source.<\/p>\n\n\t<p><strong>Spellblast (Sp):<\/strong> This invocation (Lesser; 4th; Eldritch Essence), learned at 3rd level, allows you to place an arcane spell that affects an area upon your <em>eldritch blast<\/em>. If the <em>eldritch blast<\/em> hits its target, the spell&#39;s area is centered on any corner of the target&#39;s space, even if the spell could normally be centered only on the caster. If the <em>eldritch blast<\/em> misses its target, the spell is lost with no effect.<\/p>\n\n\t<p>It takes a full-round action to cast the spell and fire the <em>eldritch blast<\/em>. Only an area spell with a casting time no greater than 1 standard action can be placed upon your <em>eldritch blast<\/em>.<\/p>\n\n\t<p>Only the first target of your <em>eldritch blast<\/em> is affected by the spell (for example, an <em>eldritch chain spellblast<\/em> centers the spell on the initial target, not on any of the secondary targets). If your <em>eldritch blast<\/em> doesn&#39;t specify a target, you can&#39;t apply this invocation to the blast.<\/p>\n\n\t<p>Treat <em>spellblast<\/em> as a spell whose level is equal to the area spell placed upon the <em>eldritch blast<\/em> (minimum 4th level).<\/p>\n\n\t<p><strong>Eldritch Spellweave (Su):<\/strong> Beginning at 5th level, you can apply an eldritch essence invocation you know (other than <em>greatreach blast<\/em> or <em>spellblast<\/em>) to any arcane spell that affects a target or that requires a melee or ranged touch attack. The spell&#39;s level must be at least as high as the level of the eldritch essence (for example, you can apply <em>hellrime blast<\/em> only to a spell of 4th level or higher). If the essence requires a saving throw, use the normal save DC for that essence. If an eldritch essence invocation changes the damage of the spell, it can be applied only to a spell that deals damage (you can&#39;t add <em>brimstone blast<\/em> to <em>charm monster<\/em>).<\/p>\n\n\t<p>Using this ability increases the spell&#39;s casting time to 1 full-round action. A spell that has a normal casting time of 1 full round or longer takes an extra full-round action to cast.<\/p>\n\n\t<p>If the spell has more than one target or allows more than one attack, you choose one target to be affected by the invocation; all other targets take only the normal effect of the spell.<\/p>\n\n\t<p>You can use this ability a number of times per day equal to 3 + your Cha modifier (minimum 1).<\/p>\n\n\t<p><strong>Greatreach Blast (Sp):<\/strong> This invocation (Greater; 5th;  Eldritch Essence) allows you to place an arcane spell with a range of touch upon your <em>eldritch blast<\/em>. If the <em>eldritch blast<\/em> hits its target, the spell takes effect on that target as if you had touched it. If the <em>eldritch blast<\/em> misses its target, the spell is lost with no effect.<\/p>\n\n\t<p>It takes a full-round action to cast the spell and fire the <em>eldritch blast<\/em>. Only a touch spell with a casting time no greater than 1 standard action can be placed upon your <em>eldritch blast<\/em>.<\/p>\n\n\t<p>Only the first target of your <em>eldritch blast<\/em> is affected by the spell (for example, an <em>eldritch greatreach chain<\/em> delivers the touch spell on the initial target, not on any of the secondary targets). If your <em>eldritch blast<\/em> doesn&#39;t specify a target, you can&#39;t apply this invocation to the blast.<\/p>\n\n\t<p>Treat <em>greatreach blast<\/em> as a spell whose level is equal to the touch spell placed upon the <em>eldritch blast<\/em> (minimum 5th level).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spellcasting<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> DR 1\/cold iron <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class and +1 level of existing invocation-using class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Fiendish resilience 1 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class and +1 level of existing invocation-using class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Spellblast<\/em> <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class and +1 level of existing invocation-using class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> DR 2\/cold iron <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class and +1 level of existing invocation-using class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Eldritch spellweave <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class and +1 level of existing invocation-using class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class and +1 level of existing invocation-using class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> DR 3\/cold iron <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class and +1 level of existing invocation-using class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td>+2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class and +1 level of existing invocation-using class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Fiendish resilience 2 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class and +1 level of existing invocation-using class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> DR 4\/cold iron, <em>greatreach blast<\/em> <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class and +1 level of existing invocation-using class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Mage 57<\/h5>","reference":"Usergen"},{"id":10265,"name":"Enlightened Spirit","type":"prestige","alignment":"Any good","hit_die":"6","full_text":"<div topic='titel'><p><h3>Enlightened Spirit<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> <em>Eldritch blast<\/em> 3d6.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Aura of Courage (Su):<\/strong> You are immune to fear, and each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects.<\/p>\n\n\t<p><strong>Aura of Menace (Su):<\/strong> A righteous aura surrounds you whenever you fight or get angry. Any hostile creature within a 5-foot radius of you takes a &#8212;2 penalty on attacks, AC, and saves for 24 hours or until it successfully hits you. A creature that has resisted or broken the effect can&#39;t be affected again by your aura for 24 hours.<\/p>\n\n\t<p><strong>Spirit Blast (Sp):<\/strong> This invocation (Lesser; 4th; Eldritch Essence) allows you to change your <em>eldritch blast<\/em> into a <em>spirit blast<\/em>. The blast deals an extra 1 point of damage per die to undead. Your <em>spirit blast<\/em> also affects incorporeal creatures without the normal miss chance.<\/p>\n\n\t<p><strong>Eldritch Blast (Sp):<\/strong> At 2nd level and every even-numbered level thereafter, the damage of your <em>eldritch blast<\/em> improves by 1d6 points.<\/p>\n\n\t<p><strong>Spirit Armor (Su):<\/strong> Beginning at 2nd level, you gain a +1 sacred bonus to Armor Class.<\/p>\n\n\t<p>The bonus improves to +2 at 6th level and +3 at 10th level.<\/p>\n\n\t<p><strong>Celestial Flight (Sp):<\/strong> At 3rd level, you gain the celestial flight invocation (Lesser; 3rd). The powers of light bear you aloft as you sprout shimmering spirit wings. You can fly at a speed equal to your land speed with good maneuverability for 24 hours.<\/p>\n\n\t<p><strong>Tongues (Su):<\/strong> Beginning at 4th level, you can speak any language. This ability works as the <a href=\/spells\/players-handbook-v35--6\/tongues--2519\/>tongues<\/a> spell does, except that it is continuously active. You can suppress or resume the effect as a free action.<\/p>\n\n\t<p><strong>Shape Invocation (Sp):<\/strong> At 5th level, you learn any one least, lesser, or greater blast shape invocation.<\/p>\n\n\t<p><strong>Energy Resistance 5 (Su):<\/strong> At 5th level, you gain resistance 5 to any two of the following energy types: acid, cold, electricity, and fire.<\/p>\n\n\t<p><strong>Holy Blast (Sp):<\/strong> At 7th level, you gain an invocation (Greater; 6th; Eldritch Essence) that allows you to change your <em>eldritch blast<\/em> into a <em>holy blast<\/em>. The blast deals an extra 1 point of damage per die to evil outsiders. The blast also affects any evil outsider as if you had cast a <a href=\/spells\/players-handbook-v35--6\/dimensional-anchor--2308\/>dimensional anchor<\/a> spell on it.<\/p>\n\n\t<p><strong>Transform Magic (Sp):<\/strong> Gained at 9th level, this invocation (Greater; 6th) allows you to deliver a targeted <a href=\/spells\/players-handbook-v35--6\/dispel-magic-greater--2316\/>greater dispel magic<\/a> with your touch. You or any ally within 30 feet of you can heal 5 points of damage for each spell level dispelled by this touch (the spell level is determined by its caster&#39;s class). For example, if you successfully dispel a <a href=\/spells\/players-handbook-v35--6\/wall-of-ice--2660\/>wall of ice<\/a>, you or an ally can heal up to 20 points of damage. You can&#39;t transform your own invocations.<\/p>\n\n\t<p><strong>Death Ward (Su):<\/strong> At 10th level, you become immune to death spells, magical death effects, energy drain, and negative energy effects as the a href=\/spells\/players-handbook-v35--6\/death-ward--2727\/>death ward<\/a> spell.<\/p>\n\n\t<h4>Ex-Enlightened Spirit<\/h4>\n\n\t<p>An enlightened spirit who becomes non-good loses all class features granted by this prestige class and can&#39;t gain any further levels of enlightened spirit. You regain your abilities and advancement potential if you once again become good and atone for your violations (see <a href=\/spells\/players-handbook-v35--6\/atonement--2304\/>atonement<\/a>, PH 201).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Aura of courage, aura of menace, spirit blast <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Eldritch blast +1d6, spirit armor (+1 AC) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Celestial flight <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Eldritch blast +2d6, tongues <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Shape invocation, energy resistance 5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Eldritch blast +3d6, spirit armor (+2 AC) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Holy blast <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Eldritch blast +4d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Transform magic <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Eldritch blast +5d6, death ward, spirit armor (+3 AC) <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Mage 60<\/h5>","reference":"Usergen"},{"id":10266,"name":"Holy Scourge","type":"prestige","alignment":"Any good","hit_die":"6","full_text":"<div topic='titel'><p><h3>Holy Scourge<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spellcasting:<\/strong> Able to cast three evocation spells, able to cast 3rd-level arcane spells.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting:<\/strong> At each level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a holy scourge, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Code of Conduct:<\/strong> You must devote yourself to the destruction of evil, particularly those who use evil magic and innately evil creatures. You must not resort to evil methods to achieve these goals. You might briefly ignore a lesser evil for the sake of defeating a greater one, but otherwise you must make every reasonable effort to obliterate evil wherever you find it. Should you ever violate this code or step outside the boundaries of what is considered acceptable good-aligned behavior, you lose your holy scourge class features.<\/p>\n\n\t<p><strong>Dedicated Spellcaster (Ex):<\/strong> You gain a +1 bonus to your caster level when casting good spells. You may not cast evil spells.<\/p>\n\n\t<p><strong>Righteous Evocation (Su):<\/strong> Your evocation spells are infused with a small amount of good-aligned divine energy. Against evil creatures, your evocation spells deal an extra 1 point of damage per spell level. This extra damage applies to all creatures damaged by the spell. This extra damage consists of pure divine energy and is not subject to being reduced by resistance or immunity.<\/p>\n\n\t<p>At 5th level, this extra damage increases to 2 points per spell level.<\/p>\n\n\t<p><strong>Arcane Smite (Su):<\/strong> At 2nd level, you can <em>smite evil<\/em> once per day. This ability functions like the paladin class feature (PH 44), except that you can apply the effect only to an arcane spell that requires a melee or ranged attack roll (such as <em>shocking grasp<\/em> or <em>scorching ray<\/em>). In addition to the bonus on the spell&#39;s attack rolls and damage rolls, this adds the good descriptor to the spell.<\/p>\n\n\t<p>At 4th level, you can use this class feature twice per day.<\/p>\n\n\t<p><strong>Devoted Arcanist (Ex):<\/strong> Beginning at 3rd level, you can add your class level on caster level checks made to overcome the spell resistance of evil creatures with your arcane spells.<\/p>\n\n\t<h4>Ex-Holy Scourges<\/h4>\n\n\t<p>If you violate the code of conduct or step outside the bounds of the class&#39;s acceptable alignments, you lose all spells and class features. You may not progress any further in levels as a holy scourge. You retain your abilities and advancement potential if you atone for your violations (see <a href=\/spells\/players-handbook-v35--6\/atonement--2304\/>atonement<\/a>, PH 201), as appropriate.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spellcasting<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Code of conduct, dedicated spellcaster, righteous evocation +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Arcane smite 1\/day <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Devoted arcanist <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Arcane smite 2\/day <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Righteous evocation +2 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Mage 64<\/h5>","reference":"Usergen"},{"id":10267,"name":"Lyric Thaumaturge","type":"prestige","alignment":"Any","hit_die":"6","full_text":"<div topic='titel'><p><h3>Lyric Thaumaturge<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spellcasting:<\/strong> Ability to cast 2nd-level arcane spells.<br \/><strong>Special:<\/strong> Bardic music 5\/day.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting:<\/strong> At each level, you gain new spells per day and an increase in caster level (and spells known) as if you had also gained a level in the bard class. You do not, however, gain any other benefit the bard class gives you.<\/p>\n\n\t<p><strong>Bardic Music:<\/strong> You gain one extra daily use of your bardic music ability per lyric thaumaturge level. You can use bardic music from this class to create any effect you know as a bard.<\/p>\n\n\t<p><strong>Bonus Spell:<\/strong> Your knowledge of magic grants you the ability to cast more spells than the average bard. At 1st level, you gain one additional 1st-level and 2nd-level bard spell slot. <\/p>\n\n\t<p>At 4th level, you gain one additional 3rd-level and 4th-level bard spell slot.<\/p>\n\n\t<p>At 7th level, you gain one additional 5th-level spell slot.<\/p>\n\n\t<p>At 10th level, you gain one additional 6th-level spell slot.<\/p>\n\n\t<p>If you aren&#39;t currently capable of casting the noted level of spell, you gain the extra spell slot when that spell level becomes available to you.<\/p>\n\n\t<p><strong>Captivating Melody:<\/strong> At 2nd level, you gain <a href=\/feats\/complete-mage--58\/captivating-melody--290\/>Captivating Melody<\/a> as a bonus feat.<\/p>\n\n\t<p><strong>Spell Secret:<\/strong> Thanks to your facility for blending music  and magic, you gain additional spells known for each spell level as you gain levels. These spells must be drawn from the sorcerer\/wizard list and are thereafter treated as part of your class spell list.<\/p>\n\n\t<p>At 3rd level, you gain one additional 1st- and one 2nd-level spell known.<\/p>\n\n\t<p>At 6th level, you gain one additional 3rd- and one 4th-level spell known.<\/p>\n\n\t<p>At 9th level, you gain one additional 5th- and one 6th-level  spell known.<\/p>\n\n\t<p>If you aren&#39;t currently capable of casting a certain level of spell, you gain access to the spell secret when that spell level becomes available to you.<\/p>\n\n\t<p><strong>Sonic Might (Sp):<\/strong> Beginning at 5th level, you can expend a use of bardic music to add 1d6 points of sonic damage per spell level to any spell with the sonic descriptor.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spellcasting<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bardic music, bonus spell <\/td>\n\t\t\t<td> +1 level of bard spellcasting ability <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Captivating Melody <\/td>\n\t\t\t<td> +1 level of bard spellcasting ability <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Spell secret <\/td>\n\t\t\t<td> +1 level of bard spellcasting ability <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus spell <\/td>\n\t\t\t<td> +1 level of bard spellcasting ability <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Sonic might <\/td>\n\t\t\t<td> +1 level of bard spellcasting ability <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Spell secret <\/td>\n\t\t\t<td> +1 level of bard spellcasting ability <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Bonus spell <\/td>\n\t\t\t<td> +1 level of bard spellcasting ability <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td>+6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of bard spellcasting ability <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Spell secret <\/td>\n\t\t\t<td> +1 level of bard spellcasting ability <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Bonus spell <\/td>\n\t\t\t<td> +1 level of bard spellcasting ability <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Mage 67<\/h5>","reference":"Usergen"},{"id":10268,"name":"Master Specialist","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Master Specialist<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: Must be able to cast 2nd-level arcane spells.<\/p>\n\n\t<p><strong>Special<\/strong>: Must be a specialist wizard.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>You are a true master of the magic of your chosen school. What you lack in versatility, you make up through incredible ability within your specialty.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in the wizard class. You do not, however, gain any other benefit a character of that class would have gained.<\/p>\n\n\t<p><strong>Skill Focus (Spellcraft)<\/strong>: At 1st level, you gain Skill Focus (Spellcraft) as a bonus feat.<\/p>\n\n\t<p><strong>Expanded Spellbook<\/strong>: When you reach 2nd level, you can add one spell of your chosen school to your spellbook. The spell can be of any level that you can cast, and it is in addition to the normal spells gained when increasing your level.<\/p>\n\n\t<p>You can add another spell of your chosen school to your spellbook at 5th and at 8th level.<\/p>\n\n\t<p><strong>Greater Spell Focus<\/strong>: At 3rd level, you gain Greater Spell Focus as a bonus feat. You must apply this feat to your chosen school.<\/p>\n\n\t<p><strong>Minor School Esoterica (Ex)<\/strong>: At 4th level, your unflagging focus on your chosen school opens your mind to new possibilities and grants you the first taste of the unique skills of a master specialist. You gain an ability from those below based on your chosen school.<\/p>\n\n\t<p><em>Abjuration<\/em>: You gain a competence bonus on dispel checks equal to 1\/2 your master specialist level.<\/p>\n\n\t<p><em>Conjuration<\/em>: Any creature you summon or call appears with extra hit points equal to your caster level.<\/p>\n\n\t<p><em>Divination<\/em>: Divination spells you cast that have a duration of concentration remain in effect for a number of extra rounds equal to 1\/2 your master specialist level after you cease concentrating. You can cast other spells and otherwise act normally during this duration.<\/p>\n\n\t<p><em>Enchantment<\/em>: Targets of your charm spells do not gain a bonus on their saves due to being currently threatened or attacked by you or your allies. In addition, subjects of your compulsion spells do not get a bonus on saves due to being forced to take an action against their natures.<\/p>\n\n\t<p><em>Evocation<\/em>: When casting an evocation spell, you gain a bonus on Concentration checks equal to 1\/2 your master specialist level.<\/p>\n\n\t<p><em>Illusion<\/em>: The save DCs of your illusion spells that have a saving throw entry of &quot;Will disbelief&quot; increase by 2.<\/p>\n\n\t<p><em>Necromancy<\/em>: When you cast a necromancy spell, undead allies within 60 feet gain turn resistance and a bonus on saves equal to your master specialist level for a number of rounds equal to your master specialist level.<\/p>\n\n\t<p><em>Transmutation<\/em>: When a transmutation spell you have cast is successfully dispelled, it remains in effect for 1 round and then ends as normal for dispelling. If a creature is responsible for the dispelling effect, it knows that the spell has been dispelled but is functioning for another round.<\/p>\n\n\t<p><strong>Caster Level Increase (Ex)<\/strong>: Upon reaching 6th level, add 1 to your caster level whenever you cast a spell of your chosen school. At 9th level, you instead add 2 to your caster level.<\/p>\n\n\t<p><strong>Moderate School Esoterica (Ex)<\/strong>: At 7th level, your long study of your chosen school leads to a breakthrough. You gain an ability from those below based on your chosen school. Each ability is triggered automatically when you cast a spell from your chosen school and lasts for a number of rounds equal to the spell&#39;s level.<\/p>\n\n\t<p><em>Abjuration<\/em>: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.<\/p>\n\n\t<p><em>Conjuration<\/em>: Dispel checks made against your conjuration spells treat your caster level as if it were 5 higher than normal.<\/p>\n\n\t<p><em>Divination<\/em>: You gain uncanny dodge (PH 50) for the duration of the spell.<\/p>\n\n\t<p><em>Enchantment<\/em>: You can immediately reroll any failed Will save against an enchantment or mind-affecting spell or ability; you must accept the result of the second roll.<\/p>\n\n\t<p><em>Evocation<\/em>: You gain resistance 20 to any one energy type that matches a descriptor used by the spell you just cast.<\/p>\n\n\t<p><em>Illusion<\/em>: You gain concealment.<\/p>\n\n\t<p><em>Necromancy<\/em>: You are immune to ability damage, ability drain, energy drain, and negative levels.<\/p>\n\n\t<p><em>Transmutation<\/em>: You can immediately reroll any failed Fortitude save against a transmutation spell or ability; you must accept the result of the second roll.<\/p>\n\n\t<p><strong>Major School Esoterica (Ex)<\/strong>: At 10th level, your knowledge of your chosen school reaches its peak. You gain an ability from those below based on your chosen school; each one can be used three times per day.<\/p>\n\n\t<p><em>Abjuration<\/em>: When casting an abjuration spell that normally has a range of personal, you can instead choose to cast it as a touch spell that affects a single creature. When casting an abjuration spell that is an emanation centered on you, you can instead choose to cast it as a touch spell that emanates from the touched creature.<\/p>\n\n\t<p><em>Conjuration<\/em>: You can cast a conjuration spell with a casting time of 1 standard action as a swift action.<\/p>\n\n\t<p><em>Divination<\/em>: When you cast a divination spell, you also gain <em>true seeing<\/em> (as the spell) for 5 rounds.<\/p>\n\n\t<p><em>Enchantment<\/em>: Any creature that successfully saves against one of your enchantment spells must save again 1 round later (as if you had cast the spell again) with a +5 bonus on the save.<\/p>\n\n\t<p><em>Evocation<\/em>: Any creature that fails its save against one of your evocation spells takes damage again 1 round later equal to half the damage it took when you cast the spell.<\/p>\n\n\t<p><em>Illusion<\/em>: You can cast any illusion spell as a stilled and silent spell and eschew the materials (per the Still Spell, Silent Spell, and Eschew Materials feats) without an increase in caster level or casting time.<\/p>\n\n\t<p><em>Necromancy<\/em>: When you cast a necromancy spell, undead allies within 60 feet gain fast healing 10 for 5 rounds.<\/p>\n\n\t<p><em>Transmutation<\/em>: When a creature successfully saves against a transmutation spell you cast, it takes damage equal to the level of the spell.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Skill Focus (Spellcraft) <\/td>\n\t\t\t<td> +1 level of wizard spellcasting ability <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Expanded spellbook <\/td>\n\t\t\t<td> +1 level of wizard spellcasting ability <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Greater Spell Focus <\/td>\n\t\t\t<td> +1 level of wizard spellcasting ability <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Minor school esoterica <\/td>\n\t\t\t<td> +1 level of wizard spellcasting ability <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Expanded spellbook <\/td>\n\t\t\t<td> +1 level of wizard spellcasting ability <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Caster level increase +1 <\/td>\n\t\t\t<td> +1 level of wizard spellcasting ability <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Moderate school esoterica <\/td>\n\t\t\t<td> +1 level of wizard spellcasting ability <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Expanded spellbook <\/td>\n\t\t\t<td> +1 level of wizard spellcasting ability <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Caster level increase +2 <\/td>\n\t\t\t<td> +1 level of wizard spellcasting ability <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Major school esoterica <\/td>\n\t\t\t<td> +1 level of wizard spellcasting ability <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Mage 70<\/h5>","reference":"Usergen"},{"id":10269,"name":"Nightmare Spinner","type":"prestige","alignment":"Any","hit_die":"4","full_text":"<div topic='titel'><p><h3>Nightmare Spinner<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spellcasting:<\/strong> Ability to cast 3rd-level arcane spells; ability to cast at least one fear spell and at least one mind-affecting illusion spell.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting:<\/strong> At each level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a nightmare spinner, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Bonus Spells (Ex):<\/strong> If you normally prepare spells, you can prepare and cast one additional illusion spell per spell level each day. This ability works just like (and stacks with) a specialist wizard&#39;s extra school spell.<\/p>\n\n\t<p>If you don&#39;t need to prepare spells, you gain one extra spell slot per spell level, which can be used only to cast an illusion spell.<\/p>\n\n\t<p><strong>Immunity to Fear (Su):<\/strong> Beginning at 1st level, you gain immunity to all fear effects.<\/p>\n\n\t<p><strong>Inspire Fear (Su):<\/strong> As a standard action, you can create a mind-affecting fear effect that makes a living creature within 30 feet ill at ease. The target becomes shaken for a number of rounds equal to your nightmare spinner class level; a successful Will save (DC 10 + your class level + your Cha modifier) halves this duration.<\/p>\n\n\t<p>You can use this power a number of times per day equal to 3 + your Cha modifier. Multiple uses of this ability on the same creature don&#39;t stack.<\/p>\n\n\t<p><strong>Nightmare Phantasm (Su):<\/strong> Beginning at 2nd level, when you cast a figment or glamer spell, you can choose to weave a thread of nightmare phantasm into it as a free action. The spell gains the phantasm descriptor. Each time any enemy attempts a Will save to disbelieve the affected illusion spell, a tiny portion of the spell transforms into a phantasm effect that targets that enemy. The enemy becomes shaken for 1 round (no save). This ability has no other effect on the original spell&#39;s duration or effectiveness.<\/p>\n\n\t<p>You can use this ability a number of times per day equal to 3 + your Cha modifier. No creature can be affected by your nightmare phantasm ability more than once in a 24-hour period. This is a mind-affecting fear effect.<\/p>\n\n\t<p><strong>Spirit Chill (Su):<\/strong> Beginning at 3rd level, creatures affected by a fear effect you cause (whether by a spell, class feature, or other effect) take nonlethal damage as well, depending on the potency of the fear created. Any creature that is shaken takes 1d6 points of nonlethal damage. A creature that becomes frightened takes 2d6 points of nonlethal damage,while a creature that becomes panicked takes 3d6 points of nonlethal damage.<\/p>\n\n\t<p><strong>Deadly Nightmare (Su):<\/strong> At 5th level, you can create a mind-affecting fear effect that can make a living creature literally drop dead. You can target one living creature within 30 feet of you, which must succeed on a Will save (DC 10 + your class level + your Cha modifier) or literally die of fright. Even if the save succeeds, the subject is panicked for 1 round. Any creature whose Hit Dice exceed twice your character level is unaffected by this power. This is a mind-affecting fear death effect. You can use this power three times per day.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spellcasting<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bonus spells, immunity to fear, inspire fear <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Nightmare phantasm <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Spirit chill <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Deadly nightmare <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Mage 74<\/h5>","reference":"Usergen"},{"id":10270,"name":"Ultimate Magus","type":"prestige","alignment":"Any","hit_die":"4","full_text":"<div topic='titel'><p><h3>Ultimate Magus<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Feats:<\/strong> Any metamagic feat.<br \/><strong>Spellcasting:<\/strong> Able to spontaneously cast 1st-level arcane spells, able to prepare and cast 2nd-level arcane spells from a spellbook.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting:<\/strong> At each level except 1st, 4th, and 7th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in both a prepared arcane casting class and a spontaneous arcane casting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of those classes would have gained.<\/p>\n\n\t<p>At 1st, 4th, and 7th level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in your arcane spellcasting class with the lowest caster level. For example, a 4th-level wizard\/1st-level sorcerer who gained one level of ultimate magus would gain increased spellcasting ability as if he had gained a level of sorcerer (since that class&#39;s caster level is lower than his wizard caster level). If all your arcane spellcasting classes have equal caster levels, you can apply this benefit to any of your existing arcane spellcasting classes. You do not, however, gain any other benefit a character of those classes would have gained.<\/p>\n\n\t<p><strong>Arcane Spell Power (Ex):<\/strong> At 1st level, your caster level for all arcane spells increases by 1. It increases again at 4th level, 7th level, and 10th level (to a maximum of +4).<\/p>\n\n\t<p><strong>Expanded Spell Knowledge (Ex):<\/strong> At 2nd level, you can select one 0th- or 1st-level arcane spell from your spellbook and add it to the list of arcane spells known for a spontaneous casting class, even if you can&#39;t yet spontaneously cast spells of that level. (In this case, you would know the spell but wouldn&#39;t be able to cast it until you had spell slots of the appropriate level.)<\/p>\n\n\t<p>You can add another spell from your spellbook to your list of spells known every two levels thereafter. At 4th level, this can be a 0th-, 1st-, or 2nd-level spell. At 6th level, this can be any spell of 3rd level or lower. At 8th level, this spell can be of 4th level or lower, and at 10th level it can be of 5th level or lower.<\/p>\n\n\t<p><strong>Augmented Casting (Su):<\/strong> Starting at 3rd level, you can choose to sacrifice a spell or spell slot from one of your classes to apply the effect of a metamagic feat that you know to a spell cast using another arcane class. (For instance, you could sacrifice a sorcerer slot to apply a metamagic effect to a wizard spell.) This sacrificed spell or slot is lost (just as if you had cast the spell) in addition to the spell you are actually casting.<\/p>\n\n\t<p>The level of the spell to be augmented can&#39;t exceed 1\/2 your class level. For example, when you first gain this ability, you can only apply a metamagic effect to 1st-level spells. A 10th-level ultimate magus can affect spells of 5th level or lower.<\/p>\n\n\t<p>The level of the spell slot sacrificed must equal or exceed the spell level adjustment of the metamagic feat. To empower a spell, for example, you would have to spend a 2nd-level or higher spell. You can&#39;t use this ability to augment a spell already affected by a metamagic feat.<\/p>\n\n\t<p>You can use this ability a number of times per day equal to 3 + 1\/2 your class level.<\/p>\n\n\t<p><strong>Bonus Feat:<\/strong> At 5th level, and again at 9th level, you can select a bonus metamagic feat for which you meet the prerequisites.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spellcasting<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Arcane spell power +1 <\/td>\n\t\t\t<td> +1 level of lower-level existing arcane casting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Expanded spell knowledge (1st level or lower) <\/td>\n\t\t\t<td> +1 level of existing prepared arcane casting class and +1 level of existing spontaneous arcane casting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Augmented casting <\/td>\n\t\t\t<td> +1 level of existing prepared arcane casting class and +1 level of existing spontaneous arcane casting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Arcane spell power +2, expanded spell knowledge (2nd level or lower) <\/td>\n\t\t\t<td> +1 level of lower-level existing arcane casting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> +1 level of existing prepared arcane casting class and +1 level of existing spontaneous arcane casting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Expanded spell knowledge (3rd level or lower) <\/td>\n\t\t\t<td> +1 level of existing prepared arcane casting class and +1 level of existing spontaneous arcane casting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Arcane spell power +3 <\/td>\n\t\t\t<td> +1 level of lower-level existing arcane casting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Expanded spell knowledge (4th level or lower) <\/td>\n\t\t\t<td> +1 level of existing prepared arcane casting class and +1 level of existing spontaneous arcane casting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> +1 level of existing prepared arcane casting class and +1 level of existing spontaneous arcane casting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Arcane spell power +4, expanded spell knowledge (5th level or lower) <\/td>\n\t\t\t<td> +1 level of existing prepared arcane casting class and +1 level of existing spontaneous arcane casting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Mage 77<\/h5>","reference":"Usergen"},{"id":10271,"name":"Unseen Seer","type":"prestige","alignment":"Any","hit_die":"4","full_text":"<div topic='titel'><p><h3>Unseen Seer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spellcasting:<\/strong> Ability to cast 1st-level arcane spells, including at least two divination spells.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting:<\/strong> At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an unseen seer, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Damage Bonus:<\/strong> At 1st level, the extra damage you deal with your sneak attack, skirmish, or sudden strike ability increases by 1d6. If you have more than one of these abilities, only one ability gains this increase (choose each time you gain this benefit).<\/p>\n\n\t<p>Your sneak attack, skirmish, or sudden strike damage increases by another 1d6 at 4th level, 7th level, and 10th level.<\/p>\n\n\t<p><strong>Advanced Learning (Ex):<\/strong> At 2nd, 5th, and 8th level, you can add a new spell to your spellbook or list of spells known, representing the result of personal study and experimentation. The spell must be a divination spell of a level no higher than that of the highest-level arcane spell you already know. The spell can be from any class&#39;s spell list (arcane or divine). Once a new spell is selected, it is forever added to your spell list and can be cast just like any other spell on your list.<\/p>\n\n\t<p><strong>Silent Spell:<\/strong> At 2nd level, you gain Silent Spell as a bonus feat.<\/p>\n\n\t<p><strong>Divination Spell Power (Ex):<\/strong> At 3rd level, you gain a +1 bonus to your caster level when casting an arcane divination spell. This bonus improves to +2 at 6th level, and to +3 at 9th level.<\/p>\n\n\t<p>This benefit comes at a cost: Your caster level for all other arcane spells is reduced by 1 at 3rd level. This reduction becomes 2 at 6th level and becomes 3 at 9th level. For example, a 4th-level rogue\/1st-level sorcerer\/6th-level unseen seer would have a caster level of 9th for her arcane divination spells, but only 5th for her nondivination arcane spells.<\/p>\n\n\t<p><strong>Guarded Mind (Su):<\/strong> Any successful unseen seer must learn to protect herself from magic that would reveal her identity. At 5th level, you become protected by <a href=\/spells\/players-handbook-v35--6\/nondetection--2341\/>nondetection<\/a> (as the spell, but with a permanent duration). For the purpose of divinations attempted against you, your caster level equals your character level.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spellcasting<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Damage bonus +1d6 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Advanced learning, Silent Spell <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Divination spell power +1 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Damage bonus +2d6 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Advanced learning, guarded mind <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Divination spell power +2 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Damage bonus +3d6 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Advanced learning <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Divination spell power +3 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Damage bonus +4d6 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Mage 81<\/h5>","reference":"Usergen"},{"id":10272,"name":"Wild Soul","type":"prestige","alignment":"Any nonlawful","hit_die":"4","full_text":"<div topic='titel'><p><h3>Wild Soul<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonlawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Must be able to cast 2nd-level arcane spells; must make peaceful contact with a fey creature and peacefully spend at least a day among fey.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting:<\/strong> At every wild soul level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class you belonged to before you added the prestige class. You do not, however, gain any other class benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a wild soul, you must decide to which class to add each level for the purpose of determining spells per day.<\/p>\n\n\t<p><strong>Seelie Courtier (Ex):<\/strong> At 1st level, you must choose either the seelie or the unseelie path. Good-aligned characters can&#39;t choose the unseelie path, while evil-aligned characters are barred from the seelie path. This choice determines certain benefits you gain from this prestige class. If your alignment later changes to make your choice illegal, you automatically exchange all seelie- or unseelie-related class features for their opposites.<\/p>\n\n\t<p>In addition, you gain a bonus equal to your wild soul level on Bluff, Diplomacy, and Intimidate checks made to influence fey and magical beasts.<\/p>\n\n\t<p><strong>Spontaneous Spells:<\/strong> A wild soul can tap into the magic that naturally infuses fey and magical beasts to cast spells that were not prepared ahead of time. You can sacrifice any prepared arcane spell (or, for a spontaneous caster, an arcane spell slot) to cast a particular spell of the same spell level or lower. Depending on whether you have chosen the seelie or unseelie path, you choose from different specific spells as specified on the table below. You gain access to these spontaneous spell options by level. Access to a spontaneous spell does not grant the ability to cast it if you do not have a prepared spell or spell slot of appropriately high level to lose in exchange.<\/p>\n\n\t<p>For example, a 5th-level wizard\/4th-level wild soul who chose the seelie path could lose a prepared <a href=\/spells\/players-handbook-v35--6\/ice-storm--2624\/>ice storm<\/a> to cast <a href=\/spells\/players-handbook-v35--6\/break-enchantment--2306\/>break enchantment<\/a> or a lower-level option (<a href=\/spells\/players-handbook-v35--6\/invisibility-sphere--2675\/>invisibility sphere<\/a>, <a href=\/spells\/players-handbook-v35--6\/tashas-hideous-laughter--2580\/>Tashas hideous laughter<\/a>, or <a href=\/spells\/players-handbook-v35--6\/remove-fear--2353\/>remove fear<\/a>). A 6th-level sorcerer\/1st-level wild soul who chose the unseelie path can spontaneously cast <a href=\/spells\/players-handbook-v35--6\/confusion-lesser--2539\/>lesser confusion<\/a>, <a href=\/spells\/players-handbook-v35--6\/detect-thoughts--2494\/>detect thoughts<\/a>, or <a href=\/spells\/players-handbook-v35--6\/poison--2754\/>poison<\/a>.<\/p>\n\n\t<p>These spells are not considered to be part of your class spell list, so this feature doesn&#39;t grant you the ability to activate spell trigger or spell completion items using these spells.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Spell Level<\/strong> <\/th>\n\t\t\t<th><strong>Seelie<\/strong> <\/th>\n\t\t\t<th><strong>Unseelie<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> <a href=\/spells\/players-handbook-v35--6\/remove-fear--2353\/>remove fear<\/a> <\/td>\n\t\t\t<td> <a href=\/spells\/players-handbook-v35--6\/confusion-lesser--2539\/>lesser confusion<\/a> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> <a href=\/spells\/players-handbook-v35--6\/tashas-hideous-laughter--2580\/>Tashas hideous laughter<\/a> <\/td>\n\t\t\t<td> <a href=\/spells\/players-handbook-v35--6\/detect-thoughts--2494\/>detect thoughts<\/a> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> <a href=\/spells\/players-handbook-v35--6\/invisibility-sphere--2675\/>invisibility sphere<\/a> <\/td>\n\t\t\t<td> <a href=\/spells\/players-handbook-v35--6\/poison--2754\/>poison<\/a> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> <a href=\/spells\/players-handbook-v35--6\/break-enchantment--2306\/>break enchantment<\/a> <\/td>\n\t\t\t<td> <a href=\/spells\/players-handbook-v35--6\/bestow-curse--2713\/>bestow curse<\/a> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> <a href=\/spells\/players-handbook-v35--6\/baleful-polymorph--2781\/>baleful polymorph<\/a> <\/td>\n\t\t\t<td> <a href=\/spells\/complete-mage--58\/endless-slumber--810\/>endless slumber<\/a> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> <a href=\/spells\/players-handbook-v35--6\/true-seeing--2520\/>true seeing<\/a> <\/td>\n\t\t\t<td> <a href=\/spells\/players-handbook-v35--6\/suggestion-mass--2574\/>mass suggestion<\/a> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> <a href=\/spells\/players-handbook-v35--6\/prismatic-spray--2640\/>prismatic spray<\/a> <\/td>\n\t\t\t<td> <a href=\/spells\/players-handbook-v35--6\/waves-of-exhaustion--2770\/>waves of exhaustion<\/a> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> <a href=\/spells\/players-handbook-v35--6\/sympathy--2579\/>sympathy<\/a> <\/td>\n\t\t\t<td> <a href=\/spells\/players-handbook-v35--6\/horrid-wilting--2742\/>horrid wilting<\/a> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> <a href=\/spells\/players-handbook-v35--6\/time-stop--2886\/>time stop<\/a> <\/td>\n\t\t\t<td> <a href=\/spells\/players-handbook-v35--6\/wail-of-the-banshee--2769\/>wail of the banshee<\/a> <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Seelie Bond (Su):<\/strong> When you cast <em>summon seelie ally<\/em> or a <em>summon monster<\/em> spell to bring forth a creature from the <em>summon seelie ally<\/em> list, your connection to the seelie increases, granting you benefits. These benefits remain as long as one of the seelie or unseelie creatures you summoned is alive and the duration of the spell has not expired. The benefits described below are cumulative. Thus, a 10th-level wild soul would gain all of them upon summoning a seelie or unseelie ally.<\/p>\n\n\t<p>At 2nd level, you gain immunity to magic and nonmagical sleep effects. This ability grants elves immunity to nonmagical sleep effects, to which they are normally vulnerable.<\/p>\n\n\t<p>At 4th level, you gain a +2 bonus on saves against enchantment spells or effects. The bonus against enchantment effects is untyped and thus stacks with an elf&#39;s or half-elf&#39;s +2 racial bonus against enchantment spells and effects.<\/p>\n\n\t<p>At 6th level, your base land speed increases by 10 feet.<\/p>\n\n\t<p>At 8th level, add 1 to the Difficulty Class of saving throws against illusion spells you cast.<\/p>\n\n\t<p>At 10th level, add 1 to the Difficulty Class of saving throws against enchantment spells you cast.<\/p>\n\n\t<p><strong>Summon Seelie Ally (Sp):<\/strong> Starting at 2nd level, a wild soul can summon a seelie ally three times per day. This ability functions like <em>summon monster I<\/em> except that you choose a creature from a list of options, as detailed on the table below, based on your wild soul level and path. You can use this ability to summon one creature from the highest-level list available to you, 1d3 creatures of the same kind from the next highest-level list, or 1d4 +1 creatures of the same kind from any lower-level list. Your caster level is equal to your character level.<\/p>\n\n\t<p>In addition, whenever you cast a summon monster spell of 4th to 8th level, you can choose a creature from the appropriate list below in place of one of the normal options.<\/p>\n\n\t<p>2nd (Summon Monster IV) &#8211; Seelie: Blink dog, Pegasus, Senmurv (Fiend Folio), Unicorn<br \/>Unseelie: Aranea, Howler, Redcap, young (Monster Manual <span class=caps>III<\/span>), Shadar-kai (Fiend Folio)<\/p>\n\n\t<p>4th (Summon Monster V) &#8211; Seelie: Nixie, Satyr (with pipes)<br \/>Unseelie: Joy stealer (Monster Manual IV), Shadow mastiff<\/p>\n\n\t<p>6th (Summon Monster VI) &#8211; Seelie: Pixie (can&#39;t cast Otto&#39;s irresistible dance; with sleep arrows, but not memory loss arrows), Shimmerling swarm (Monster Manual <span class=caps>III<\/span>)<br \/>Unseelie: Displacer beast, Winter wolf<\/p>\n\n\t<p>8th (Summon Monster <span class=caps>VII<\/span>) &#8211; Seelie: Lillend, Leskylor (Book of Exalted Deeds)<br \/>Unseelie: Annis, Will-o&#39;-wisp<\/p>\n\n\t<p>10th (Summon Monster <span class=caps>VIII<\/span>) &#8211; Seelie: Bearhound (Monster Manual <span class=caps>III<\/span>), Leskylor, three-headed (Book of Exalted Deeds)<br \/>Unseelie: Redcap, elder (Monster Manual <span class=caps>III<\/span>), Rejkar (Monster Manual <span class=caps>III<\/span>)<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spellcasting<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Seelie courtier, spontaneous spells (1st&#8212;3rd) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Seelie bond (immune to sleep), summon seelie ally <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Spontaneous spells (4th) <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Seelie bond (+2 against enchantments), summon seelie ally <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Spontaneous spells (5th) <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Seelie bond (speed +10 feet), summon seelie ally <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Spontaneous spells (6th) <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Seelie bond (+1 to illusion DCs), summon seelie ally <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Spontaneous spells (7th) <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Seelie bond (+1 to enchantment DCs), spontaneous spells (8th and 9th), summon seelie ally <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Mage 84<\/h5>","reference":"Usergen"},{"id":10273,"name":"Anarchic Initiate","type":"prestige","alignment":"Any chaotic.","hit_die":"6","full_text":"<div topic='titel'><p><h3>Anarchic Initiate<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any chaotic..<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>Wild Surge class feature OR Overchannel feat<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Powers Known:<\/strong> At every level, you gain additional power points per day, an increase in manifester level, and access to new powers as if you had also gained a level in whatever manifesting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one manifesting class before becoming an anarchic initiate, you must decide to which class to add each level for the purpose of determining power points per day, powers known, and manifester level.<\/p>\n\n\t<p><strong>Chaotic Surge (Su):<\/strong> You embrace the chaos that underlies both your own turbulent mind and that of reality itself. Whenever you attempt a wild surge, you can instead choose to attempt a chaotic surge. When you attempt a chaotic surge, the benefit (and potential enervation) of a standard wild surge is unchanged. In addition to these effects, whenever you attempt a wild surge, you can choose to infuse the surge with the boiling possibility of real chaos. All variable numeric effects of a power successfully manifested with a chaotic surge are altered by a variable amount.<\/p>\n\n\t<p>A character with the Overchannel feat instead of the wild surge ability can also benefit from chaotic surge. The ability functions as described above, except you can activate it when using Overchannel. The benefits of Overchannel (and the damage you take from it) are unchanged. Roll d% to determine the result, according to the following table.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>d% <\/th>\n\t\t\t<th>Result <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 01-25 <\/td>\n\t\t\t<td> None <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 26-50 <\/td>\n\t\t\t<td> Minus 50% <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 51-75 <\/td>\n\t\t\t<td> Plus 50% <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 76-100 <\/td>\n\t\t\t<td> Double <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>The variable numeric change from the chaotic surge is calculated after the power&#39;s level is adjusted for the base effect of the wild surge or Overchannel. Once the effective level of the power is determined, it is modified according to the table. A result of none means the power manifests normally (but taking into account the wild surge or Overchannel). A result of minus 50% means all variable numeric effects of the power function at half normal level, rounding down. A result of plus 50% means that all variable numeric effects of the power are increased by one-half (much as if the power had been altered with the Empower Power feat). A result of double means all variable numeric effects of the power are maximized, as if by the Maximize Power feat.<\/p>\n\n\t<p>For the purposes of feats that modify potential downsides of psychic enervation, a chaotic surge counts as a wild surge. <\/p>\n\n\t<p><strong>Anarchic Grace (Su):<\/strong> At 2nd level, you more fully accept the random nature of reality.<\/p>\n\n\t<p>Once per day, you can tap into this randomness to make your movements and posture unpredictable. This effect results in attackers having a 20% miss chance on all their attacks. Even true seeing and similar effects can&#39;t offset this ability. Activating the effect is a free action, and it lasts for a number of rounds equal to your class level. through her connection to chaos When it ends, you are automatically treated as if enervated.<\/p>\n\n\t<p><strong>Wild Surge (Su):<\/strong> As you continue to gain levels, you improve your wild surge ability. Your wild surge improves at 3rd level and again at 7th level. The number indicated on Table 2&#8212;1 is added to your current wild surge ability rating to determine the boost given to your manifester level. If you do not already have the wild surge ability, you gain it at 3rd level. This ability functions as the wilder class feature (<span class=caps>EPH<\/span> 31).<\/p>\n\n\t<p><strong>Psychic Enervation (Ex):<\/strong> At 3rd level, you gain the psychic enervation class feature (<span class=caps>EPH<\/span> 31) if you do not already have it.<\/p>\n\n\t<p><strong>Clarity of Confusion (Su):<\/strong> Starting at 4th level, you gain a +2 insight bonus on saves against compulsion effects and effects with the lawful descriptor. <\/p>\n\n\t<p><strong>Chaotic Breach, Minor (Su):<\/strong> At 6th level, you can breach reality itself, allowing the chaotic influence of Limbo to seep into reality. You can trigger a breach a number of times per day equal to your class level. Once a breach comes fully into being, it has a duration of 1 round per class level (you can dismiss it early as a free action). <\/p>\n\n\t<p>As a standard action, you can trigger a chaotic breach that takes 1d4 rounds to fully come into being, accompanied by discharges of multicolored light, wild gusts, and deep rumbling sounds. The breach occurs in a 20-foot-radius spread, the center of which you can place up to 100 feet away. Once it is placed, the spread is fixed. <\/p>\n\n\t<p>Once the breach is fully realized, all powers, psi-like abilities, spells, and spell-like abilities manifested, cast, or used in the affected radius are impeded by the chaotic energies of Limbo and have a chance to go awry. Your ability to manifest powers or use psi-like abilities is unimpeded. All other manifesters, spellcasters, or creatures must make a manifester level check or caster level check against a DC of 10 + 1\/2 your class level + the level of the attempted power or spell. <\/p>\n\n\t<p>If the check fails, roll on the table in the Wild Magic section (<span class=caps>DMG<\/span> 149) to determine the outcome of the effect. The table only references spells, but powers are affected in the same way. Exceptions include references to a spell not being expended (power points are not expended, instead) or to material components not being expended (since powers do not have components).<\/p>\n\n\t<p><strong>Postpone Enervation:<\/strong> At 8th level, you discover that cause and effect are bound less tightly then you had realized. You gain the Postpone Enervation feat (page 57) as a bonus feat.<\/p>\n\n\t<p><strong>Chaotic Breach, Complete (Su):<\/strong> At 10th level, you can completely pierce reality and punch a hole into the outer plane of Limbo once per day. As with a minor chaotic breach, you can trigger the breach as a  standard action; it takes 1d4 rounds to fully come into being. Once a breach comes fully into being, it has a duration of 1 round per class level (you can dismiss it early as a free action). <\/p>\n\n\t<p>When a complete breach occurs, it rips a hole in reality. The hole takes the shape of a 10-foot-radius sphere in the center of a 50-foot-radius spread (the same radius as a minor breach) on both affected planes. This larger area exists on both affected planes and contains the traits of both affected planes. The hole at the center is an open portal between the planes, where creatures from either plane can move through the breach at will.<\/p>\n\n\t<p>If you choose to form the breach directly on a creature, the creature must make a Will save (DC 10 +1\/2 your class level + your Cha modifier). On a successful save, the breach forms normally 1d4 rounds later (and with enough warning for the creature to move away from the rift). On a failed save, the breach doesn&#39;t form at all; instead, the subject is pushed bodily through into Limbo. Unless the creature has a method of returning, it is marooned in the chaotic realm of Limbo.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t\t<th>Manifesting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Chaotic surge <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Anarchic grace <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Wild surge +1, psychic enervation <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Clarity of confusion <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Chaotic breach, minor <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Wild surge +2 <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Postpone Enervation <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Chaotic breach, complete <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Psionic 17<\/h5>","reference":"Usergen"},{"id":10274,"name":"Ebon Saint","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Ebon Saint<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Psionics:<\/strong> Must have a power point reserve of at least 1 power point. <br \/><strong>Special:<\/strong> Sneak attack +1d6 or psionic sneak attack +1d6.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Powers Known<\/strong>: At every level above 1st level, you gain additional power points per day, an increase in manifester level, and access to new powers as if you had also gained a level in whatever manifesting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one manifesting class before becoming an ebon saint, you must decide to which class to add each level for the purpose of determining power points per day, powers known, and manifester level.<\/p>\n\n\t<p><strong>Dire Strike (Ex)<\/strong>: Ebon saints are trained at infiltration and gathering of information through subversive means. If you study a creature for 1 round and then make a successful sneak attack against that creature, you gain an insight into that creature&#39;s abilities. <\/p>\n\n\t<p>For the rest of that encounter, you gain a bonus on attack rolls made against that creature equal to your ebon saint level. You also gain a dodge bonus to AC against that creature&#39;s attacks equal to one-half your class level, rounding down (minimum 1). In addition, a creature you have used dire strike against is subject to dire augments that are unique to the ebon saint class.<\/p>\n\n\t<p>Once you have completed your round of study, you must make your dire strike attempt within the next 3 rounds. If you do not, you must spend another round studying your target before you can attempt a dire strike. You cannot use a dire strike against an unconscious opponent. As with a sneak attack, you can deal nonlethal damage with a dire strike, which becomes important when you master the disappear from the mind ability. <\/p>\n\n\t<p><strong>Shadowfriend (Ex)<\/strong>: While you are psionically focused, you gain an enhancement bonus on Hide checks and Move Silently checks equal to your class level.<\/p>\n\n\t<p>Dire Augments: An ebon saint gains dire augments that function much as the lurk class feature does (see page 14). While a lurk&#39;s abilities cover a spread of options, however, you have dedicated yourself to the art of infiltration and espionage.<\/p>\n\n\t<p>Using a dire augment is a swift action. You can spend a number of power points less than or equal to your character level on a single attack. You can use your dire augments a number of times per day equal to 3 + your ebon saint level. In addition, you can only use your dire augments to modify a dire strike attack, not a normal sneak attack.<\/p>\n\n\t<p>At 3rd level, you can combine any two of your dire augments in a single dire strike (as a single swift action), provided you can pay the power point cost of each ability. At 5th level, you can combine any three of your dire augments in a single dire strike, provided you can pay the power point cost of each ability.<\/p>\n\n\t<p><em>Thought Theft (Su)<\/em>: Beginning at 2nd level, you can gain insight into any hazards you will encounter in the near future that your victim is aware of. If your dire strike is successful, you can access the creature&#39;s mind in a manner similar to the <em>read thoughts<\/em> power (<span class=caps>EPH<\/span> 128). The information you ascertain is the nature of any hazards the creature is aware of within 50 feet. Hazards include traps, enemies, and other obstacles intended to impede you or cause you harm. You become aware of these hazards in only the most general sense. You might learn, for example, that a trap lies 30 feet down a corridor from your victim, but not the nature of the trap or how to bypass it. You might also learn that a patrol of four guards comes down the corridor every few minutes, but not the race or weaponry of each of the guards.<\/p>\n\n\t<p>The creature can attempt a Will save (DC 10 + 1\/2 your character level + your Int modifier) to resist the thought theft. Using this augment costs 3 power points. For every 2 additional power points you spend, the save DC of the ability increases by 1.<\/p>\n\n\t<p><em>Mind Interrogation (Su)<\/em>: Beginning at 3rd level, you gain the ability to steal specific important information directly from the mind of the victim of one of your dire strikes. When you make a successful dire strike against a foe that deals damage, you can visualize one question in your mind and spend 4 power points. If your victim knows the answer to the question, you immediately know the answer as well.<\/p>\n\n\t<p><em>Steal Form (Su)<\/em>: At 4th level, you learn the pinnacle of successful infiltration: You can become the victims of your dire strikes. If you make a successful dire strike attack and spend 5 power points, you can shift your form into that of your victim as a full-round action, as if using an <em>alter self<\/em> spell (PH 197) cast by a spellcaster of your ebon saint level.<\/p>\n\n\t<p>You can shift back into your own form with another full-round action; doing so does not require an expenditure of power points. You can also shift back into the form of your victim again at any time during the next 24 hours by spending 5 more power points. You only have a total time of 50 minutes to use your victim&#39;s form, but you can spread that time out over the 24-hour period. Once 24 hours have elapsed, you can no longer access the victim&#39;s form unless you seek out that creature and perform another successful dire strike against it (if it is still alive). You are subject to the same limitations as described in the alter self spell when using this ability. You can &quot;collect&quot; a total number of five forms in a given 24-hour period that you can use, although you must pay power points separately for each one and you must still successfully use dire strike against each victim.<\/p>\n\n\t<p><em>Disappear from the Mind (Su)<\/em>: At 5th level, you master the art of disappearing right in front of your victim. When you make a successful dire strike attack that deals nonlethal damage, you can spend 5 power points to erase your presence from the victim&#39;s mind. This works as the <em>cloud mind<\/em> power. Your victim can attempt a Will save (DC 10 + 1\/2 your character level + your Int modifier) to resist the effect. If you have dealt lethal damage to your victim within the previous 24 hours, you cannot use this ability against that target. If you deal lethal damage to the target at any point after using this ability successfully, it remembers everything about this encounter.<\/p>\n\n\t<p>You must remove yourself from the victim&#39;s line of sight within 1 round of using this power, or the creature remembers everything. You must remain out of sight for at least 1 minute; once this time has passed, the creature treats you as if the previous encounter never happened if you again expose yourself to its line of sight.<\/p>\n\n\t<p><strong>Sneak Attack (Ex<\/strong>): At 3rd level, the damage you deal on a sneak attack improves by 1d6 points. If you have the psionic sneak attack class feature, that ability improves instead. If you have both sneak attack and psionic sneak attack, choose one or the other to improve.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t\t<th>Manifesting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Dire strike, shadowfriend <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Thought theft <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Mind interrogation, sneak attack +1d6 <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Steal form <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Disappear from the mind <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Psionic 22<\/h5>","reference":"Usergen"},{"id":10275,"name":"Ectopic Adept","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Ectopic Adept<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Powers<\/strong>: Must be able to manifest the <em>astral construct<\/em> power.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Manifesting<\/strong>: At each level beyond 1st, you gain new power points per day and an increase in manifester level (and powers known, if applicable) as if you had also gained a level in a manifesting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one manifesting class before becoming an ectopic adept, you must decide to which class to add each level for the purpose of determining power points per day, manifester level, and powers known.<\/p>\n\n\t<p><strong>Resilient Construct (Su)<\/strong>: Calling on your knowledge of sculpture and form, you can craft more resilient astral constructs. Any construct you create with the astral construct power has 2d6 temporary hit points that last for the duration of the astral construct power.<\/p>\n\n\t<p>Your astral constructs no longer gain the benefit of this ability if you do not have a number of ranks in Craft (sculpting) equal to or greater than your manifester level.<\/p>\n\n\t<p><strong>Ectopic Form<\/strong>: At 2nd level and 4th level, you gain Ectopic Form (page 50) as a bonus feat.<\/p>\n\n\t<p><strong>Rapid Creation (Ex)<\/strong>: Calling on your knowledge of sculpture and form, at 3rd level you can manifest astral construct as a standard action once per day for every class level you have.<\/p>\n\n\t<p>You lose access to this ability if you do not have a number of ranks in Craft (sculpting) equal to or greater than your manifester level.<\/p>\n\n\t<p><strong>Double Creation (Su)<\/strong>: At 5th level, you become able to better manipulate the complex strands of ectoplasm that comprise your astral constructs. Once per day, you can manifest astral construct a second time while a construct you have created still exists. (Before you attain 5th level, you can have only one astral construct created at a time.)<\/p>\n\n\t<p>You lose access to this ability if you do not have a number of ranks in Craft (sculpting) equal to or greater than your manifester level.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t\t<th>Manifesting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Resilient construct <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Ectopic Form (any) <\/td>\n\t\t\t<td> 1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Rapid creation <\/td>\n\t\t\t<td> 1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Ectopic Form (any) <\/td>\n\t\t\t<td> 1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Double creation <\/td>\n\t\t\t<td> 1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Psionic 26<\/h5>","reference":"Usergen"},{"id":10276,"name":"Flayerspawn Psychic","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Flayerspawn Psychic<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Powers<\/strong>: Ability to manifest <em>psionic charm<\/em>. <br \/><strong>Language<\/strong>: Undercommon.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Manifesting<\/strong>: At each level indicated on the table, you gain additional power points per day, an increase in manifester level, and access to new powers as if you had also gained a level in a manifesting class to which you belonged before you added the prestige class. If you had more than one manifesting class before becoming a flayerspawn psychic, you must decide to which class to add each level for the purpose of determining power points per day, manifester level, and powers known.<\/p>\n\n\t<p><strong>Illithid Blast (Su)<\/strong>: At 1st level, you gain the Illithid Blast feat. As a flayerspawn psychic, you gain some additional benefits from taking this feat. As described on page 61, you can channel power points into a mind blast as a standard action. The blast stuns everyone who fails a Will save within a 15-foot cone for 1d4 rounds. As you gain levels in this prestige class, the uses per day, size of the cone, and the number of rounds for which you can stun foes increases.<\/p>\n\n\t<p>At 6th level, your mind blast produces a 30-foot cone that stuns foes for 2d4 rounds.<\/p>\n\n\t<p>At 10th level, your mind blast produces a 60-foot cone that stuns foes for 3d4 rounds.<\/p>\n\n\t<p><strong>Illithid Feat<\/strong>: At 2nd, 4th, and 8th level, you gain a bonus illithid feat. Choose any illithid feat for which you qualify. Illithid feats are described on page 61 of this book.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t\t<th>Manifesting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Illithid Blast (15-ft. cone, stun 1d4 rounds) <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Illithid feat <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Illithid Blast 2\/day <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Illithid feat <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Illithid Blast 3\/day <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Illithid Blast (30-ft. cone, stun 2d4 rounds) <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Illithid Blast 4\/day <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Illithid feat <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Illithid Blast 5\/day <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Illithid Blast (60-ft. cone, stun 3d4 rounds) <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Psionic 30<\/h5>","reference":"Usergen"},{"id":10277,"name":"Illumine Soul","type":"prestige","alignment":"Any non-evil.","hit_die":"10","full_text":"<div topic='titel'><p><h3>Illumine Soul<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any non-evil..<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Mind blade, psychic strike +1d8.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Positive Energy Conduit (Su)<\/strong>: At 1st level, you forge a permanent link with the Positive Energy Plane that charges your psychic strike with positive energy. This link allows you to deal damage to undead (both intelligent and mindless) using your psychic strike.<\/p>\n\n\t<p><strong>Improved Mind Blade (Ex)<\/strong>: You add your illumine soul levels to your levels in the soulknife class to determine your mind blade&#39;s enhancement bonus on attack rolls and damage rolls and the mind blade enhancement class feature you have as a soulknife. In addition, you can add ghost touch to the list of weapon special abilities you can choose from (<span class=caps>EPH<\/span> 29). <\/p>\n\n\t<p><strong>Psychic Strike (Su)<\/strong>: This ability functions like the soulknife ability of the same name. The extra damage dealt increases by 1d8 points at 1st and 4th levels. The bonuses on damage stack with psychic strike bonuses from your soulknife class levels.<\/p>\n\n\t<p><strong>Positive Energy Ray (Ps)<\/strong>: At 2nd level, you can project a ray of positive energy from your mind blade that deals damage (on a successful ranged touch attack) to any undead creature within 60 feet that it strikes. It takes a standard action to project a positive energy ray, and the ray deals 2d6 points of damage for every class level you have. You can project such a ray a number of times per day equal to your illumine soul class level.<\/p>\n\n\t<p><strong>Death Ward (Ps)<\/strong>: When you expend your psionic focus, you gain protection against the powers of undeath for 1 minute. While enjoying this protection, you are immune to all magical and psionic death effects, energy drain, and any negative energy effects. This ability doesn&#39;t remove negative levels that you have already gained, nor does it affect the saving throw you must make 24 hours after gaining a negative level.<\/p>\n\n\t<p><strong>Undead Mind Bane (Su)<\/strong>: At 3rd level, your mind blade becomes permanently enhanced with the undead bane weapon special ability (<span class=caps>DMG<\/span> 224). This weapon enhancement remains constant, despite any other changes or modifications you might make to your mind blade (for instance, using the mind blade enhancement ability of the soulknife).<\/p>\n\n\t<p><strong>Positive Energy Healing (Su)<\/strong>: When you reach 4th level, your connection with the Positive Energy Plane provides you with a healing ability that you can use on yourself once per day. This healing kicks in automatically (without any action on your part) on the first occasion in a 24-hour span when your hit points drop to 0 or lower. When this occurs, a flood of positive energy discharges through the conduit you maintain with the Positive Energy Plane and instantly heals 5d8+5 points of damage. This healing is timely enough to keep you alive if the amount of damage you just took was otherwise enough to kill you, assuming that the healing you receive leaves your current hit points at \u20139 or higher.<\/p>\n\n\t<p><strong>Positive Energy Flare (Ps)<\/strong>: Upon reaching 5th level, you can take a standard action and expend your psionic focus to radiate positive energy that deals damage to all undead within 30 feet of you. You deal 2d6 points of damage for every class level you have to all undead within range. The affected undead get a Will save (DC 10 + your illumine soul level + Cha modifier) for half damage.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Positive energy conduit, improved mind blade, psychic strike +1d8 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Positive energy ray<\/em>, <em>death ward<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Undead mind bane <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Positive energy healing, psychic strike +2d8 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Positive energy flare<\/em> <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Psionic 33<\/h5>","reference":"Usergen"},{"id":10278,"name":"Soulbow","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Soulbow<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Throw mind blade class feature.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Mind Arrow (Su)<\/strong>: As a free action, you can create a semisolid arrow composed of psychic energy distilled from your mind. If your base attack bonus is high enough to grant you multiple attacks, you can create multiple mind arrows as part of an attack. You must have one hand free to create and project a mind arrow. <\/p>\n\n\t<p>The bolt is identical in all ways (except visually) to an arrow shot from a composite longbow. For instance, a Medium soulbow materializes an arrow that speeds toward the specified target, and if it hits, deals 1d8 points of damage (crit \u00d73) plus extra damage equal to the soulbow&#39;s Wisdom modifer. Soulbows who are smaller or larger than Medium create mind arrows identical to arrows shot from composite longbows appropriate for their size, with a corresponding change to the arrow&#39;s damage (see Table 7&#8212;4 and Table 7&#8212;5 in the <em>Player&#39;s Handbook<\/em>). You gain the usual benefit to your attack roll from a high Dexterity bonus.<\/p>\n\n\t<p>Whether a mind arrow hits or misses, it dissipates 1 round after being shot. A mind arrow is considered a magic weapon for the purpose of overcoming damage  deduction. A mind arrow can be charged with a psychic strike as if it were a mind blade. If a soulbow has enough soulknife levels to have the knife to the soul ability, that ability also applies to her mind arrows. <\/p>\n\n\t<p>You can use feats such as Point Blank Shot or Precise Shot in conjunction with a mind arrow (see bonus feats provided by the class for further guidance). You can also choose mind arrow for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade. Any feats previously requiring specific weapon choice (such as Weapon Specialization) for your mind blade also apply to your mind arrow, if applicable.<\/p>\n\n\t<p>Your mind arrows improve as you gain higher levels. At 3rd level, a mind arrow gains a +1 enhancement bonus on attack rolls and damage rolls, and at 7th level the bonus improves to +2. These enhancement bonuses stack with previous enhancement bonuses gained earlier for your soulknife class levels. Likewise, these enhancement bonuses also improve your soulknife base attack bonus. If your return to your soulknife class progression, these mind arrow enhancement bonuses on attack and damage are cumulative bonuses on top of any new enhancement bonuses gained, and they benefit both your mind blade and mind arrows.<\/p>\n\n\t<p>Even in places where psionic effects do not normally func- tion (such as within a _null psionics <em>field<\/em>), you can attempt to attack foes with mind arrows by making a DC 20 Will save. On a successful save, you can freely produce mind arrows for a number of rounds equal to your class level before you need to check again. On an unsuccessful attempt, you must wait 1 round before trying again while you remain within the psionics-negating effect.<\/p>\n\n\t<p><strong>Bonus Feat<\/strong>: At 1st level, you can choose a bonus feat from the following list: Far Shot, Precise Shot, Psionic Shot. Greater Psionic Shot, Fell Shot, Rapid Shot, Manyshot, Greater Manyshot, Shot on the Run, Improved Precise Shot, and Mounted Archery. You must meet the prerequisites for the feat as normal. Feats that grant additional attacks, such as Rapid Shot, allow you to create additional semisolid arrows of psychic energy as needed to make additional attacks.<\/p>\n\n\t<p>The list of potential bonus feats can be expanded by the DM to include any feats from other supplements that improved ranged attacks. For instance, if your game makes use of Com- plete Warrior, this list might also include Improved Mounted Archer, Improved Rapid Shot, Ranged Disarm, Ranged Pin (in which case the mind arrow persists until the pinned character breaks the pin), Ranged Sunder, Sharp Shooting, and Zen Archery.<\/p>\n\n\t<p>Choose another bonus feat from the list at 3rd, 5th, 7th, and 9th level.<\/p>\n\n\t<p><strong>Mind Arrow Enhancement (Su)<\/strong>: At 2nd level, you can enhance your mind arrows with ranged special abilities. Choose any one of the weapon special abilities on the table below that has an enhancement bonus value of +1. From now on, mind arrows you produce as part of an attack possess that special ability.<\/p>\n\n\t<p>At every four levels beyond 2nd (6th and 10th), the value of the enhancement you can add to your mind arrow improves to +2 and +3, respectively. You can choose any combination of weapon special abilities that does not exceed the total allowed by your soulbow level.<\/p>\n\n\t<p>The special ability provided by this class feature does not stack with the soulknife&#39;s mind blade enhancement ability.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Ranged Weapon Special Ability <\/th>\n\t\t\t<th>Bonus Value <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Bane <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Bane <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Distance <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Flaming <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Frost <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Lucky <sup>1<\/sup> <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Merciful <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Psychokinetic <sup>1<\/sup> <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Returning <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Seeking <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Shock <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Anarchic <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Collision <sup>1<\/sup> <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Flaming burst <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Psychokinetic burst <sup>1<\/sup> <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Psibane <sup>1<\/sup> <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Shocking burst <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Suppression <sup>1<\/sup> <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Wounding <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Dislocator <sup>1<\/sup> <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Speed <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td colspan=2><sup>1<\/sup> These abilities are described in <em>Expanded Psionics Handbook<\/em> beginning on page 165. All other ranged weapon special abilities are described in the <em>Dungeon Master&#39;s Guide<\/em>. <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>You can reassign the ability or abilities you have chosen for your mind arrows. To do so, you must spend 8 hours in concentration. After that period, all subsequent mind arrows you produce as part of an attack action possess the new ability or abilities selected by you.<\/p>\n\n\t<p><strong>Close Combat Shot<\/strong>: At 4th level, you can attack with your mind arrow while in a threatened square and not provoke attacks of opportunity.<\/p>\n\n\t<p><strong>Phase Arrow (Ps)<\/strong>: At 8th level, you can take a full attack action (in lieu of your regular attacks) to expend your psionic focus and launch a mind arrow at a target known to you within range. The mind arrow travels to the target in a straight path, passing through any nonmagical or nonpsionic barrier or wall on its way. (A <em>wall of force<\/em>, <em>wall of fire<\/em>, <em>wall of ectoplasm<\/em>, or the like stops a mind arrow.) This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Mind arrow, bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Mind arrow enhancement (+1 bonus equivalent ability) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 mind arrow, bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Close combat shot <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Mind arrow enhancement (+2 bonus equivalent ability) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 mind arrow, bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <em>Phase arrow<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Mind arrow enhancement (+3 bonus equivalent ability) <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Psionic 36<\/h5>","reference":"Usergen"},{"id":10279,"name":"Storm Disciple","type":"prestige","alignment":"Any chaotic.","hit_die":"10","full_text":"<div topic='titel'><p><h3>Storm Disciple<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any chaotic..<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Energy mantle or Natural World mantle.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Manifesting<\/strong>: At 2nd, 3rd, and 4th levels, you gain additional power points per day, an increase in manifester level, and access to new powers as if you had also gained a level in a manifesting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one manifesting class before becoming a storm disciple, you must decide to which class to which class to add each level for the purpose of determining power points per day, manifester level, and powers known.<\/p>\n\n\t<p><strong>Shocking Aura (Ex)<\/strong>: At 1st level, you gain a special aura that is always active. You and allies within your aura deal an extra 1 point of electricity damage on weapon damage rolls. The area affected by this aura increases as you gain levels as shown on Table 2&#8212;7.<\/p>\n\n\t<p><strong>Resistance to Electricity (Ex)<\/strong>: As you gain levels in this prestige class, you become increasingly resistant to electrical energy, gaining resistance to electricity in the amount shown on Table 2&#8212;7.<\/p>\n\n\t<p><strong>Stormwalker (Ex)<\/strong>: At 3rd level, you and your mount (if any) can walk or ride through natural or magical storms at your regular speed, completely unaffected by high winds (including magically or psionically created high winds), pounding precipitation or waves, objects driven by the wind (which always seem to miss you), great claps of thunder, natural bolts of lightning, or any other natural storm phenomena.<\/p>\n\n\t<p><strong>Thunderblade (Su)<\/strong>: At 5th level, your weapon gains the thundering special ability (<span class=caps>DMG<\/span> 225).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t\t<th>Manifesting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Shocking aura 5 ft. <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Resistance to electricity 5 <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Shocking aura 10 ft., stormwalker <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Resistance to electricity 15 <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Shocking aura 15 ft., thunderblade <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Psionic 40<\/h5>","reference":"Usergen"},{"id":10280,"name":"Zerth Cenobite","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Zerth Cenobite<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Manifesting<\/strong>: Power point reserve of at least 2. <br \/><strong>Special<\/strong>: Still mind class feature.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Power Points\/Day<\/strong>: You can manifest powers. Your ability to manifest powers is limited by the power points you have available. Your base daily allotment of power points is given on Table 2&#8212;8. In addition,  you receive bonus power points per day if you have a high Wisdom score (see Table 2&#8212;1: Ability Modifiers and Bonus Power Points, <span class=caps>EPH<\/span> 18). Your race might provide bonus power points per day, as might certain feats and items. If you have power points from a different class, those points are pooled and can be used to manifest powers from either class. <\/p>\n\n\t<p><strong>Powers Known<\/strong>: You choose your powers from the psychic warrior power list. At 1st level, you know one psychic warrior power of your choice. Each time you attain a new level, you learn one new power. You can manifest any power that has a power point cost equal to or lower than your manifester level.<\/p>\n\n\t<p>The total number of powers you can manifest per day is limited only by your daily power points. <\/p>\n\n\t<p>You simply know your powers; they are ingrained in your mind. You do not need to prepare them (in the way that some spellcasters prepare their spells), though you must get a good night&#39;s sleep each day to regain all your spent power points.<\/p>\n\n\t<p>The Difficulty Class for saving throws against zerth cenobite powers is 10 + the power&#39;s level + the zerth cenobite&#39;s Wis modifier. For example, the saving throw against a 2nd-level power has a DC of 12 + Wis modifier.<\/p>\n\n\t<p><strong>Maximum Power Level Known<\/strong>: You gain the ability to learn one 1st-level power when you take your first level in the prestige class. You attain the ability to master more complex powers at 4th, 7th, and 10th level. <\/p>\n\n\t<p>To learn or manifest a power, you must have a Wisdom score of at least 10 + the power&#39;s level. For example, a zerth cenobite with a Wisdom score of 13 can manifest powers of 3rd level or lower.<\/p>\n\n\t<p><strong>Monk Abilities<\/strong>: Your zerth cenobite class levels stack with your monk levels for the purpose of determining your unarmed damage, bonus to Armor Class, and unarmored speed. Your class levels do not apply to other monk abilities, such as flurry of blows, slow fall, and so on. A monk who becomes a zerth cenobite can continue advancing as a monk.<\/p>\n\n\t<p><strong>Temporal Distillation (Su)<\/strong>: Once per day, you are able to enter another time frame, moving much more quickly than other creatures around you. This concentrated burst of time essence allows you to take an additional move action during your turn.<\/p>\n\n\t<p>At 5th level, you are able to accomplish even more during the accelerated period, and can instead take an additional standard action (or move action) during your turn. <\/p>\n\n\t<p>At 10th level, you have gained further mastery of that moment in time, and can take an additional full-round action (or a move action and a standard action) during your turn.<\/p>\n\n\t<p><strong>Backslip (Ps)<\/strong>: At 2nd level, your mental mastery of temporal flow grows sufficiently large that you can gaze a few instants into the past. Using that knowledge, you can then slightly alter events that have just occurred. Once per day as an immediate action, you can reroll one roll that you have made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it&#39;s worse than the original roll.<\/p>\n\n\t<p>At 6th level, you can use backslip twice per day.<\/p>\n\n\t<p><strong>Timeless Step (Ps)<\/strong>: Once per day as a standard action at 3rd level and higher, you can step forward in time a number of rounds equal to or less than your Wisdom modifier (always into the future, never into the past). In effect, you seem to disappear, then reappear the appropriate number of rounds later. You reappear in the same orientation and condition as before. For you, no time has passed at all.<\/p>\n\n\t<p>If the space from which you departed is occupied upon your return to the time stream, you appear in the closest unoccupied space, still in your original orientation. Determine the closest space randomly if necessary.<\/p>\n\n\t<p><strong>Precognition (Ps)<\/strong>: Once per day at 4th level and higher, you can glimpse fragments of potential future events. This imperfect foreknowledge is good enough to grant you a +2 insight bonus that you can apply to an attack roll, a damage roll, a saving throw, or a skill check. You can elect to apply the bonus to the roll after you determine that your unmodified roll is lower than desired.<\/p>\n\n\t<p>At 7th level, you can trigger your precognitive ability twice per day.<\/p>\n\n\t<p><strong>Temporal Strike (Ps)<\/strong>: At 8th level and higher, once per day, when you damage a foe  with your unarmed attack, you can attempt to send that foe reeling through the continuum of time. Declaring a temporal strike is a swift action that follows a successful melee attack. The target of the strike must make a Will saving throw (DC 10 + 1\/2 your character level + your Wis modifier). If your foe fails his saving throw, he is hurled forward in time in addition to taking damage normally.<\/p>\n\n\t<p>The subject is propelled 10 rounds forward in time by the violence of the strike. In effect, the subject seems to disappear through a hole punched in space, then reappears 10 rounds later. The subject reappears in the same orientation and condition as before. From the subject&#39;s point of view, no time has passed at all.<\/p>\n\n\t<p>In each round following the strike before the subject falls back into the time stream, on what would have been the subject&#39;s turn, it can attempt a DC 15 Wisdom check. Success allows the subject to return. The subject can act normally on its next turn after returning to the time stream.<\/p>\n\n\t<p>If the space from which the subject departed is occupied upon its return to the time stream, it appears in the closest unoccupied space, still in his original orientation. Determine the closest space randomly if necessary.<\/p>\n\n\t<p><strong>Precognitive Surge (Ps)<\/strong>: At 9th level, you gain a powerful sixth sense that can be called upon once per day. This extraordinary precognition grants an insight bonus equal to your combined monk and zerth cenobite levels (maximum +25) on any single attack roll, opposed ability check or skill check, or saving throw. Alternatively, you can apply the insight bonus to your AC against a single attack (even if you are flat-footed). Activating this ability is an immediate action. You must choose to use a <em>precognitive surge<\/em> before you make the roll it is to modify.<\/p>\n\n\t<p><strong>Timeless Body (Ps)<\/strong>: When you reach 10th level, once per day as a standard action your body can shift its biological processes to a static time stream where no time passes. While <em>timeless body<\/em> is active, you ignore all harmful (and helpful) effects, beginning when you trigger this power and ending at the end of your next turn. While in this state, you are invulnerable to all attacks and powers.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t\t<th>Power Points per Day <\/th>\n\t\t\t<th>Powers Known <\/th>\n\t\t\t<th>Maximum Power Level Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Monk abilities, temporal distillation (move action) <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Backslip 1\/day <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Timeless step <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2nd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Precognition 1\/day <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2nd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Temporal distillation (standard action) <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2nd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Backslip 2\/day <\/td>\n\t\t\t<td> 11 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Precognition 2\/day <\/td>\n\t\t\t<td> 15 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Temporal strike <\/td>\n\t\t\t<td> 19 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Precognitive surge <\/td>\n\t\t\t<td> 23 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Temporal distillation (full-round action), timeless body <\/td>\n\t\t\t<td> 27 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4th <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Psionic 43<\/h5>","reference":"Usergen"},{"id":10281,"name":"Black Blood Cultist","type":"prestige","alignment":"Chaotic evil, chaotic neutral, or neutral evil","hit_die":"12","full_text":"<div topic='titel'><p><h3>Black Blood Cultist<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 12.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Chaotic evil, chaotic neutral, or neutral evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Ability to rage.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Feral Rage (Ex):<\/strong> Black Blood cultist class levels stack with barbarian levels for purposes of determining your rage ability. Thus, an 8th-level barbarian\/4th-level Black Blood cultist can use greater rage four times per day, just as a 12th-level barbarian could.<\/p>\n\n\t<p>Black Blood cultists strengthen their fingers and toughen their nails with special training. As a result, when raging, you gain two claw attacks at your highest base attack bonus. Each claw deals 1d6 points of damage plus your Strength modifier. You can use a one-handed weapon and a claw, but when doing so the claw counts as a secondary weapon (adding only half your Strength  bonus to damage, and with a &#8212;5 modifier on the attack roll).<\/p>\n\n\t<p>At 3rd level, you gain a bite attack when raging in addition to your two claw attacks. The claws are still your primary weapons and the bite is your secondary weapon. The bite deals 1d4 points of damage plus half your Strength modifier. You can use a two-handed weapon with your bite as a secondary attack, or you can use a one-handed weapon with your claw and bite as secondary attacks.<\/p>\n\n\t<p>At 6th level and higher, whenever you hit with both of your claw attacks during a rage, you rend your opponent&#39;s flesh, automatically dealing double claw damage in addition to normal damage.<\/p>\n\n\t<p><strong>Improved Grapple:<\/strong> At 2nd level, you gain the Improved Grapple feat even if you do not meet the prerequisites for it.<\/p>\n\n\t<p><strong>Damage Reduction (Ex):<\/strong> At 4th level and at 9th level, you gain damage reduction, which stacks with damage reduction from other sources. Silvered weapons ignore the damage reduction granted by levels in this prestige class.<\/p>\n\n\t<p><strong>Scent (Ex):<\/strong> At 4th level, you gain the scent ability.<\/p>\n\n\t<p><strong>Stranglehold:<\/strong> At 5th level, you learn to snap the necks of fallen enemies, allowing you to administer a coup de grace with your bite attack as a move action.<\/p>\n\n\t<p><strong>Improved Natural Attacks:<\/strong> At 7th level, your natural attacks become even more deadly. Your claw attacks now deal 1d8 points of damage and your bite attack deals 1d6 points.<\/p>\n\n\t<p><strong>Savage Grapple:<\/strong> Starting at 8th level, you deal damage as if you had hit with all your natural weapons (including rend, if you are raging) on a successful grapple check.<\/p>\n\n\t<p><strong>Feral Form:<\/strong> By 10th level, you have gained great control over your bestial nature. You can now use your claw, bite, and rend attacks even when you are not raging.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Feral rage (claws), damage reduction 1\/silver <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Improved grapple <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Feral rage (bite) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Scent, DR 3\/silver <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Stranglehold <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Feral rage (rend) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Improved natural attacks <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Savage grapple <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> DR 5\/silver <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Feral form <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Champions of Ruin 44<\/h5>","reference":"Usergen"},{"id":10282,"name":"Justice of Weald and Woe","type":"prestige","alignment":"Any","hit_die":"8","full_text":"<div topic='titel'><p><h3>Justice of Weald and Woe<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> You gain no proficiency with any weapon, armor, or shield.<\/p>\n\n\t<p><strong>Spellcasting:<\/strong> You gain spells according to the table below. You do not gain new spells in any other spellcasting classes that you might have had before you took this prestige class, but you can still cast spells from your previous class. You can only choose spells from the justice spell list; justices use their Wisdom modifier for calculating bonus spells and spell DCs.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th colspan=5>Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Bonus Feats:<\/strong> At 2nd and 8th levels, you gain a bonus archery feat. When you gain a new bonus feat, you must choose from the following list: Deflect Arrows, Far Shot, Improved Critical (longbow), Improved Precise Shot, Manyshot, Mounted Archery, Precise Shot, Rapid Shot, Shot on the Run, Snatch Arrows, Weapon Specialization (longbow only), Greater Weapon Focus (longbow only), Greater Weapon Specialization (longbow only). You must meet all prerequisites for a bonus feat. Use your justice level when determining whether you meet a prerequisite of a minimum fighter level. For example, a ranger 8\/justice 8 would meet the requirement for Greater Weapon Focus (fighter level 8th), but not Greater Weapon Specialization (fighter level 12th).<\/p>\n\n\t<p><strong>Woodland Stride (Ex):<\/strong> At 2nd level, you can move through any sort of undergrowth, as the druid ability described on page 36 of the Player&#39;s Handbook.<\/p>\n\n\t<p><strong>Sneak Attack (Ex):<\/strong> Beginning at 3rd and 7th level, you deal an extra 1d6 points of damage when striking an opponent when the opponent is denied a Dexterity bonus to armor class, such as when it is surprised and flat-footed, or when you attack from a flanking position, as the sneak attack ability of rogues. Your damage dice stack with any sneak attack damage dice you might have gained from a previous class.<\/p>\n\n\t<p><strong>Lucky Shot (Su):<\/strong> At 4th level and higher, once per day as a free action, you can gain a +10 insight bonus to one attack roll with your longbow. You must declare the use of this ability before rolling the die.<\/p>\n\n\t<p><strong>Trackless Step (Ex):<\/strong> At 4th level and higher, you leave no trail in natural surroundings and cannot be tracked. You can leave a trail on purpose if you so desire.<\/p>\n\n\t<p><strong>Poison Use (Ex):<\/strong> At 5th level, you learn to create and\/or extract natural poisons and apply them to your weapons without any danger of harming yourself.<\/p>\n\n\t<p><strong>Steady Hand (Ex):<\/strong> At 6th level, you become able to fire your personal longbow in melee combat without provoking attacks of opportunity. You only gain the benefit of this special ability when wearing light or no armor.<\/p>\n\n\t<p><strong>Hide in Plain Sight (Ex):<\/strong> At 9th level, you gain the ability to hide in plain sight, as the ranger ability described on page 48 of the Player&#39;s Handbook.<\/p>\n\n\t<p><strong>Death Attack (Ex):<\/strong> At 10th level, you gain the ability to study your victim for 3 rounds and then make a sneak attack with a longbow that, if it successfully deals damage, has the additional effect of possibly either paralyzing or killing the target (your choice). While studying the victim, you can undertake other actions so long as your attention stays focused on the target and the target does not detect you or recognize you as an enemy. If the victim of such an attack fails a Fortitude save (DC 20 + your Int modifier) against the kill effect, it dies. If the saving throw fails against the paralysis effect, the target is rendered helpless and unable to act for 1d6+10 rounds. If the target&#39;s saving throw succeeds, the attack is just a normal sneak attack. Once you have completed the 3 rounds of study, you must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if you do not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before you can attempt another death attack.<\/p>\n\n\t<p><strong>Poison Immunity (Ex):<\/strong> At 10th level, you gain immunity to all natural poisons and animal venoms. This ability differs from the druid ability of the same name, in that it only applies to poisons derived from natural plants or fungi, or from animal or vermin venoms, not to all poisons, such as venoms from celestial animals or outsiders, or poisons derived from minerals or magic.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th colspan=4>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Spells <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Bonus feat, woodland stride <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sneak attack +1d6 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Lucky shot, trackless step <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Poison use <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Steady hand <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sneak attack +2d6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Hide in plain sight <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Death attack, immunity to poison <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Champions of Ruin 48<\/h5>","reference":"Usergen"},{"id":10283,"name":"Night Mask Deathbringer","type":"prestige","alignment":"Any evil","hit_die":"6","full_text":"<div topic='titel'><p><h3>Night Mask Deathbringer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 8.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Evasion and uncanny dodge class features.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Creature of Darkness (Ex):<\/strong> Animals can sense the death in you, causing them to fear your presence. As a result, all animals except for bats, rats, and wolves have their initial attitudes moved down one category when you first approach them. In addition, you take a &#8212;2 penalty on all Ride checks due to the beast&#39;s inherent nervousness at your presence.<\/p>\n\n\t<p><strong>Hesitating Stare (Su):<\/strong> Deathbringers can force their opponents to confront their own mortality with but a glance. This ability can be activated once per day at any time, even when you are surprised. You cast a glance at any foe within 30 feet, who must then make a successful Will save (DC 10 + 1\/2 your class level + Cha modifier) or be stunned for 1 round. You can use this ability twice per day at 4th level and higher, three times per day at 7th level and higher, and four times per day at 10th level.<\/p>\n\n\t<p><strong>Light Sensivity (Ex):<\/strong> In sunlight or bright magical light (such as a daylight spell), a deathbringer is dazzled.<\/p>\n\n\t<p><strong>Spider Climb (Sp):<\/strong> Starting at 1st level, you can act as if you were under the influence of a <em>spider climb<\/em> spell (caster level equals your deathbringer class level). You can use this ability a number of times per day equal to your Charisma modifier, minimum one.<\/p>\n\n\t<p><strong>Feral Senses:<\/strong> At 2nd level, you gain low-light vision &#8211; the ability to see twice as far as a human in starlight, moonlight, torchlight, or similar conditions of poor illumination. You retain the ability to distinguish color and detail under these conditions. At 7th level, you gain darkvision out to 60 feet.<\/p>\n\n\t<p><strong>Speak with Creatures of the Night (Ex):<\/strong> When you reach 3rd level, you can speak with rats, bats, and wolves as if you were under the influence of a <em>speak with animals<\/em> spell. This ability does nothing to affect the attitude of such creatures.<\/p>\n\n\t<p><strong>Ghost Step (Su):<\/strong> Once per day starting at 3rd level, you can make yourself invisible for 1 round. This is a swift action (something you can do as a free action once per round) that does not provoke attacks of opportunity. You can use this ability twice per day at 6th level and higher, and three times per day at 9th level and higher.<\/p>\n\n\t<p><strong>Lesser Blood Bond (Su):<\/strong> One of the deathbringer&#39;s most insidious powers, this ability helps you break down the will of her enemies. To use this ability, a deathbringer of 4th level or higher must get the target to drink three drops of her blood. She can do this by hiding the blood in food or drink, or by pinning the target for 1 round and bleeding directly into his mouth.<\/p>\n\n\t<p>Once this condition has been fulfilled, the deathbringer can cause a <em>charm person<\/em> effect to come over the target by speaking directly to him. The words used are unimportant, only that the deathbringer wills the target to be friendly to him. The caster level of the effect equals the deathbringer&#39;s class level, and the DC to resist the effect equals 10 + the deathbringer&#39;s class level + Cha modifier.<\/p>\n\n\t<p>You can have a number of outstanding blood bonds, active or not, equal to your Charisma modifier. Should you exceed this limit, the oldest blood bond becomes inactive.<\/p>\n\n\t<p><strong>Sneak Attack (Ex):<\/strong> At 4th level and higher, you deal extra damage when you catch a foe flat-footed or flank a foe, as the rogue class feature described on page 50 of the Player&#39;s Handbook. Sneak-attack dice attained from multiple sources stack.<\/p>\n\n\t<p><strong>Improved Evasion (Ex):<\/strong> At 5th level, your pseudo-vampiric celerity grants you supernatural reflexes. You now take no damage on a successful Reflex saving throw against area attacks and half damage on a failed save. You do not gain the benefit of this ability if you are helpless.<\/p>\n\n\t<p><strong>Slippery Mind (Su):<\/strong> When you attain 6th level, your mind is only partly mortal, allowing you to shrug off mental attacks and compulsions more easily than others. Any time you are affected by an enchantment spell or effect and you fail your saving throw, you can attempt the save again 1 round later at the same DC. You only get one extra chance to succeed per effect.<\/p>\n\n\t<p><strong>Greater Blood Bond (Su):<\/strong> This ability, acquired at 10th level, works just like lesser blood bond, except the target comes under the influence of a <em>dominate person<\/em> spell rather than <em>charm person<\/em>. A deathbringer can have a number of outstanding blood bonds, active or not, equal to her Charisma modifier. Should she exceed this limit, the oldest blood bond becomes inactive.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Creature of darkness, hesitating stare 1\/day, light sensitivity, spider climb <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Feral senses (low-light vision) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Speak with creatures of the night, ghost step 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Hesitating stare 2\/day, lesser blood bond, sneak attack +1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Improved evasion <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Slippery mind, ghost step 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Hesitating stare 3\/day, feral senses (darkvision) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sneak attack +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Ghost step 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Hesitating stare 4\/day, greater blood bond <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Champions of Ruin 53<\/h5>","reference":"Usergen"},{"id":10284,"name":"Shade Hunter","type":"prestige","alignment":"Any evil","hit_die":"8","full_text":"<div topic='titel'><p><h3>Shade Hunter<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 8.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Shades as a favored enemy, trapfinding class feature.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting:<\/strong> When you take up this class, you gain the ability to cast a number of arcane spells. To cast a spell, you must have an Intelligence score of 10 + the spell&#39;s level. Your bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + your Intelligence bonus. When you get 0 spells per day, you gain only the bonus spells you would be entitled to based on your intelligence score for that spell level. You cast spells just as a sorcerer does.<\/p>\n\n\t<p>Upon reaching 6th level, and at every even-numbered level after that, you can choose to learn a new spell in place of one you already know. The new spell&#39;s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level shade hunter spell you can cast.<\/p>\n\n\t<p><strong>Trap Sense (Ex):<\/strong> Your expertise with dungeons gives you an intuitive sense that alerts you to danger from traps, providing you with a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by 1 every other level, up to +5 at 9th level. Trap sense bonuses gained from multiple sources stack.<\/p>\n\n\t<p><strong>Tricks of the Trade (Ex):<\/strong> The experiences and dangers that you have encountered in your travels begin to coalesce into a practical body of knowledge when you enter the shade hunter class. This knowledge grants you a bonus equal to your class level that can be used each day to augment ability checks, skill checks, or attack rolls. The points of bonus do not need to be applied to the same roll, and you can divide them up however you like throughout the day. You must decide whether or not to use a bonus, and if so how large the bonus will be, before you roll the die.<\/p>\n\n\t<p>For example, a 3rd-level shade hunter has a total bonus of +3 to distribute throughout the day. If he finds himself in mortal combat, he could apply the entire bonus to a single attack roll, hoping to fell his enemy. Alternatively, he could apply a +1 bonus to an Open Lock check, then another +1 to a Spot check later that day, and his final +1 bonus to a Strength check to dislodge a coffer from its resting place.<\/p>\n\n\t<p><strong>Low-Light Vision (Ex):<\/strong> At 2nd level, you gain low-light vision. If you already have low-light vision, its effective distance is doubled, so you can now see four times as far as a human in conditions of low light.<\/p>\n\n\t<p><strong>Sense Ancient Magic (Su):<\/strong> Starting at 2nd level, you can detect the magical aura radiated by items of Netherese creation. This ability functions like <em>detect magic<\/em>, except that it is always active unless you consciously suppress it, and it can only detect the auras of magic items that have been in the same location for at least one hundred years.<\/p>\n\n\t<p><strong>Expert Packer:<\/strong> Starting at 3rd level, you have learned how to get every last bit of utility out of your backpack, belt, and bandoleer. Reduce the weight of your gear by 10% for purposes of figuring your load.<\/p>\n\n\t<p><strong>Sneak Attack (Ex):<\/strong> At 4th level and higher, you deal extra damage when you catch a foe flat-footed or flank a foe, as the rogue class feature described on page 50 of the Player&#39;s Handbook. Sneak-attack dice attained from multiple sources stack.<\/p>\n\n\t<p><strong>Tools of the Trade:<\/strong> By 4th level, you have picked up so many knickknacks and strange tools on your travels that you&#39;ve lost track of everything you own. Once per day, you can &quot;find&quot; any mundane piece of equipment (other than weapons or armor) worth up to 10 gp per class level somewhere on your person, having forgotten completely about it. When you do so, you must subtract an equivalent amount of gold (or other treasure &#8211; gems, jewelry, art, etc.) from your savings. If you do not have enough gold to cover the cost of the item you want, you might not find the item with this ability.<\/p>\n\n\t<p><strong>Darkvision (Ex):<\/strong> At 5th level, you gain darkvision out to 60 feet. If you already have darkvision, its effective distance extends by an additional 60 feet instead.<\/p>\n\n\t<p><strong>Special Ability (Ex):<\/strong> At 6th level, you can choose one of the following rogue special abilities: defensive roll, improved evasion, or skill mastery (see Player&#39;s Handbook page 51).<\/p>\n\n\t<p><strong>Locate Ancient Magic (Su):<\/strong> When you reach 7th level, your ability to sense the lost magic of Netheril has grown stronger. You can now locate any magic items that have been in the same location for at least one hundred years as if you had cast a <em>locate object<\/em> spell and were familiar with the items in question. Activating this ability is a standard action, and you can locate multiple auras by concentrating for continuous rounds.<\/p>\n\n\t<p><strong>Improved Favored Enemy (Ex):<\/strong> Starting at 8th level, your favored enemy bonuses against shades increase by 2. No other favored enemy bonuses can be increased with this ability.<\/p>\n\n\t<p><strong>Blindsight (Ex):<\/strong> At 10th level your ability to function in the deepest, darkest dungeons grants you the ability to sense your surroundings using every available sensory input. You gain blindsight out to 30 feet.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th colspan=4>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Trap sense +1, tricks of the trade <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Low-light vision, sense ancient magic <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Trap sense +2, expert packer <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sneak attack +1d6, tools of the trade <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Trap sense +3, darkvision 60 ft. <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Special ability <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Trap sense +4, locate ancient magic <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sneak attack +2d6, improved favored enemy <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Trap sense +5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Blindsight 30 ft. <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Champions of Ruin 58<\/h5>","reference":"Usergen"},{"id":10285,"name":"Thayan Gladiator","type":"prestige","alignment":"Any evil","hit_die":"12","full_text":"<div topic='titel'><p><h3>Thayan Gladiator<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 12.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Must possess at least one natural weapon, Must undergo a ritual developed by the Zulkir of Transmutation that grants the class its abilities.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Improved Natural Attack:<\/strong> When you enter this class,  choose one of your natural weapons to gain the benefits of the Improved Natural Attack feat. The natural weapon you choose is affected by the rest of the abilities you gain through advancing in this class.<\/p>\n\n\t<p><strong>Study Opponent (Ex):<\/strong> You prefer to circle your opponents before engaging them in melee, searching them for weaknesses and noting the way their bodies move. You can study any opponent within 30 feet as a standard action for a number of rounds equal to your Wisdom modifier (minimum 1 round). For each round you study, you gain a +1 bonus on attack rolls and AC during the round that you first engage them in melee combat.<\/p>\n\n\t<p><strong>Improved Critical:<\/strong> At 2nd level, your improved natural attack gains the benefit of the Improved Critical feat.<\/p>\n\n\t<p><strong>Natural Armor:<\/strong> Beginning at 2nd level, your natural armor improves by 1 point to help you withstand the awesome blows of your gladiatorial opponents. At 5th and 8th levels, your natural armor improves by an additional point.<\/p>\n\n\t<p><strong>Stunning Critical (Ex):<\/strong> Starting at 3rd level, any time you make a successful critical hit with your chosen natural weapon, your enemy must succeed on a Fortitude save (DC 15 + your Str modifier) or be stunned for 1 round.<\/p>\n\n\t<p><strong>Silver Strike (Ex):<\/strong> At 3rd level, attacks from your chosen natural weapon overcome damage reduction as if they were silvered weapons.<\/p>\n\n\t<p><strong>Natural Weapon Focus (Ex):<\/strong> At 4th level, you gain the ability to make an additional strike at a &#8212;5 penalty with your chosen natural weapon when you use a full attack action.<\/p>\n\n\t<p><strong>Imbue Natural Weapon (Su):<\/strong> At 5th level, your chosen natural weapon gains a special ability as if it were a magic weapon. Choose one special ability from the following list and apply it to your natural weapon(s): flaming, frost, ghost touch, shock, or thundering.<\/p>\n\n\t<p>At 10th level, the ritual you underwent upon becoming a Thayan gladiator grants you a final power from the following list to apply to your chosen natural weapon: anarchic <sup>1<\/sup>, axiomatic <sup>1<\/sup>, disruption, flaming burst, icy burst, shocking burst, speed <sup>2<\/sup>, unholy, or wounding.<\/p>\n\n\t<p><sup>1<\/sup> In order to choose anarchic or axiomatic, the Thayan gladiator&#39;s alignmentmust match the appropriate ability (the character must be chaotic to choose anarchic or lawful to choose axiomatic).<\/p>\n\n\t<p><sup>2<\/sup> The effect of the speed ability stacks with the additional attack  gained from the natural weapon focus ability (see above).<\/p>\n\n\t<p><strong>Adamantine Strike (Ex):<\/strong> At 6th level, attacks from your chosen natural weapon overcome damage reduction as if they were adamantine weapons.<\/p>\n\n\t<p><strong>Savage Strike (Ex):<\/strong> At 7th level, the critical multiplier for your chosen natural weapon increases by one. Thus, if you had a critical multiplier of \u00d72, it would become \u00d73; if it was already \u00d73, it becomes \u00d74.<\/p>\n\n\t<p><strong>Natural Weapon Mastery (Ex):<\/strong> Starting at 8th level, the extra attack you gain from natural weapon focus is at your highest base attack bonus.<\/p>\n\n\t<p><strong>Magic Strike (Ex):<\/strong> At 9th level and higher, attacks from your chosen natural weapon overcome damage reduction as if they were magic weapons.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Improved natural attack, study opponent <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Improved critical, natural armor +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Stunning critical, silver strike <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Natural weapon focus <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Imbue natural weapon, natural armor +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Adamantine strike <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Savage strike <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Natural armor +3, natural weapon mastery <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Magic strike <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Imbue natural weapon <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Champions of Ruin 63<\/h5>","reference":"Usergen"},{"id":10286,"name":"Vengeance Knight","type":"prestige","alignment":"Lawful evil, lawful neutral, or neutral evil","hit_die":"10","full_text":"<div topic='titel'><p><h3>Vengeance Knight<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful evil, lawful neutral, or neutral evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Proficiency with heavy armor and heavy shields.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Armor Training (Ex):<\/strong> As a vengeance knight, you always wear the heaviest armor available to you, and thus you learn to wear it more effectively through training. Your armor check penalty imposed by heavy armor and shields for all skills except Swim is reduced by 1, and you can don your armor as if you had help (although you still require a servant to help you don half-plate or full plate).<\/p>\n\n\t<p>At 6th level, your armor check penalty for armor is reduced by 3, and you can make a DC 15 Constitution check to avoid being fatigued from sleeping in your armor. In addition, you take only half the normal movement penalty for wearing heavy armor.<\/p>\n\n\t<p>At 10th level, you have truly mastered the art of wearing heavy armor. You can now sleep in your armor without penalty, and your armor check penalties for armor are reduced by 5. In addition, you can don half-plate or plate mail without assistance, although it takes twice the indicated time.<\/p>\n\n\t<p><strong>Bringer of Vengeance (Ex):<\/strong> As an agent for the Knights of the Shield, you are often called upon to avenge some slight or to send a message to an enemy of the organization. Whenever you have a specifi c target, you gain the indicated bonus on Intimidate, Search, Sense Motive, and Spot checks when using these skills against your target. In addition, you gain the indicated bonus on all attack rolls and damage rolls against the target.<\/p>\n\n\t<p><strong>Counterstrike (Ex):<\/strong> Vengeance knights visit pain upon those who would hurt them. As a result, you gain the indicated bonus on all melee attack rolls and damage rolls against any creature that damaged you in the previous round. This bonus stacks with that from your bringer of vengeance ability.<\/p>\n\n\t<p><strong>Improved Shield Bash:<\/strong> At 2nd level, you gain the Improved Shield Bash feat, even if you do not meet the prerequisites.<\/p>\n\n\t<p><strong>Bonus Feat:<\/strong> At 3rd and 9th levels, you can choose a bonus feat from the fighter&#39;s bonus feat list.<\/p>\n\n\t<p><strong>Arcane Backlash (Su):<\/strong> At 4th level, any time you successfully save against any arcane spell when you are the spell&#39;s only target, the original caster takes 1d6 of nonlethal damage as you lash the energies of his failed spell back at him.<\/p>\n\n\t<p>At level 7 this damage increases to 2d6, and at level10 it increases again to 3d6.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Armor training, bringer of vengeance +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Counterstrike +1, Improved Shield Bash <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Arcane backlash 1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Bringer of vengeance +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Improved armor training <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Arcane backlash 2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Counterstrike +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus feat, bringer of vengeance +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Arcane backlash 3d6, superior armor training <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Champions of Ruin 67<\/h5>","reference":"Usergen"},{"id":10287,"name":"Avenging Executioner","type":"prestige","alignment":"Any nongood","hit_die":"8","full_text":"<div topic='titel'><p><h3>Avenging Executioner<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nongood.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Must have been tragically wronged in some manner.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Bloody Blade (Ex):<\/strong> The fury of your attack is terrifying to see. Whenever you deal sudden strike damage (see below) with a melee weapon, the target of the sudden strike and all opponents within 30 feet of you who can see the target are shaken for a number of rounds equal to your avenging executioner level. A successful Will save (DC 10 + your avenging executioner level + your Cha modifier) negates this effect. Creatures whose HD exceed your character level are not affected. Bloody blade is a mind-affecting fear ability.<\/p>\n\n\t<p><strong>Sudden Strike (Ex):<\/strong> If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage.<\/p>\n\n\t<p><strong>Rapid Intimidation (Ex):<\/strong> Beginning at 2nd level, you can attempt to demoralize an opponent as a move action instead of a standard action. See the Intimidate skill (PH 77) for details.<\/p>\n\n\t<p>If you have the favored enemy class feature, you can add your favored enemy bonus to Intimidate checks made to demoralize foes of the chosen type (and subtype, if applicable).<\/p>\n\n\t<p><strong>Dread Blade (Ex):<\/strong> Starting at 4th level, you can exploit the terror you inspire to further brutalize your target. You treat shaken, frightened, or panicked creatures as flat-footed for the purpose of dealing sudden strike damage.<\/p>\n\n\t<p><strong>Bloody Murder (Ex):<\/strong> Starting at 5th level, if you deal enough damage with a melee attack to drop a creature  (typically by reducing it to below 0 hit points or killing it), all enemies within 30 feet of you who can see the target become frightened for 1 round. A successful Will save (DC 10 + your avenging executioner level + your Cha modifier) lessens the effect to shaken. Creatures whose HD exceed your character level are not affected. Bloody murder is a mind-affecting fear ability.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bloody blade, sudden strike +1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Rapid intimidation <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sudden strike +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Dread blade <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bloody murder, sudden strike +3d6 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Scoundrel 24<\/h5>","reference":"Usergen"},{"id":10288,"name":"Battle Trickster","type":"prestige","alignment":"Any","hit_die":"10","full_text":"<div topic='titel'><p><h3>Battle Trickster<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Skills:<\/strong> Any three skills 6 ranks each.<br \/><strong>Skill Tricks:<\/strong> Any two.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Bonus Trick:<\/strong> At 1st level, and again at 3rd level, you gain a bonus <a href=\/feats\/categories\/skill-trick\/>skill trick<\/a> for which you meet the prerequisite. These bonus tricks do not cost skill points and do not count against your maximum number of skill tricks available.<\/p>\n\n\t<p><strong>Bonus Feat:<\/strong> At 2nd level, you gain a bonus feat for which you meet the prerequisite. This feat must be selected from the list of fighter bonus feats.<\/p>\n\n\t<p><strong>Tricky Fighting (Ex):<\/strong> At 3rd level, you have mastered incorporating skill tricks into your combat routines. In any round when you perform a skill trick, you gain a +1 competence bonus on the next attack roll you make that round.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Bonus trick <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Bonus trick, tricky fighting <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Scoundrel 28<\/h5>","reference":"Usergen"},{"id":10289,"name":"Cloaked Dancer","type":"prestige","alignment":"Any","hit_die":"6","full_text":"<div topic='titel'><p><h3>Cloaked Dancer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting:<\/strong> At each even-numbered level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a cloaked dancer, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Enchanting Dance (Su):<\/strong> Once per day per cloaked dancer level, you can use your dance to produce supernatural effects on those who observe you. Each ability requires both a minimum cloaked dancer level and a minimum number of ranks in the Perform (dance) skill to qualify; if you do not have the required number of ranks, you do not gain the enchanting dance ability until you acquire them. This ability can be used only if you are wearing light armor or no armor and carrying no more than a light load. Enchanting dance is an enchantment (compulsion), mind-affecting ability.<\/p>\n\n\t<p>Starting an enchanting dance effect is a standard action. You must concentrate each round to maintain the dance; no dance can be maintained for more rounds than your cloaked dancer level + your Con modifier (minimum 1 round).<\/p>\n\n\t<p>The save DC for your enchanting dance effects is 10 + your cloaked dancer level + your Cha modifier. A creature can\u2019t be affected again by your enchanting dance effect for 24 hours whether or not it succeeds on the saving throw.<\/p>\n\n\t<p><em>Beguiling Dance:<\/em> A cloaked dancer with 10 or more ranks in Perform (dance) can use her enchanting dance to distract her enemies. Whenever you start or maintain a beguiling dance, all enemies within 30 feet who can see you must succeed on a Will save or be dazed for 1 round. Creatures that fail this save also have their attitude improved by one step for as long as you maintain the dance (see Influencing <span class=caps>NPC<\/span> Attitudes, PH 74). This attitude adjustment does not prevent any subsequent attitude changes. For example, an enemy that becomes indifferent toward you as a result of this effect still turns hostile if you then attack it.<\/p>\n\n\t<p><em>Wearying Dance:<\/em> A 3rd-level cloaked dancer with 12 or more ranks in Perform (dance) can use her enchanting dance to tire her enemies. Whenever you start or maintain a wearying dance, all enemies within 30 feet who can see you must succeed on a Will save or be fatigued for as long as you maintain the dance. Creatures failing this save that are already fatigued become exhausted.<\/p>\n\n\t<p><em>Frightful Dance:<\/em> A 5th-level cloaked dancer with 14 or more ranks in Perform (dance) can use her enchanting dance to scare her enemies. Whenever you start or maintain a frightful dance, all enemies within 30 feet who can see you must succeed on a Will save or be shaken for as long as you maintain the dance. Creatures failing this save that are already shaken become frightened, and those that are already frightened become panicked.<\/p>\n\n\t<p><strong>Surprise Strike (Ex):<\/strong> Beginning at 2nd level, you can make a particularly effective attack against creatures distracted by your dance. As a full-round action, you can maintain your enchanting dance and make a melee attack  with a light weapon, dealing an extra 1d6 points of damage. At 4th level, the extra damage you deal increases to 2d6. The extra damage from the surprise strike ability stacks with the extra damage from sneak attack whenever both would apply to the same target.<\/p>\n\n\t<p>A target under the effect of your enchanting dance is considered flat-footed against the attack. Any creature that is not vulnerable to extra damage from sneak attacks is immune to this effect. This ability counts as sudden strike for the purpose of meeting prerequisites or using ambush feats.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spellcasting<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Enchanting dance (beguiling dance) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Surprise strike +1d6 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Enchanting dance (wearying dance) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Surprise strike +2d6 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Enchanting dance (frightful dance) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Scoundrel 31<\/h5>","reference":"Usergen"},{"id":10290,"name":"Combat Trapsmith","type":"prestige","alignment":"Any","hit_die":"6","full_text":"<div topic='titel'><p><h3>Combat Trapsmith<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Trapfinding.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Combat Trapping (Ex):<\/strong> You know how to create combat traps to aid your allies. At 1st level, you can learn two traps from the list below, provided you meet the prerequisites. At each level thereafter, you add one additional trap to your repertoire, to a maximum of six traps known. Whenever you attain a new level in this class, you can choose to replace any one previously learned trap with a new trap.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Trap Name (Craft DC)<\/strong> <\/th>\n\t\t\t<th><strong>Prerequisites<\/strong> <\/th>\n\t\t\t<th><strong>Effect<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Befuddler (15) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212;2 penalty on Concentration, Int-, Wis-, Cha-based checks <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Enfeebler (15) <\/td>\n\t\t\t<td> Craft (alchemy) 1 rank <\/td>\n\t\t\t<td> Fatigues target <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Entangler (17) <\/td>\n\t\t\t<td> Class level 2nd <\/td>\n\t\t\t<td> Entangles target <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Equalizer (17) <\/td>\n\t\t\t<td> Class level 2nd <\/td>\n\t\t\t<td> Target falls prone <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Flashbang (19) <\/td>\n\t\t\t<td> Craft (alchemy) 3 ranks, class level 3rd <\/td>\n\t\t\t<td> Blinds and deafens target <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Footspiker (15) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> Halves target&#39;s speed <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Glitterburst (15) <\/td>\n\t\t\t<td> Craft (alchemy) 1 rank <\/td>\n\t\t\t<td> Makes invisible target visible <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Scorcher (15) <\/td>\n\t\t\t<td> Craft (alchemy) 1 rank <\/td>\n\t\t\t<td> Deals 2d6 fire damage <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Scorcher, great (23) <\/td>\n\t\t\t<td> Craft (alchemy) 5 ranks, class level 5th <\/td>\n\t\t\t<td> Deals 5d6 fire damage in larger area <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Sleeper (21) <\/td>\n\t\t\t<td> Craft (alchemy) 4 ranks, class level 4th <\/td>\n\t\t\t<td> Target falls asleep <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Spiderweb (19) <\/td>\n\t\t\t<td> Craft (alchemy) 3 ranks, class level 3rd <\/td>\n\t\t\t<td> Web fills small area <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Stinkburst (21) <\/td>\n\t\t\t<td> Craft (alchemy) 4 ranks, class level 4th <\/td>\n\t\t\t<td> Stinking cloud fills trapped square <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>A combat trap is triggered by any Tiny or larger creature entering the trapped square. Flying or incorporeal creatures don&#39;t trigger combat traps. You can build a combat trap only on solid ground &#8211; you can&#39;t place it on a wall orceiling, in the air, or floating in the water. A combat trap functions only once. Once set, it lasts for 1 hour or until triggered, whichever comes first.<\/p>\n\n\t<p>Crafting a combat trap requires a full-round action (which provokes attacks of opportunity) and a Craft (trapmaking) check. Each trap&#39;s entry lists the required Craft check DC. If the check is successful, you can place the trap in any square adjacent to your space. A failed check means that the action and materials are wasted to no effect, but you can try to set the same trap again later. Some combat traps allow a saving throw, as noted in a trap&#39;s entry. The save DC is 10 + your combat trapsmith level + your Int modifier. Locating or disabling a combat trap requires a successful Search or Disable Device check with a DC equal to 20 + your combat trapsmith level + your Int modifier. You can automatically find and disable your own combat traps. Because a combat trap is built quickly and crudely, it is also possible to discern with a successful Spot check (using the same DC as given above), whether or not the observer has the trapfinding class feature. All combat traps produce extraordinary effects, so <em>dispel magic<\/em> or spell resistance cannot interfere with them.<\/p>\n\n\t<p>Unless otherwise noted, an ongoing effect from a combat trap lasts for a number of rounds equal to your combattrapsmith level. Multiple effects from the same kind of combat trap don&#39;t stack; use only the longer duration.  Creating combat traps requires a special kit containing raw materials and tools. A combat trapsmith&#39;s kit costs 100 gp, weighs 10 pounds, and provides components sufficient to create ten traps. A combat trap can&#39;t be cannibalized for raw materials, nor can its materials be retrieved if the trap isn&#39;t triggered.<\/p>\n\n\t<p><strong>Trap Sense (Ex):<\/strong> Beginning at 1st level, you become more adept at evading the effects of traps. See the barbarian class feature, PH 26. If you already have trap sense, this  class feature provides no additional benefit.<\/p>\n\n\t<p><strong>Skill Focus:<\/strong> At 2nd level, you gain Skill Focus (Craft [trapmaking]) as a bonus feat. If you already have this feat, you can instead select any other feat for which you meet the prerequisite.<\/p>\n\n\t<p><strong>Improvised Materials (Ex):<\/strong> Beginning at 4th level, you can craft combat traps from raw materials at hand instead of relying on your combat trapsmith&#39;s kit. Doing so increases the Craft (trapmaking) check DC by 5 but otherwise has no effect on the trap&#39;s potency.<\/p>\n\n\t<p><strong>Expert Trapsetter (Ex):<\/strong> At 5th level, you can set a combat trap as a standard action without provoking attacks of opportunity.<\/p>\n\n\t<h4>Combat Trap Descriptions<\/h4>\n\n\t<p>Entering the trapped square produces the stated effect.<\/p>\n\n\t<p><strong>Befuddler<\/strong>: A pungent spray applies a &#8212;2 penalty on Concentration checks, as well as ability checks and skill checks based on Intelligence, Wisdom, and Charisma (Will negates).<\/p>\n\n\t<p><strong>Enfeebler<\/strong>: A puff of acrid powder renders the target fatigued (Fortitude negates).<\/p>\n\n\t<p><strong>Entangler<\/strong>: A hidden cord loops around the target, holding it in place as a tanglefoot bag does. A successful Reflex save negates the effect; alternatively, a DC 20 Strength or Escape Artist check (made as a full-round action) allows the stuck creature to break free.<\/p>\n\n\t<p><strong>Equalizer<\/strong>: The first creature entering the trapped square must succeed on a Reflex save or fall prone. The trap reputedly gets its name from its gnome inventor, who used it to bring taller foes down to his level.<\/p>\n\n\t<p><strong>Flashbang<\/strong>: The trapped square emits a blinding burst of light accompanied by a loud thunderclap. Any creature in the trapped square or any adjacent square becomes blinded and deafened; a successful Fortitude save lessens the effect to dazzled.<\/p>\n\n\t<p><strong>Footspiker<\/strong>: This trap effectively fills the designated square with caltrops, potentially slowing the target&#39;s movement (PH 126).<\/p>\n\n\t<p><strong>Glitterburst<\/strong>: A fine cloud of silver dust clings to any creature within the trapped square (no save). Any creature affected by a glitterburst trap takes a &#8212;20 penalty on Hide checks and, if invisible, is visibly outlined for the duration of the effect.<\/p>\n\n\t<p><strong>Scorcher<\/strong>: The trapped square releases a cloud of fine dust followed by a spark, setting off a small explosion that deals 2d6 points of fire damage to each creature in that square (Reflex half).<\/p>\n\n\t<p><strong>Scorcher, Great<\/strong>: This works like a scorcher trap (see above), except that it deals 5d6 points of fire damage to each creature in the trapped square and in all adjacent squares (Reflex half).<\/p>\n\n\t<p><strong>Sleeper<\/strong>: A slumber-inducing vapor makes the target fall asleep. A successful Fortitude save lessens the effect to fatigued.<\/p>\n\n\t<p><strong>Spiderweb<\/strong>: The trapped square releases a burst of sticky tendrils that toughen when they contact air. This trap duplicates the effect of a web spell, except that the strands fill only the trapped square and all adjacent squares.<\/p>\n\n\t<p><strong>Stinkburst<\/strong>: A cloud of noxious vapors duplicates the effect of a stinking cloud spell, except that the effect fills only the trapped square. A successful Fortitude save negates the effect, but a creature must make a new saving throw each round it remains within the cloud.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Combat Traps Known<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Combat trapping, trap sense +1 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Skill Focus (Craft [trapmaking]) <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Trap sense +2 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Improvised materials <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Expert trapsetter, trap sense +3 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Scoundrel 34<\/h5>","reference":"Usergen"},{"id":10291,"name":"Fortune's Friend","type":"prestige","alignment":"Any","hit_die":"6","full_text":"<div topic='titel'><p><h3>Fortune's Friend<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Skills:<\/strong> Any skill 8 ranks.<br \/><strong>Feats:<\/strong> Any luck feat.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting:<\/strong> At each even-numbered level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a fortune\u2019s friend, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Easy Luck (Ex):<\/strong> Luck comes to you naturally. The swift or immediate action to use a luck feat does not count against your limit of one swift action per turn. However, you still can\u2019t expend a luck reroll more than once per turn to influence the same result.<\/p>\n\n\t<p><strong>Extra Fortune (Ex):<\/strong> At each odd-numbered level, you gain one extra luck reroll per day. This reroll is in addition to those granted by luck feats.<\/p>\n\n\t<p><strong>More Luck than Skill (Ex):<\/strong> Even if you have some talent in a particular area, you still depend on your luck to see you through. Once per day as a swift action, you can add your class level as a luck bonus on all skill checks you make until the start of your next turn.<\/p>\n\n\t<p><strong>Bonus Luck Feat:<\/strong> At 2nd and 4th level, you gain a bonus luck feat for which you meet the prerequisite. See page 75 of <em>Complete Scoundrel<\/em> for a complete list of luck feats.<\/p>\n\n\t<p><strong>Fortune\u2019s Favorite (Ex):<\/strong> By 3rd level, you have learned to rely on your luck to stay alive. Once per day as an immediate action, you can add your class level as a luck bonus on all saving throws you make until the start of your next turn.<\/p>\n\n\t<p><strong>Lucky Strike (Ex):<\/strong> Even the greatest warriors, those who train and drill constantly, occasionally win through sheer luck, so why shouldn\u2019t you? Beginning at 5th level, once per day as a swift action, you can add your class level as a luck bonus on all attack rolls you make until the start of your next turn.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spellcasting<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Easy luck, extra fortune, more luck than skill <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Bonus luck feat <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Extra fortune, fortune\u2019s favorite <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Bonus luck feat <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Extra fortune, lucky strike <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Scoundrel 38<\/h5>","reference":"Usergen"},{"id":10292,"name":"Gray Guard","type":"prestige","alignment":"Lawful good","hit_die":"10","full_text":"<div topic='titel'><p><h3>Gray Guard<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Lay on hands class feature; must adhere to a code of conduct that prevents the character from performing evil acts.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting:<\/strong> At each even-numbered level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a gray guard, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Sacrament of Trust:<\/strong> Upon entering this prestige class, you take a vow of allegiance to your faith beyond that of any ordinary paladin. This vow grants you a measure of freedom to act on your cause&#39;s behalf without fear of retribution should your duties require you to break your code of conduct. Dishonorable acts still cause you to lose both gray guard and paladin class features until you atone, but this infraction is considered much less severe than it would be for a paladin.<\/p>\n\n\t<p>Thus, whenever you seek to atone for deeds that you willingly commit in the name of your faith but that break your code of conduct, a cleric casting an <a href=\/spells\/players-handbook-v35--6\/atonement--2304\/>atonement<\/a> spell on your behalf does not expend 500 XP as is normally required. This reprieve applies only to acts intended to further the cause of righteousness and the gray guard&#39;s faith. No XP cost applies to a gray guard atoning after beating a confession from a heretic, for example, but the cost would have to be paid for one who started a barroom brawl.<\/p>\n\n\t<p><strong>Lay on Hands (Su):<\/strong> This ability is identical to the paladin class feature of the same name (PH 44). Levels of gray guard stack with other class levels that grant lay on hands to determine the ability&#39;s total healing capacity.<\/p>\n\n\t<p><strong>Debilitating Touch (Su):<\/strong> At 2nd level, you learn to channel your lay on hands ability into a painful touch attack. Many gray guards use debilitating touch during interrogation, since it reduces the target&#39;s ability to successfully bluff or resist magical effects. Using debilitating touch does not provoke attacks of opportunity. An opponent hit by this attack is sickened for 5 rounds. Using this ability costs 5 points of your daily healing allotment. A successful Fortitude save (DC 10 + your gray guard level + your Cha modifier) negates the effect.<\/p>\n\n\t<p><strong>Smite Evil (Su):<\/strong> Beginning at 3rd level, you can smite evil once per day. See the paladin class feature (PH 44). At 8th level, you can smite evil one additional time per day. Levels of other classes that grant the smite evil class feature stack for the purpose of determining the extra damage dealt. For example, a 5th-level paladin\/5th-level gray guard delivering a smite evil attack adds 10 points of damage to the attack.<\/p>\n\n\t<p><strong>Justice Blade (Su):<\/strong> By 4th level, you have learned that suffering and injustice are not the exclusive province of evil. You can use your smite evil ability to instead punish creatures of chaotic alignment. Using this ability expends one daily use of your smite evil class feature and works identically in all other ways, but its effect applies only to chaotic targets. Whenever you choose to smite an opponent, you must declare whether you are using this ability to smite evil or chaos. If you accidentally smite a creature of an alignment other than that declared, the smite has no effect but the ability is still used up.<\/p>\n\n\t<p>Beginning at 9th level, you can use justice blade to smite creatures of any alignment. You need not declare an alignment before making the smite attack, although if the attack misses, that use of smite is still used up for the day.<\/p>\n\n\t<p><strong>Devastating Touch (Su):<\/strong> When you attain 5th level, your deity shows its approval of your grim work. From this point on, you can use your lay on hands ability to make a touch attack that harms your enemies. Using devastating touch does not provoke attacks of opportunity. You decide how many points of your daily healing allotment to expend after successfully touching a creature: Each point expended deals 1 point of damage to the target. A nonevil creature is allowed a Will save (DC 10 + your gray guard level + your Cha modifier) to halve the amount of damage dealt.<\/p>\n\n\t<p><strong>Unbound Justice (Ex):<\/strong> At 7th level, unrestricted by your code of honor, you can employ unorthodox methods that are all the more effective because they&#39;re unexpected. You add half your gray guard level (round down) as a competence bonus on Bluff, Disguise, and Intimidate skill checks.<\/p>\n\n\t<p><strong>Sacrament of the True Faith:<\/strong> At 10th level, you gain your order&#39;s full confidence. You are granted the freedom to act on behalf of your faith as you deem necessary. Thus, you never risk losing your class abilities in the pursuit of a just cause and never need to atone for violating your code of conduct. This trust does not grant you the freedom to act as violently or immorally as you wish, however. Release from your code of conduct depends on your acting as an exemplar of your order&#39;s ideals. If you violate this trust by habitually acting in an immoral or corrupt manner, the leaders or deity of your faith might revoke their blessing and banish you from the ranks of the faithful.<\/p>\n\n\t<p><strong>Code of Conduct:<\/strong> As a gray guard, you are held to the same code of conduct as a paladin. You must be of lawful good alignment and must never willingly commit an evil act. You must also pledge to respect legitimate authority, act with honor (not lying, cheating, using poison, and the like), aid the needy, and punish those who harm the innocent. If you contravene your code of conduct, you must atone for the transgression or lose all class abilities from both gray guard and paladin levels. As you advance in the prestige class, this code becomes more flexible. However, its tenets still apply: You can never break your code without good reason.<\/p>\n\n\t<p>Gray guards can freely multiclass between paladin and gray guard.<\/p>\n\n\t<h4>Ex-Gray Guards<\/h4>\n\n\t<p>As a gray guard, you are less at risk of permanently losing your abilities than a paladin is. You might lose them temporarily for committing dishonorable acts, but you are granted clemency for performing such deeds in the name of your faith and can atone more easily. Nevertheless, if you commit unforgivably evil acts (such as slaughtering innocents or despoiling a temple of your faith), take action that opposes your faith&#39;s tenets, or habitually violate your code of conduct, you risk permanent expulsion from the holy order.<\/p>\n\n\t<p>If at any time your deity or a jury of your faith&#39;s leaders finds you guilty of grossly abusing the freedom of the order, you permanently lose both gray guard and paladin class abilities (including the service of your special mount, but not weapon, armor, and shield proficiencies) and can never again advance in either class. Even the atonement spell cannot restore a fallen gray guard&#39;s abilities after he is exiled. Before a character enters this prestige class, his player and the DM should discuss and agree on what acts constitute gross abuse.<\/p>\n\n\t<p>Levels of gray guard are treated as levels of paladin for the purpose of advancing in the blackguard prestige class.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spellcasting<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sacrament of trust, lay on hands <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Debilitating touch <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Smite evil 1\/day <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Justice blade (chaos) <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Devastating touch <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Unbound justice <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Smite evil 2\/day <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Justice blade (all alignments) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Sacrament of the true faith <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Scoundrel 40<\/h5>","reference":"Usergen"},{"id":10293,"name":"Magical Trickster","type":"prestige","alignment":"Any","hit_die":"6","full_text":"<div topic='titel'><p><h3>Magical Trickster<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Feats:<\/strong> Any one metamagic feat.<br \/><strong>Spellcasting:<\/strong> Ability to cast 3rd-level spells.<br \/><strong>Skill Tricks:<\/strong> Any two.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting:<\/strong> At each level after 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a magical trickster, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Bonus Trick:<\/strong> At 1st level, and again at 3rd level, you gain a bonus <a href=\/feats\/categories\/skill-trick\/>skill trick<\/a> for which you meet the prerequisite. These bonus tricks do not cost skill points and do not count against your maximum number of skill tricks available.<\/p>\n\n\t<p><strong>Spontaneous Trickster (Su):<\/strong> You can channel magical potential into using skill tricks more often, effectively &quot;recharging&quot; them. As a swift action, you can &quot;lose&quot; any spell slot or prepared spell of 1st level or higher to perform a trick that you have already used in the encounter.<\/p>\n\n\t<p><strong>Bonus Metamagic Feat:<\/strong> At 2nd level, you gain a bonus metamagic feat for which you meet the prerequisite.<\/p>\n\n\t<p><strong>Metamagic Trick (Ex):<\/strong> Beginning at 3rd level, you understand how to apply the principle of tricks to your spellcasting. Once per day you can apply the effect of any one metamagic feat you know to a spell as you cast it without altering the spell&#39;s effective level. The spell slot adjustment of the metamagic feat can&#39;t exceed four.<\/p>\n\n\t<p><strong>Tricky Magic (Ex):<\/strong> At 3rd level, you have mastered incorporating tricks into your spellcasting routines. On any round that you perform a skill trick, the save DC of the next spell you cast that round is increased by 1.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spellcasting<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bonus trick, spontaneous trickster <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus metamagic feat <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus trick, metamagic trick, tricky magic <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Scoundrel 45<\/h5>","reference":"Usergen"},{"id":10294,"name":"Malconvoker","type":"prestige","alignment":"Any nonevil","hit_die":"4","full_text":"<div topic='titel'><p><h3>Malconvoker<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonevil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Languages:<\/strong> Celestial, Infernal.<br \/><strong>Special:<\/strong> Ability to cast <a href=\/spells\/players-handbook-v35--6\/summon-monster-iii--2443\/>summon monster III<\/a><\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting:<\/strong> At each level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If youhad more than one spellcasting class before becoming a malconvoker, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Deceptive Summons (Su):<\/strong> At 1st level, you can attempt to trick evil creatures you conjure into serving you for longer than they normally would. When casting a <em>summon monster<\/em> spell to summon an evil-aligned creature, you can attempt a Bluff check as a free action, opposed by the creature&#39;s Sense Motive check. If your check succeeds, the duration of the effect is doubled (as if by the Extend Spell feat), and the summoned creature might be subject to additional effects as described below. If it fails, the duration remains as normal and no additional effects can be applied. If you fail the check by 5 or more, the creature breaks free of your control and is hostile toward you (though it still disappears as normal when the spell&#39;s duration ends). If you use this ability when summoning multiple creatures, you must attempt an opposed skill check separately against each creature you wish to affect.<\/p>\n\n\t<p>Beginning at 4th level, you can whip the deceived creatures into an infernal fury. If your Bluff check to extend the duration of summoning succeeds, the creatures get a +2 bonus on weapon damage rolls and 2 extra hit points per Hit Die (in addition to the bonuses conferred by Augment Summoning).<\/p>\n\n\t<p>Beginning at 7th level, you can instill the deceived creatures with exceptional resistance to your enemies&#39; attempts to control or dismiss them. If your Bluff check to extend the duration of summoning succeeds, the creatures get a +2 bonus on Will saves, and your effective caster level is increased by 2 for the purpose of resisting <em>dispel magic<\/em> and similar effects against those creatures.<\/p>\n\n\t<p><strong>Unrestricted Conjuration:<\/strong> For the purpose only of casting conjuration spells, you can ignore any restrictions that forbid you from casting spells of certain alignments. In addition, regular use of conjuration spells with the evil descriptor does not threaten to change your alignment. For example, a good cleric who becomes a malconvoker could cast <em>summon monster I<\/em> to summon a fiendish raven (whose alignment gives the spell the evil descriptor). The cleric could not cast <em>death knell<\/em>, though, which has the evil descriptor but is not of the conjuration school.<\/p>\n\n\t<p><strong>Planar Binding:<\/strong> Beginning at 2nd level, you can add the following spells to your class spell list and your list of known spells (or your spellbook) at the indicated levels. If you already have one or more of these spells on your class list at a different level, treat it as being of the lower level.<\/p>\n\n\t<p>5th: <a href=\/spells\/players-handbook-v35--6\/planar-binding-lesser--2422\/>lesser planar binding<\/a><br \/>6th: <a href=\/spells\/players-handbook-v35--6\/planar-binding--2420\/>planar binding<\/a><br \/>8th: <a href=\/spells\/players-handbook-v35--6\/planar-binding-greater--2421\/>greater planar binding<\/a><\/p>\n\n\t<p><strong>Skill Focus (Bluff):<\/strong> At 3rd level, you gain Skill Focus (Bluff) as a bonus feat. If you already have this feat, you can select any other feat for which you meet the prerequisite.<\/p>\n\n\t<p><strong>Fiendish Legion (Ex):<\/strong> Once you attain 5th level, whenever you use a <em>summon monster<\/em> spell to summon one or more evil-aligned creatures, you summon one extra creature of the same kind.<\/p>\n\n\t<p><strong>Deceitful Bargaining (Ex):<\/strong> Starting at 6th level, you become exceptionally adept at convincing evil creatures you call that your intentions parallel their own. Upon calling an evil outsider using a planar binding spell, you can make a Bluff check opposed by the creature&#39;s Sense Motive skill check.<\/p>\n\n\t<p>If you succeed on this check, the called creature becomes more amenable to your cause, taking a &#8212;5 penalty on the opposed Charisma check made to refuse serving you. If you fail, the creature immediately makes a new Will saving throw against your spell. On a failure, the spell functions as normal. If it succeeds on this save, the creature breaks free of your control and can either flee or attack you.<\/p>\n\n\t<p><strong>Improved Calling (Su):<\/strong> At 8th level, your understanding of the ways of fiends shows you how to tempt even more powerful beings into your service. The normal HD limit for your planar ally and planar binding spells (including lesser and greater versions) increases by 2.<\/p>\n\n\t<p><strong>Safe Summoning (Ex):<\/strong> At 9th level, you can dismiss any evil creature that you have summoned as an immediate action rather than as a standard action.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spellcasting<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Deceptive summons, unrestricted conjuration <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Planar binding<\/em> <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Skill Focus (Bluff) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Deceptive summons (fury) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Fiendish legion <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Deceitful bargaining <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Deceptive summons (resistance) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Improved calling <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Safe summoning <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Scoundrel 48<\/h5>","reference":"Usergen"},{"id":10295,"name":"Master of Masks","type":"prestige","alignment":"Any","hit_die":"6","full_text":"<div topic='titel'><p><h3>Master of Masks<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Languages:<\/strong> Any four.<br \/><strong>Special:<\/strong> Must have successfully impersonated an individual, fooling even that person&#39;s friends and associates.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting:<\/strong> At 2nd, 4th, 7th, and 9th level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a master of masks, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Persona Masks (Su):<\/strong> You gain the ability to craft potent magical masks, each of which allows you to take on a different persona and gain some aspect of that creature or archetypal character. At 1st level, you learn to create and use two masks selected from those described below. At 2nd level, and at every odd-numbered level thereafter, you can create and use one more mask from the list.<\/p>\n\n\t<p>Creating a new persona mask requires 8 hours of work and costs 100 gp. You can use only persona masks that you have crafted. No one else (not even another master of masks) can benefit from a persona mask that you create.<\/p>\n\n\t<p>To gain the benefit of a mask, you merely wear it. Putting on a mask is a standard action, and removing one is a move action. Once it is worn, the mask&#39;s benefit immediately applies. Your master of masks level is your caster level for any spell-like abilities produced by a mask. In addition to its other benefits, a mask conceals your alignment, replacing it (for the purpose of detection spells or abilities) with an alignment appropriate to the mask. You still retain your normal alignment for all other purposes (such as if a paladin uses smite evil against you). One or more persona masks can be worn at the same time, occupying the eye lenses\/goggles body slot.<\/p>\n\n\t<p><em>Angel:<\/em> The image of an androgynous face with eyes serenely upturned to the heavens forms this mask, carved from flawless alabaster. Cultic runes adorn the forehead and cheeks, and its edges are ringed by downy feathers. As an immediate action, you can use <a href=\/spells\/players-handbook-v35--6\/feather-fall--2813\/>feather fall<\/a> as a spell-like ability any number of times per day, but only on yourself.<\/p>\n\n\t<p>Once per day as a swift action, you can use <a href=\/spells\/players-handbook-v35--6\/fly--2816\/>fly<\/a> as a spell-like  ability; the effect lasts for 5 rounds. As you advance in the master of masks class, you can use this ability more often: twice per day at 4th level, three times per day at 7th level, and four times per day at 10th level. Your alignment appears to be lawful good while you wear an angel mask.<\/p>\n\n\t<p><em>Archmage:<\/em> This mask of deep purple fluorite is sculpted in the image of a heavily wrinkled old man. A roughly circular tangle of arcane runes appears where the visage&#39;s mouth should be.<\/p>\n\n\t<p>You can use each of these spell-like abilities once per day: <a href=\/spells\/players-handbook-v35--6\/charm-person--2535\/>charm person<\/a>, <a href=\/spells\/players-handbook-v35--6\/dancing-lights--2599\/>dancing lights<\/a> , <a href=\/spells\/players-handbook-v35--6\/detect-magic--2489\/>detect magic<\/a> , and <a href=\/spells\/players-handbook-v35--6\/magic-missile--2631\/>magic missile<\/a> . As you advance in the master of masks class, you can use additional spell-like abilities, each once per day: 4th level, <a href=\/spells\/players-handbook-v35--6\/invisibility--2676\/>invisibility<\/a> and <a href=\/spells\/players-handbook-v35--6\/scorching-ray--2643\/>scorching ray<\/a> ; 7th level, <a href=\/spells\/players-handbook-v35--6\/lightning-bolt--2630\/>lightning bolt<\/a> and <a href=\/spells\/players-handbook-v35--6\/slow--2873\/>slow<\/a> ; and 10th level, <a href=\/spells\/players-handbook-v35--6\/dimension-door--2388\/>dimension door<\/a> and <a href=\/spells\/players-handbook-v35--6\/ice-storm--2624\/>ice storm<\/a> .<\/p>\n\n\t<p>Your caster level is treated as two higher for the purpose of casting arcane spells (up to a maximum of your character level). If you have no arcane spellcasting ability, this effect grants you no benefit. Your alignment appears to be chaotic good while you wear an archmage mask.<\/p>\n\n\t<p><em>Assassin<\/em>: Hardened black leather and metal clasps create the disturbing aspect of the assassin. A jagged, cruel slit forms the opening for the mouth, and the mask&#39;s edges are worn and stained.<\/p>\n\n\t<p>You can deliver a sneak attack that deals an extra 1d6 points of damage when you are flanking an opponent or at any time when the target would be denied its Dexterity bonus (see the rogue class feature, PH 50). As you advance in the master of masks class, your sneak attack becomes more devastating: This extra damage improves to 2d6 points at 4th level, 3d6 at 7th level, and 4d6 at 10th level. If you get a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack. In addition, you gain a +2 competence bonus on Hide and Move Silently checks. This bonus improves to +4 at 4th level, +6 at 7th level, and +8 at 10th level. Your alignment appears to be lawful evil while you wear an assassin mask.<\/p>\n\n\t<p><em>Demon<\/em>: This obsidian mask bears the visage of a darkly handsome fiend. Small, black horns adorn the demon&#39;s forehead, and its black ears rise to points. Its smiling mouth shows rows of sharp teeth.<\/p>\n\n\t<p>Once per day, you can use <a href=\/spells\/players-handbook-v35--6\/summon-monster-iii--2443\/>summon monster III<\/a> as a spell-like ability, only to summon creatures of chaotic evil alignment. As you advance in the master of masks class, you can summon increasingly powerful creatures: At 4th level, you can instead use <a href=\/spells\/players-handbook-v35--6\/summon-monster-iv--2444\/>summon monster IV<\/a>; at 7th level, <a href=\/spells\/players-handbook-v35--6\/summon-monster-v--2445\/>summon monster V<\/a> ; and at 10th level, <a href=\/spells\/players-handbook-v35--6\/summon-monster-vi--2446\/>summon monster VI<\/a> . Your alignment appears to be chaotic evil while you wear a demon mask.<\/p>\n\n\t<p><em>Dragon<\/em>: This multihued mask of precious metals and scintillating gemstones forms the terrible visage of a snarling wyrm. A sunburst of metallic and bejeweled scales flares out around the reptilian face.<\/p>\n\n\t<p>Three times per day you can breathe a cone of fire as a standard action. The cone is 30 feet long and deals 2d8 points of fire damage. A successful Reflex save (DC 10 + your master of masks level + your Cha modifier) halves  the damage dealt. Once you use this ability, you can&#39;t use it again for 1d4 rounds. As you advance in the class, you can deal additional damage with this ability: 4d8 points at 4th level, 6d8 at 7th level, and 10d8 at 10th level. Your alignment appears to be neutral evil while you wear a dragon mask.<\/p>\n\n\t<p><em>Faceless<\/em>: Only a pair of empty eyeholes break this otherwise featureless oval, porcelain mask.<\/p>\n\n\t<p>You gain a +5 competence bonus on saves against mind-affecting spells and abilities. You are protected from divination effects as if by a nondetection spell; the DC of the caster level check is 15 + your master of masks level. Even if the nondetection effect is overcome, your alignment appears to be neutral while you wear a faceless mask.<\/p>\n\n\t<p><em>Gladiator<\/em>: This wyvern-hide mask is shaped like the face of a grim warrior. Scars cover its surface, and silver chainmail rings surround its outer edge.<\/p>\n\n\t<p>You gain proficiency with all martial and exotic weapons. You also gain a +1 competence bonus on attack rolls and weapon damage rolls. As you advance in the master of masks class, you become more expert in weapon use: This bonus improves to +2 at 4th level, +3 at 7th level, and +4 at 10th level. Your alignment appears to be neutral while you wear a gladiator mask.<\/p>\n\n\t<p><em>High Priest<\/em>: This mask of rose porphyry has a wide mouth open in song, but instead of eyes it has slits twisted into runes (these do not restrict your vision).<\/p>\n\n\t<p>You can use each of the following spell-like abilities once per day: <a href=\/spells\/players-handbook-v35--6\/bless--2529\/>bless<\/a> , <a href=\/spells\/players-handbook-v35--6\/cure-light-wounds--2380\/>cure light wounds<\/a> , <a href=\/spells\/players-handbook-v35--6\/protection-from-evil--2348\/>protection from evil<\/a> , and <a href=\/spells\/players-handbook-v35--6\/sanctuary--2359\/>sanctuary<\/a> . As you advance in the class, you can use additional spell-like abilities, each once per day: At 4th level, you can use <a href=\/spells\/players-handbook-v35--6\/aid--2523\/>aid<\/a> and <a href=\/spells\/players-handbook-v35--6\/restoration-lesser--2432\/>lesser restoration<\/a> ; at 7th level, <a href=\/spells\/players-handbook-v35--6\/cure-serious-wounds--2385\/>cure serious wounds<\/a> and <a href=\/spells\/players-handbook-v35--6\/remove-curse--2352\/>remove curse<\/a> ; and at 10th level, <a href=\/spells\/players-handbook-v35--6\/death-ward--2727\/>death ward<\/a> and <a href=\/spells\/players-handbook-v35--6\/neutralize-poison--2413\/>neutralize poison<\/a> .<\/p>\n\n\t<p>Your caster level is treated as two higher for the purpose of casting divine spells (up to a maximum of your character level). If you have no divine spellcasting ability, this effect grants you no benefit. Your alignment appears to be neutral good while you wear a high priest mask.<\/p>\n\n\t<p><em>Jester<\/em>: Gaudy ribbons, tinkling bells, and a bobbing cockscomb adorn this leather mask. Brightly hued eyeshadow, lipstick, and alternating red, black, and white diamonds flamboyantly paint the form&#39;s angular features.<\/p>\n\n\t<p>You gain a +2 competence bonus on Balance, Perform, Sleight of Hand, and Tumble checks. As you advance in the master of masks class, you become more proficient with these skills: This bonus improves to +4 at 4th level, +6 at 7th level, and +8 at 10th level. Your alignment appears to be chaotic neutral while you wear a jester mask.<\/p>\n\n\t<p><em>Lich<\/em>: This mask is made of poorly cured, purplish skin stretched over yellowed bone. Bloodless cuts and old bruises  mar its surface, and tufts of long, white hair sprout from its wrinkled brow.<\/p>\n\n\t<p>Once per day you can use <a href=\/spells\/players-handbook-v35--6\/cause-fear--2716\/>cause fear<\/a> and <a href=\/spells\/players-handbook-v35--6\/detect-undead--2495\/>detect undead<\/a> as spell-like abilities. As you advance in the master of masks class, you can use additional spell-like abilities, each once per day: At 4th level, you can use <a href=\/spells\/players-handbook-v35--6\/false-life--2735\/>false life<\/a> ; at 7th level, <a href=\/spells\/players-handbook-v35--6\/halt-undead--2740\/>halt undead<\/a> ; and at 10th level, <a href=\/spells\/players-handbook-v35--6\/fear--2736\/>fear<\/a>. Additionally, you gain resistance to cold 10.<\/p>\n\n\t<p>Your alignment appears to be neutral evil while you wear a lich mask. Furthermore, you register as an undead creature with Hit Dice equal to your character level to any form of magical divination (such as <em>detect undead<\/em>).<\/p>\n\n\t<p><em>Lord<\/em>: A swirling mixture of gleaming copper and silver forms the regal countenance of a smiling man. A gem-studded diadem adorns its brow, and stamped across its surface are layered images of coins.<\/p>\n\n\t<p>Once per day, you can use <a href=\/spells\/players-handbook-v35--6\/remove-fear--2353\/>remove fear<\/a> as a spell-like ability. As you advance in the master of masks class, you can use additional spell-like abilities, each once per day: At 4th level, you can use <a href=\/spells\/players-handbook-v35--6\/eagles-splendor--2803\/>eagle&#39;s splendor<\/a>; at 7th level, <a href=\/spells\/players-handbook-v35--6\/heroism--2553\/>heroism<\/a>; and at 10th level, <a href=\/spells\/players-handbook-v35--6\/dispel-chaos--2311\/>dispel chaos<\/a>.<\/p>\n\n\t<p>In addition, you gain a +2 competence bonus on Diplomacy and Gather Information checks. This bonus improves to +4 at 4th level, +6 at 7th level, and +8 at 10th level. Your alignment appears to be lawful neutral while you wear a lord mask.<\/p>\n\n\t<p><em>Savage<\/em>: Bright, flaking warpaint streaks this battered wooden image of a snarling, fang-toothed wild man. Your hands transform into claws, granting you two primary natural weapon attacks, each dealing 1d4 points of damage (assuming you are Medium), plus your Strength modifier. You are considered to be proficient with your natural weapons. Your claws overcome damage reduction as if they were magic weapons. As you advance in the master of masks class, you can deal more damage with your claws: 1d6 points at 4th level, 1d8 at 7th level, and 2d6 at 10th level. Your alignment appears to be chaotic neutral while you wear a savage mask.<\/p>\n\n\t<p><strong>Mask Specialist (Su)<\/strong>: Starting at 3rd level, you innately enhance the abilities of any magic mask you wear (such as the mask of the skull, <span class=caps>DMG<\/span> 262). If the mask creates an effect that requires a saving throw, the save DC increases by 2. If the mask grants a bonus on skill checks, that bonus is increased by 2. Otherwise, the mask&#39;s caster level is treated as two higher.<\/p>\n\n\t<p>This ability has no effect on the persona masks you create and use.<\/p>\n\n\t<p><strong>Many Faces (Ex)<\/strong>: At 5th level, you can wear more than one persona mask simultaneously. You can use the abilities of only one mask at a time, but you can switch between masks more quickly.<\/p>\n\n\t<p>While wearing a persona mask, you can don a second without taking off the first. The appearance and benefit of the second replace those of the first. As a move action, you can have the first mask appear instead, granting its effect in place of the other&#39;s.<\/p>\n\n\t<p>At 8th level, you can wear up to three masks simultaneously and can switch masks as a swift action.<\/p>\n\n\t<p>At 10th level, you can wear up to four masks simultaneously and can switch masks as an immediate action. While wearing multiple persona masks in this way, you can remove any worn mask as a move action (regardless of which one is active).<\/p>\n\n\t<p><strong>Hidden Mask (Su)<\/strong>: Beginning at 6th level, you can make any mask you wear become invisible (or return an invisible mask to visibility). Activating or deactivating this ability requires a swift action. The mask&#39;s benefit applies regardless of whether it is visible.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spellcasting<\/strong><\/th>\n\t\t\t<th>*Masks Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Persona masks <\/td>\n\t\t\t<td>&#8212; <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Mask specialist <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Many faces (2, move) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Hidden mask <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Many faces (3, swift) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Many faces (4, immediate) <\/td>\n\t\t\t<td>&#8212; <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Scoundrel 52<\/h5>","reference":"Usergen"},{"id":10296,"name":"Mountebank","type":"prestige","alignment":"Any nonlawful","hit_die":"6","full_text":"<div topic='titel'><p><h3>Mountebank<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonlawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Tongue of the Devil (Ex):<\/strong> Your cunning misdirection leaves others at your mercy. You add your Intelligence bonus (if any) to Bluff checks.<\/p>\n\n\t<p><strong>Sneak Attack (Ex):<\/strong> Beginning at 2nd level, you deal an extra 1d6 points of damage when you are flanking an opponent or at any time when the target would be denied its Dexterity bonus. See the rogue class feature, PH 50. The extra damage dealt by your sneak attack increases to 2d6 at 5th level and to 3d6 at 8th level. If you get a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack.<\/p>\n\n\t<p><strong>Alter Ego (Sp):<\/strong> Starting at 3rd level, you establish an alternate identity. This alter ego has its own distinct physical characteristics, quirks, preferred clothing, and so on. At will, you can switch your form between that of your normal identity and that of your alter ego. This ability works like the <a href=\/spells\/players-handbook-v35--6\/alter-self--2774\/>alter self<\/a> spell, except that you can assume only the appearance of your alternate identity. Your caster level for this ability is equal to your mountebank class level.<\/p>\n\n\t<p>As you advance in this prestige class, you develop additional alter egos, gaining a new one every three levels beyond 1st (two at 6th and three at 9th).<\/p>\n\n\t<p><strong>Sideslip (Su):<\/strong> Beginning at 4th level, you become supernaturally elusive. Once per day as an immediate action, you can transfer yourself from your current space to another up to 20 feet away. This ability otherwise works like the <a href=\/spells\/players-handbook-v35--6\/dimension-door--2388\/>dimension door<\/a> spell, except that you cannot transport other creatures with you. At 6th level, and at every two levels thereafter, you gain an additional daily use of sideslip.<\/p>\n\n\t<p><strong>Slippery Mind (Ex):<\/strong> Starting at 7th level, whenever you are affected by an enchantment spell or effect and you fail your saving throw, you can attempt it again 1 round later at the same DC. You get only one extra chance to succeed on your save using this ability.<\/p>\n\n\t<p><strong>Sudden Escape (Sp):<\/strong> Beginning at 10th level, you can expend two daily uses of your sideslip ability as a swift action to use <a href=\/spells\/players-handbook-v35--6\/dimension-door--2388\/>dimension door<\/a>, as the spell. Your caster level is equal to your character level.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Tongue of the devil <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Sneak attack +1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Alter ego <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sideslip 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sneak attack +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Alter ego, sideslip 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Slippery mind <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sideslip 3\/day, sneak attack +3d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Alter ego <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sideslip 4\/day, sudden escape <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Scoundrel 57<\/h5>","reference":"Usergen"},{"id":10297,"name":"Psibond Agent","type":"prestige","alignment":"Any","hit_die":"6","full_text":"<div topic='titel'><p><h3>Psibond Agent<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Languages:<\/strong> Any three.<br \/><strong>Psionics:<\/strong> Power point reserve of at least 1.<br \/><strong>Special:<\/strong> Sneak attack +1d6.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Psibond (Su):<\/strong> As a member of this class, you know how to create a mental link between yourself and a subject. You must be psionically focused to forge the psibond, but afterward you can expend your focus as needed to use other abilities. Establishing a psibond requires a standard action, and an unwilling subject is allowed a Will save (DC 10 + your psibond agent level + your Cha modifier) to resist. Once established, a psibond lasts as long as you concentrate, up to a maximum of 1 minute per class level. The maximum range at which a psibond can be established is 100 feet, but once in place it persists even if the subject moves out of this range (the psibond is suppressed, but not broken, while the subject is on a different plane). A psibond grants you various options for gathering information or controlling the subject, based on your class level.<\/p>\n\n\t<p><em>Forced Sense Link<\/em>: At 1st level, you can use a swift action to perceive what the subject perceives using its sight, hearing, taste, or smell. This sense link lasts until you take another swift action to end it, or until the psibond&#39;s duration ends. Only one sense is linked, and you cannot switch between senses with the same psibond. You make any skill checks involving senses, such as Spot or Listen, as if you were the subject (using that individual&#39;s skill modifiers), and as if you were in the subject&#39;s location. You lose your Dexterity bonus to AC while directly sensing what the subject senses. This ability otherwise works like the forced sense link power (Expanded Psionics Handbook 131).<\/p>\n\n\t<p><em>Nudge<\/em>: Beginning at 2nd level, you can subtly influence the subject of your psibond. As an immediate action, you can implant a subtle suggestion about which course of action the subject takes if presented with a choice. You cannot communicate any specific action to your subject; you can only nudge it toward a specific choice. For example, if your subject is offered a choice of shifts for the night watch, you can suggest which one to take. No saving throw applies against this effect, but if the suggested action presents any obvious danger to the subject, your nudge fails; the psibond isn&#39;t broken. You can&#39;t implant the same nonverbal suggestion more than once during the same psibond.<\/p>\n\n\t<p><em>Empathy<\/em>: At 4th level, you can detect the surface emotions of the subject of your psibond as a free action. You also gain a +2 insight bonus on any Bluff, Diplomacy, Intimidate, or Sense Motive check made against that subject as long as the psibond is in place.<\/p>\n\n\t<p><em>Suggestion<\/em>: Beginning at 6th level, you can use a swift action to use <a href=\/spells\/players-handbook-v35--6\/suggestion--2573\/>suggestion<\/a> (as the spell) on the subject of your psibond. The subject is allowed a Will save (DC 13 + your Cha modifier) to resist the effect. You can&#39;t use this ability more than once during the same psibond.<\/p>\n\n\t<p><em>False Sensory Input<\/em>: At 8th level, you gain a limited ability to falsify one of the senses of your psibond&#39;s subject. This requires a swift action to activate or maintain each round, and otherwise works like the false sensory input power (Expanded Psionics Handbook 106), though no save is allowed.<\/p>\n\n\t<p><em>Dominate<\/em>: At 10th level, you gain the ability to fully control the subject of your psibond. This works like the <a href=\/spells\/players-handbook-v35--6\/dominate-monster--2546\/>dominate monster<\/a> spell (PH 224) and requires a standard action to activate. The subject is allowed a Will save (DC 19 + your Cha modifier) to resist the effect. If you successfully dominate the subject, the effect lasts for 1 hour. Using this ability automatically ends your psibond with the subject, regardless of whether it succeeds on the save.<\/p>\n\n\t<p><strong>Sneak Attack (Ex):<\/strong> Beginning at 3rd level, you deal an extra 1d6 points of damage when flanking an opponent or any time the target would be denied its Dexterity bonus. See the rogue class feature, PH 50. The extra damage dealt increases to 2d6 at 6th level and to 3d6 at 9th level. If you get a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack.<\/p>\n\n\t<p><strong>Lingering Psibond (Su):<\/strong> When you attain 5th level, your psibond becomes more powerful. Your psibond remains in place for 1 round after you cease concentrating. If you resume concentration in the next round, you retain the psibond&#39;s effect as if you had never stopped concentrating.<\/p>\n\n\t<p><strong>Double Psibond (Su):<\/strong> At 7th level, you learn the secret of maintaining two psibonds simultaneously. Each psibond must be established separately against a different subject, but your concentration maintains both links equally well. Using any special abilities through the links must be done separately (for example, establishing a forced sense link requires a separate swift action for each subject).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Psibond (forced sense link) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Psibond (nudge) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sneak attack +1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Psibond (empathy) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Lingering psibond <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Psibond (suggestion), sneak attack +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Double psibond <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Psibond (false sensory input) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sneak attack +3d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Psibond (dominate) <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Scoundrel 60<\/h5>","reference":"Usergen"},{"id":10298,"name":"Spellwarp Sniper","type":"prestige","alignment":"Any","hit_die":"6","full_text":"<div topic='titel'><p><h3>Spellwarp Sniper<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spellcasting:<\/strong> Ability to cast 3rd-level spells.<br \/><strong>Special:<\/strong> Sneak attack or sudden strike +1d6.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting:<\/strong> At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a spellwarp sniper, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Spellwarp (Ex):<\/strong> You can alter the form of certain area spells into rays as you cast them. As a free action, you can warp a 1st-level area spell with instantaneous duration and a range greater than touch. The spell&#39;s level, components, range, and damage (if any) remain unchanged. However, the spell&#39;s area entry is replaced by an effect entry of &quot;ray.&quot; The spell acts in all ways as a ray, and is considered a ray for the purpose of effects that modify or depend on rays (such as the other abilities of this prestige class). You must succeed on a ranged touch attack to affect an opponent with the spell. Even if the original spell allowed a Reflex save to reduce or negate its effect, the ray does not. However, if the original spell allowed a Fortitude or Will save to reduce or negate the spell&#39;s effect, the save still applies.<\/p>\n\n\t<p>You must decide to warp the spell as you cast it. You do not need to prepare it as a warped spell. You can apply metamagic feats as normal to the spell, as long as they can affect ray spells.<\/p>\n\n\t<p>Each time you advance a level in this class, the maximum level of spell that you can affect increases by one. For example, a 3rd-level spellwarp sniper can warp spells of up to 3rd level.<\/p>\n\n\t<p><strong>Sudden Raystrike (Ex):<\/strong> If you can catch an opponent when he is unable to defend himself effectively from your ray attack, you can strike a vital spot for extra damage. Whenever the target of one of your ray spells is denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus of not), you deal an extra 1d6 points of damage with your ray spell. (If your ray spell doesn&#39;t deal hit point damage, this extra damage doesn&#39;t apply.) At 4th level, the extra damage increases to 2d6. If you get a sneak attack or sudden strike bonus from another source (such as rogue or ninja levels), the bonuses on damage stack whenever both abilities would apply to the same target. This damage applies only to targets within 30 feet. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to your sudden raystrikes.<\/p>\n\n\t<p><strong>Precise Shot:<\/strong> At 3rd level, you gain Precise Shot as a bonus feat. If you already have Precise Shot, you can select any other feat that has Point Blank Shot as a prerequisite, as long as you meet the prerequisite for the chosen feat.<\/p>\n\n\t<p><strong>Ray Mastery (Ex):<\/strong> At 5th level, you attain unequaled control over your ray spells. This control manifests in three ways:<\/p>\n\n\t<ul>\n\t\t<li>You can apply the extra damage from the sudden raystrike ability (as well as any additional sneak attack or sudden strike damage from other sources) to ray attacks against a target within 60 feet, instead of 30 feet.<\/li>\n\t<\/ul>\n\n\t<ul>\n\t\t<li>You can deliver a coup de grace with a ray spell that deals hit point damage. You must be adjacent to your target to deliver the coup de grace.<\/li>\n\t<\/ul>\n\n\t<ul>\n\t\t<li>Once per day, you can empower a single ray spell, as though with the Empower Spell feat, without any adjustment to the spell&#39;s level or casting time. This effect applies equally to spells that are already rays and those you warp into rays.<\/li>\n\t<\/ul><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spellcasting<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Spellwarp <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sudden raystrike +1d6 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Precise Shot <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Sudden raystrike +2d6 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Ray mastery <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Scoundrel 64<\/h5>","reference":"Usergen"},{"id":10299,"name":"Uncanny Trickster","type":"prestige","alignment":"Any","hit_die":"6","full_text":"<div topic='titel'><p><h3>Uncanny Trickster<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 8.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Skills:<\/strong> Any four skills 8 ranks each.<br \/><strong>Skill Tricks:<\/strong> Any four.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Class Features:<\/strong> At each level after 1st, you gain class features (including spellcasting ability) and an increase in effective level as if you had also gained a level in a class to which you belonged before adding the prestige class level. You do not, however, gain the benefit of your previous class&#39;s Hit Dice, attack progression, skill points, or saving throws. If you had more than one class before becoming an uncanny trickster, you must decide to which class to add each level for the purpose of determining class features.<\/p>\n\n\t<p><strong>Bonus Trick (Ex):<\/strong> At each level, you gain a bonus <a href=\/feats\/categories\/skill-trick\/>skill trick<\/a> for which you meet the prerequisite. These bonus tricks do not cost skill points and do not count against your maximum number of skill tricks available.<\/p>\n\n\t<p><strong>Favorite Trick (Ex):<\/strong> You have a limited repertoire of signature stunts. At each level, choose one skill trick you know that you can perform only once per encounter. You can now use that trick one additional time per encounter. You can&#39;t choose the same skill trick more than once.<\/p>\n\n\t<p><strong>Tricky Defense (Ex):<\/strong> At 3rd level, you have mastered incorporating tricks into your personal defenses. In any round when you perform a skill trick, you gain a +1 competence bonus on saving throws until the start of your next turn.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Class Features<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Bonus trick, favorite trick <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Bonus trick, favorite trick <\/td>\n\t\t\t<td> +1 level of existing class features <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Bonus trick, favorite trick, tricky defense <\/td>\n\t\t\t<td> +1 level of existing class features <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Scoundrel 67<\/h5>","reference":"Usergen"},{"id":10300,"name":"Gray Hand Enforcer","type":"prestige","alignment":"Any nonevil","hit_die":"10","full_text":"<div topic='titel'><p><h3>Gray Hand Enforcer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonevil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Ability to cast 4th-level spells (<em>or<\/em> <span class=caps>BAB<\/span> requirement), Must be a member of the Gray Hands.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Gray Hand enforcers gain no proficiency with any weapons, armor, or shields.<\/p>\n\n\t<p><strong>Spellcasting:<\/strong> A Gray Hand enforcer continues training in magic. At every Gray Hand enforcer level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class you belonged to before adding the prestige class. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a Gray Hand enforcer, you must decide to which class you add the new level for purposes of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Damage Reduction (Ex):<\/strong> At 1st level, a Gray Hand enforcer gains damage reduction. Subtract 1 from the damage you take each time you are dealt damage from a weapon or natural attack. Damage reduction can reduce damage to 0 but not below 0. This ability improves to damage reduction 2\/&#8212; at 3rd level, and damage reduction 3\/&#8212; at 5th level.<\/p>\n\n\t<p><strong>Gray Hand Token:<\/strong> All Gray Hand enforcers are given a small token, usually a clasp, ring, or brooch in the shape of a human hand, fingers together and palm out. Civic officials of Waterdeep (including Lords, magistrates, and Watch and Guard officers) know the token by sight. You gain a +5 bonus on any Charisma-based skill checks made against an officer or official of Waterdeep if you show the token. A bearer of the token may not be arrested or hindered in Waterdeep unless the arresting official is a Lord, magistrate, or civilar of the Guard or Watch.<\/p>\n\n\t<p><strong>Dragonward Strike (Su):<\/strong> By calling upon the power of Ahghairon&#39;s dragonward, the Gray Hand enforcer can launch a mighty attack. Beginning at 2nd level, you can make a single melee attack with a +4 bonus on the attack roll and a bonus on the damage roll equal to your Gray Hand enforcer level. You must declare the strike before making the attack.<\/p>\n\n\t<p>Instead of using the dragonward strike to make a melee attack, you can empower a single spell as if you had applied the Empower Spell feat. You do not have to prepare the spell as an empowered spell ahead of time, and this does not increase the level of the spell. You can use a dragonward strike once per day, or two times per day beginning at 4th level.<\/p>\n\n\t<p>In either case, the dragonward strike is only usable within 10 miles of Waterdeep, since it relies on proximity to Ahghairon&#39;s spell.<\/p>\n\n\t<p><strong>Spell Resistance (Ex):<\/strong> At 4th level, you gain spell resistance equal to 5 + your character level. For example, as a fighter 10\/Gray Hand enforcer 4, you would have spell resistance 19.<\/p>\n\n\t<p><strong>Lords&#39; Boon (Su):<\/strong> At 5th level, you gain the ability to heal your own wounds. You can heal 20 hit points each day. You can use the healing all at once, or spread it out among several uses.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spellcasting<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Damage reduction 1\/&#8212;, Gray Hand token <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Dragonward strike 1\/day <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Damage reduction 2\/&#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Spell resistance 5 + character level, dragonward strike 2\/day <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Damage reduction 3\/&#8212;, Lords&#39; boon <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: City of Splendors: Waterdeep 77<\/h5>","reference":"Usergen"},{"id":10301,"name":"Knight of the Blue Moon","type":"prestige","alignment":"Any good","hit_die":"8","full_text":"<div topic='titel'><p><h3>Knight of the Blue Moon<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells:<\/strong> Ability to cast arcane spells spontaneously.<br \/><strong>Patron Deity:<\/strong> Sel\u00fbne or Mystra.<br \/><strong>Special:<\/strong> Ability to turn undead, membership in the Order of the Blue Moon.<br \/><strong>Special:<\/strong> Requires either Weapon Focus or Exotic Weapon Proficiency<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Knights of the Blue Moon gain no proficiency with any weapons, armor, or shields. Sel\u00fbne&#39;s favored weapon is the heavy mace, which Knights of the Blue Moon refer to as the moon&#39;s hand. Mystra&#39;s favored weapon is the shuriken, which Knights of the Blue Moon refer to as whirlstars.<\/p>\n\n\t<p><strong>Spellcasting:<\/strong> A Knight of the Blue Moon continues training in magic. When you gain a level in this class, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class you belonged to before adding the prestige class. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a Knight of the Blue Moon, you must decide to which class you add the new level for purposes of determining spells per day, caster level, and spells known.\/p>\n\n\t<p><strong>Moon Blessing (Su):<\/strong> During days and nights of the waning or new moon, you can channel the influence of Sel\u00fbne over the Weave to reduce the impact of magic directed at you. At the cost of a single attempt to turn undead, you receive a sacred bonus equal to +1 per class level on a single saving throw against a spell or spell-like ability. Using this ability is an immediate action.<\/p>\n\n\t<p>During days and nights of the waxing or full moon, you can channel the influence of Sel\u00fbne over the Weave to increase the impact of magic cast by you. At the cost of a single attempt to turn undead, you increase the saving throw DC of a single use of a spell or spell-like ability by an amount equal to your class level. Using this ability is a swift action.<\/p>\n\n\t<p><strong>Special Mount:<\/strong> At 1st level, you can call a special mount. This ability is identical to the paladin ability of the same name, except the mount will always match your alignment. Levels of paladin and Knight of the Blue Moon stack for purposes of determining the special mount&#39;s abilities. In addition, if you do not have a familiar, levels of sorcerer or wizard also stack for purposes of determining the special mount&#39;s abilities.<\/p>\n\n\t<p><strong>Faerie Fire (Sp):<\/strong> At 2nd level, you can use <em>faerie fire<\/em>, as the spell, three times per day.<\/p>\n\n\t<p><strong>Lunar Sight (Ex):<\/strong> Knights of the Blue Moon of 2nd level and above have low-light vision. If you already have low-lightvision, you instead gain improved low-light vision, which means that you see four times as far as a human in conditions of poor illumination.<\/p>\n\n\t<p><strong>Divine Moonlight (Su):<\/strong> At 3rd level, any spell with the light descriptor is heightened by one level, as if you had the Heighten Spell feat. The spell does not require a spell slot of higher level  or require you to prepare such spells in advance.<\/p>\n\n\t<p><strong>Sel\u00fbne&#39;s Foresight (Su):<\/strong> At 3rd level, you can tap into the prophetic powers associated with the moon, giving you a +2 insight bonus on initiative rolls.<\/p>\n\n\t<p><strong>Weavesight (Sp):<\/strong> At 4th level, you can use <em>arcane sight<\/em>, as the spell, three times per day.<\/p>\n\n\t<p><strong>Moon Kiss (Su):<\/strong> At 5th level, you can channel the silver light of Sel\u00fbne into weapons or armor you use. When the moon is waxing or full, at the cost of a single attempt to turn undead, a magic weapon you wield receives the property of <em>brilliant energy<\/em> for 1 round. This use of the ability is a swift action.<\/p>\n\n\t<p>When the moon is waning or new, at the cost of a single attempt to turn undead, armor you wear receives the property of spell resistance (SR 10 + character level) for 1 round. Using this ability is an immediate action.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spellcasting<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Moon blessing, special mount <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Faerie fire 3\/day, lunar sight <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Divine moonlight, Sel\u00fbne&#39;s foresight <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Weavesight 3\/day <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Moon kiss <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: City of Splendors: Waterdeep 81<\/h5>","reference":"Usergen"},{"id":10302,"name":"Moonstar Agent","type":"prestige","alignment":"Any","hit_die":"6","full_text":"<div topic='titel'><p><h3>Moonstar Agent<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells:<\/strong> Ability to cast <em>disguise self<\/em> and <em>identify<\/em>.<br \/><strong>Special:<\/strong> Bardic knowledge, lore (loremaster class feature or any similar ability), Harper knowledge, or ability to cast legend lore, Must be a member of the Tel Teukiira.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Moonstar agents gain no proficiency with any weapons, armor, or shields.<\/p>\n\n\t<p><strong>Spellcasting:<\/strong> When a new Moonstar agent level is gained, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class you belonged to before adding the prestige class. You do not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. This essentially means that you add the level of Moonstar agent to the level of some other spellcasting class you have, then determine spells per day, caster level, and spells known accordingly.<\/p>\n\n\t<p><strong>Lore (Ex):<\/strong> Like a bard, a Moonstar agent has a knack for picking up odd bits of knowledge. This ability works exactly like the bardic knowledge ability of the bard class. If you have bard levels (or levels in another class with the same ability, such as loremaster or Harper agent), your Moonstar agent levels and bard levels (or levels in the other appropriate class) stack for the purpose of using Moonstar agent knowledge.<\/p>\n\n\t<p><strong>Oghma\u2019s Insight:<\/strong> As masters of obscure lore, Moonstar agents develop a keen interest in many fields. You gain Skill Focus in any one Knowledge skill as a bonus feat.<\/p>\n\n\t<p><strong>Laeral\u2019s Intuition (Sp):<\/strong> At 2nd level, you can use <em>detect thoughts<\/em>, as the spell, three times per day.<\/p>\n\n\t<p><strong>Mystra\u2019s Boon (Su):<\/strong> At 3rd level, you gain a +2 sacred bonus on all saving throws against spells.<\/p>\n\n\t<p><strong>Khelben\u2019s Call (Sp):<\/strong> At 4th level, you can use <em>sending<\/em>, as the spell, as a standard action once per day.<\/p>\n\n\t<p><strong>Uncanny Dodge (Ex):<\/strong> When you reach 5th level, you retain your Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (You still lose any Dexterity bonus to AC if immobilized.)<\/p>\n\n\t<p>If you gain uncanny dodge from a second class, you automatically gain improved uncanny dodge (see Player\u2019s Handbook page 50).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spellcasting<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Lore, Oghma\u2019s insight <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Laeral\u2019s intuition <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Mystra\u2019s boon <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Khelben\u2019s call <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Uncanny dodge <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: City of Splendors: Waterdeep 84<\/h5>","reference":"Usergen"},{"id":10303,"name":"Sun Soul Monk","type":"prestige","alignment":"Lawful good or lawful neutral","hit_die":"8","full_text":"<div topic='titel'><p><h3>Sun Soul Monk<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful good or lawful neutral.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Languages:<\/strong> Ignan, Loross<br \/><strong>Base Save Bonuses:<\/strong> Will +4<br \/><strong>Patron Deity:<\/strong> Lathander, Sel\u00fbne, or Sune<br \/><strong>Special:<\/strong> Member of the Order of the Sun Soul<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Sun Soul monks are proficient with all simple weapons, but gain no new proficiency with any armor. You can treat a light mace as a special monk weapon for the purpose of your flurry of blows ability.<\/p>\n\n\t<p><strong>Monk Abilities:<\/strong> Sun Soul monk levels stack with monk levels for purposes of determining flurry of blows, unarmed damage, AC bonus, and unarmored speed bonus.<\/p>\n\n\t<p><strong>Sun Soul (Sp):<\/strong> You gain the ability to radiate magical light, equivalent in effect to a <em>daylight<\/em> spell with a duration of 1 minute per caster level, once per day per Sun Soul monk level. You and your clothing are the \u201cobject\u201d from which the light emanates. Your caster level is equal to your combined monk, paladin, and Sun Soul monk levels.<\/p>\n\n\t<p><strong>Low-Light Vision (Ex):<\/strong> At 2nd level, you gain low-light vision if you don\u2019t already have it.<\/p>\n\n\t<p><strong>Sun Soulray (Sp):<\/strong> At 2nd level, you gain the ability to radiate and project a blast of light from an open palm, equivalent in effect to a <em>searing light<\/em> spell. Treat the caster level as equivalent to your combined monk, paladin, and Sun Soul monk levels. At 4th level, you can use this ability two times per day; at 6th level, three times per day; and at 8th level, four times per day.<\/p>\n\n\t<p><strong>Flaming Fists (Su):<\/strong> At 3rd level and beyond, you can channel your inner light into your unarmed attacks as a swift action, giving them the flaming weapon special ability for a number of rounds equal to your Wisdom bonus (minimum 1). See the Dungeon Master\u2019s Guide, page 224.<\/p>\n\n\t<p>At 6th level, you can use this ability two times per day, and you bestow the <em>flaming burst<\/em> weapon special ability on your unarmed attacks.<\/p>\n\n\t<p>At 9th level, you can use this ability three times per day. You can choose to bestow either the <em>flaming burst<\/em> or <em>brilliant energy<\/em> weapon special ability on your unarmed attacks.<\/p>\n\n\t<p><strong>Abundant Step (Su):<\/strong> At 5th level or higher, you can slip magically between spaces, as if using the spell <em>dimension door<\/em>, once per day. Your caster level for this effect is one-half your combined monk and Sun Soul monk levels (rounded down).<\/p>\n\n\t<p><strong>Greater Sun Soul (Sp):<\/strong> At 7th level, you gain the ability to wreathe yourself in flames, equivalent in effect to a fire shield spell (warm version), once per day. Treat your caster level as equivalent to your combined monk, paladin, and Sun Soul monk levels.<\/p>\n\n\t<p><strong>Darkvision (Ex):<\/strong> At 8th level, you gain darkvision out to 60 feet if you don\u2019t already have it.<\/p>\n\n\t<p><strong>Sun Soulbeam (Sp):<\/strong> At 10th level, you gain the ability to emit dazzling beams of light, equivalent in effect to a <em>sunbeam<\/em> spell, once per day. Treat your caster level as equivalent to your combined monk, paladin, and Sun Soul monk levels.<\/p>\n\n\t<p><strong>Tongue of the Sun and Moon (Ex):<\/strong> At 10th level, you can speak with any living creature.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sun soul, monk abilities <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Low-light vision, sun soulray 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Flaming fists 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Sun soulray 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Abundant step <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Flaming fists 2\/day, sun soulray 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Greater sun soul <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Darkvision, sun soulray 4\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Flaming fists 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Sun Soulbeam, tongue of the sun and moon <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: City of Splendors: Waterdeep 88<\/h5>","reference":"Usergen"},{"id":10304,"name":"Bladesinger","type":"prestige","alignment":"Any","hit_die":"8","full_text":"<div topic='titel'><p><h3>Bladesinger<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells:<\/strong> Able to cast arcane spells of 1st level.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Bladesingers gain no proficiency with any weapon. They gain profi ciency with light armor but not with shields.<\/p>\n\n\t<p><strong>Spells per Day:<\/strong> At every oddnumbered level gained in the bladesinger class, the character gains new spells per day as if she had also gained a level in an arcane spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefi t a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one arcane spellcasting class be fore becoming a bladesinger, she must decide to which class she adds the new level for purposes of determining spells per day.<\/p>\n\n\t<p><strong>Bladesong Style (Ex):<\/strong> When wielding a longsword or rapier in one hand (and nothing in the other), a bladesinger gains a dodge bonus to Armor Class equal to his class level, up to a maximum of her Intelligence bonus. If the bladesinger wears medium or heavy armor, she loses all benefi ts of the bladesong style.<\/p>\n\n\t<p><strong>Lesser Spellsong (Ex):<\/strong> When wielding a longsword or rapier in one hand (and nothing in the other), a bladesinger of 2nd level or higher can take 10 when making a Concentration check to cast defensively.<\/p>\n\n\t<p><strong>Song of Celerity (Ex):<\/strong> Once per day, a bladesinger of 4th level or higher may quicken a single spell of up to 2nd level, as if she had used the Quicken Spell feat, but without any adjustment to the spell\u2019s effective level or casting time. She may only use this ability when wielding a longsword or rapier in one hand (and nothing in the other). At 8th level and higher, she can quicken a single spell of up to 4th level.<\/p>\n\n\t<p><strong>Greater Spellsong (Ex):<\/strong> A bladesinger of 6th level or higher ignores arcane spell failure chances when wearing light armor.<\/p>\n\n\t<p><strong>Song of Fury (Ex):<\/strong> When a 10th-level bladesinger makes a full attack with a longsword or rapier in one hand (and nothing in the other), she can make one extra attack in a round at her highest base attack bonus, but this attack and each other attack made in that round take a \u20132 penalty. This penalty applies for 1 round, so it also affects attacks of opportunity the bladesinger might make before her next action.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort Save <\/th>\n\t\t\t<th>Ref Save <\/th>\n\t\t\t<th>Will Save <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bladesong style <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Lesser spellsong <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Song of celerity (2nd) <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Greater spellsong <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Song of celerity (4th) <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Song of fury <\/td>\n\t\t\t<td> \u2014 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Warrior 17<\/h5>","reference":"Usergen"},{"id":10305,"name":"Dark Hunter","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Dark Hunter<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Dark hunters gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Improved Stonecunning (Ex):<\/strong> A dark hunter gains the stonecunning ability possessed by dwarves (see page 15 of the Player&#39;s Handbook), or, if the character already has the ability, she increases her bonus from +2 to +4 on checks to notice unusual stonework, such as sliding walls, stonework traps, new construction, unsafe stone surfaces, shaky stone ceilings, and the like. This bonus also applies on Search checks made to detect stonework traps.<\/p>\n\n\t<p><strong>Enhanced Darkvision (Ex):<\/strong> Dark hunters spend most of their lives in the darkest caverns they can find. As a dark hunter&#39;s skills improve, her almost mystical understanding of the deep caverns sharpens her inborn visual acuity. If a dark hunter does not already have darkvision when she attains 2nd level, she gains it at a range of 30 feet. If she already had darkvision, she adds 30 feet to the range. Once a dark hunter attains 4th level, her darkvision range increases by an extra 30 feet. <\/p>\n\n\t<p>This bonus stacks with other natural or extraordinary abilities that improve darkvision, but it does nothing to improve magically granted darkvision. <\/p>\n\n\t<p>Any condition that causes the character to lose her normal darkvision also causes the enhanced darkvision to fail.<\/p>\n\n\t<p><strong>Sneak Attack (Ex):<\/strong> If a dark hunter can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Any time the dark hunter&#39;s target would be denied his Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), the dark hunter&#39;s attack deals an extra 1d6 points of damage. Should a dark hunter score a critical hit with a sneak attack, this extra damage is not multiplied.<\/p>\n\n\t<p>It takes precision and penetration to hit a vital spot, so ranged attacks can only count as sneak attacks if the target is within 30 feet.<\/p>\n\n\t<p>With a sap or an unarmed strike, a dark hunter can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual &#8212;4 penalty, because she must make optimal use of her weapon in order to execute the sneak attack.<\/p>\n\n\t<p>A dark hunter can only sneak attack living creatures with discernible anatomies&#8212;undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The dark hunter must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A dark hunter cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.<\/p>\n\n\t<p>If a dark hunter gets a sneak attack bonus from another source (such as rogue levels), the extra damage stacks.<\/p>\n\n\t<p><strong>Stone&#39;s Hue (Su):<\/strong> When within 5 feet of a stone or earth wall, a dark hunter can take on the coloration of the stone and may seem to blend into the surface of the wall. As long as the dark hunter is within 5 feet of the wall, she gains a +10 circumstance bonus on Hide checks and can successfully hide herself from view in the open without having anything to actually hide behind.<\/p>\n\n\t<p><strong>Death Attack (Ex):<\/strong> If a dark hunter studies her victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (dark hunter&#39;s choice). While studying the target, the dark hunter can undertake other actions as long as her attention stays focused on the target and the target does not detect the dark hunter or recognize the dark hunter as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the dark hunter&#39;s class level + the dark hunter&#39;s Int modifier) against the kill effect, he dies. If the saving throw fails against the paralysis effect, the victim&#39;s mind and body become enervated, rendering him helpless and unable to act for 1d6 rounds plus 1 round per level of the dark hunter. If the victim&#39;s saving throw succeeds, the attack is just a normal sneak attack. Once the dark hunter has completed the 3 rounds of study, she must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes his save) or if the dark hunter does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before she can attempt another death attack.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th>Base Attack Bonus <\/th>\n\t\t\t<th>Fort Save <\/th>\n\t\t\t<th>Ref Save <\/th>\n\t\t\t<th>Will Save <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Improved stonecunning <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Enhanced darkvision <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sneak attack +1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Stone&#39;s hue <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Death attack <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Warrior 20<\/h5>","reference":"Usergen"},{"id":10306,"name":"Darkwood Stalker","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Darkwood Stalker<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Speak Language:<\/strong> Orc<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Darkwood stalkers gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Ancient Foe (Ex):<\/strong> Due to his extensive study of orcs and training in the proper techniques for combating them, a darkwood stalker gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against orcs. He gets the same bonus on weapon damage rolls against these creatures. A darkwood stalker also gets the bonus on damage with ranged weapons, but only against targets within 30 feet (the darkwood stalker cannot strike with deadly accuracy beyond that range). The bonus on damage does not apply against creatures that are im mune to critical hits. At 4th, 7th, and 10th level, the darkwood stalker&#39;s bonus goes up by +2.<\/p>\n\n\t<p>This bonus stacks with a favored enemy bonus (if any) acquired through ranger levels.<\/p>\n\n\t<p><strong>Uncanny Dodge (Ex):<\/strong> Starting at 2nd level, a darkwood stalker gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to Armor Class (if any) regardless of being caught flat-footed or struck by an invisible attacker. He still loses his Dexterity bonus to AC if immobilized. <\/p>\n\n\t<p>If a darkwood stalker already had the uncanny dodge ability from another class, the character automatically gains improved uncanny dodge instead.<\/p>\n\n\t<p><strong>Sneak Attack (Ex):<\/strong> If a darkwood stalker can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for an extra 1d6 points of damage. For complete details on the sneak attack ability, see the description of the dark hunter earlier in this chapter.<\/p>\n\n\t<p><strong>Darkvision (Ex):<\/strong> Although stealthy and keen-eyed, the darkwood stalker is often at a disadvantage against orcs when fighting in the darkness. Long ago, elven sages developed a ritual to allow the most dedicated stalkers to overcome this disadvantage. Now, as they grow in experience, their night vision continually improves, eventually matching the darkvision of their hated foes. At 4th level, a darkwood stalker gains darkvision out to 30 feet, and at 7th level, the range increases to 60 feet. If the darkwood stalker already has darkvision as a racial ability, this ability does not increase it. <\/p>\n\n\t<p><strong>Improved Uncanny Dodge (Ex):<\/strong> At 5th level and higher, a darkwood stalker can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies other characters the ability to use flank attacks to sneak attack him. The exception to this defense is that a rogue of at least four levels higher than the character can flank him (and thus sneak attack him). If a darkwood stalker gains the uncanny dodge ability from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.<\/p>\n\n\t<p><strong>Dodge Critical (Ex):<\/strong> Although often more skilled than their orc foes, darkwood stalkers have seen too many battles won by one lucky blow from a falchion. At 8th level, a darkwood stalker becomes able to turn even the luckiest blow into a grazing strike. Once per day, a darkwood stalker can make a Reflex saving throw (DC 20 + the enhancement bonus, if any, possessed by the weapon) to turn a critical hit dealt upon him into a normal hit. The darkwood stalker must be aware of the attack and not flat-footed, and he must declare his attempt to reduce the effect of the critical hit before the damage from the hit is rolled.<\/p>\n\n\t<p><strong>Death Attack (Ex):<\/strong> If a 10th-level darkwood stalker studies a particular orc for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly killing the target. While studying the orc, the darkwood hunter can undertake other actions as long as his attention stays focused on the target and the target does not detect the darkwood stalker or recognize the darkwood stalker as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the darkwood stalker&#39;s class level + the darkwood stalker&#39;s Wis modifier), he dies. If the victim&#39;s saving throw succeeds, the attack is just a normal sneak attack. Once the darkwood stalker has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes his save) or if the darkwood stalker does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th>Base Attack Bonus <\/th>\n\t\t\t<th>Fort Save <\/th>\n\t\t\t<th>Ref Save <\/th>\n\t\t\t<th>Will Save <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Ancient foe +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Uncanny dodge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sneak attack +1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Ancient foe +4, darkvision 30 ft. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Improved uncanny dodge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sneak attack +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Ancient foe +6, darkvision 60 ft. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Dodge critical <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sneak attack +3d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Ancient foe +8, death attack <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Warrior 23<\/h5>","reference":"Usergen"},{"id":10307,"name":"Dervish","type":"prestige","alignment":"Any","hit_die":"10","full_text":"<div topic='titel'><p><h3>Dervish<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Dervishes gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>AC Bonus (Ex):<\/strong> A dervish gains this bonus to Armor Class as long as she is wearing no armor or light armor and not carrying a shield. This bonus to AC applies even against touch attacks or when the dervish is fl at-footed. She loses this bonus when she is immobilized or helpless, when she wears any armor heavier than light, when she carries a shield, or when she carries a medium or heavy load.<\/p>\n\n\t<p><strong>Dervish Dance (Ex):<\/strong> A dervish can become a whirling dancer of death a certain number of times per day. While in this dervish dance, she can take a full attack action (for melee attacks only) and still move up to her speed. However, the dervish must move a minimum of 5 feet between each attack when using this ability, and she cannot return to a square she just exited (though she may return to that square later during her full attack). The dervish is subject to attacks of opportunity while dancing, but may tumble normally as part of her move. A dervish prevented from completing her move is also prevented from fi nishing her full attack.<\/p>\n\n\t<p>If a dervish wields a slashing weapon while in a dervish dance, she gains a bonus on her attack and damage rolls. This bonus is +1 at 1st level, and it increases by an extra +1 at every odd-numbered level thereafter.<\/p>\n\n\t<p>A dervish may only perform a dervish dance while wielding a slashing weapon (she may use a double weapon, or multiple weapons, only if both ends of the weapon or all weapons are of the slashing type). She cannot perform a dervish dance in any armor heavier than light or if she is using a shield. While dancing, a dervish cannot use skills or abilities that involve concentration or require her to remain still, such as Move Silently, Hide, or Search. A dervish with the bardic music ability can, however, sing while she dances, and a dervish can also use the Combat Expertise feat while in a dance. A dervish cannot perform a dervish dance while under the effect of a rage or frenzy ability.<\/p>\n\n\t<p>A dervish can perform a dervish dance only once per encounter. A dervish dance lasts 1 round for every two ranks of Perform (dance) that the character has. At the end of a dervish dance, the character becomes fatigued for the duration of the encounter (unless she is a 9th-level dervish, at which point this limitation no longer applies).<\/p>\n\n\t<p><strong>Movement Mastery (Ex):<\/strong> A dervish is so certain of her movements that she is unaffected by adverse conditions. When making a Jump, Perform (dance), or Tumble check, she may take 10 even if stress and distraction would normally prevent her from doing so.<\/p>\n\n\t<p><strong>Slashing Blades:<\/strong> A dervish treats the scimitar as a light weapon (rather than a one-handed weapon) for all purposes, including fighting with two weapons.<\/p>\n\n\t<p><strong>Fast Movement (Ex):<\/strong> At 2nd level and higher, a dervish gains an enhancement bonus to her speed. A dervish in any armor heavier than light or carrying a medium or heavy load loses this bonus.<\/p>\n\n\t<p><strong>Spring Attack:<\/strong> At 3rd level, a dervish gains the Spring Attack feat, even if she does not meet the prerequisites.<\/p>\n\n\t<p><strong>Dance of Death:<\/strong> At 4th level, a dervish gains the benefit of the Cleave feat while performing a dervish dance, even if she does not meet the prerequisites for the feat. She does not have to move 5 feet before making the extra attack granted by this ability.<\/p>\n\n\t<p><strong>Improved Reaction (Ex):<\/strong> When she attains 6th level, a dervish gains a +2 bonus on initiative rolls.<\/p>\n\n\t<p><strong>Elaborate Parry (Ex):<\/strong> When she attains 7th level, a dervish gains an extra +4 bonus to Armor Class when she chooses to fight defensively or use all-out defense in melee combat.<\/p>\n\n\t<p><strong>Tireless Dance:<\/strong> When a dervish reaches 9th level, the character no longer becomes fatigued for the duration of the encounter at the end of a dervish dance.<\/p>\n\n\t<p><strong>A Thousand Cuts (Ex):<\/strong> When a dervish reaches 10th level, once per day she may double the number of melee attacks she makes while performing a full attack action (whether in a dervish dance or not). If a dervish uses this ability in conjunction with her dervish dance, she can make up to two attacks between moves.<\/p>\n\n\t<p>The dervish also gains the benefit of the Great Cleave feat with slashing weapons while performing a thousand cuts, even if she does not meet the prerequisites. She does not have to move 5 feet before making any extra attacks granted by this ability.<\/p>\n\n\t<p>A dervish using this ability can receive an extra attack from the haste spell, but the bonuses provided by the spell do not stack with the bonuses granted by the class.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort Save <\/th>\n\t\t\t<th>Ref Save <\/th>\n\t\t\t<th>Will Save <\/th>\n\t\t\t<th>AC Bonus <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Dervish dance 1\/day, movement mastery, slashing blades <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Fast movement +5 ft. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Spring Attack, dervish dance 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Dance of death <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Fast movement +10 ft., dervish dance 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Improved reaction <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Elaborate parry, dervish dance 4\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Fast movement +15 ft. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Tireless dance, dervish dance 5\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> A thousand cuts <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Warrior 25<\/h5>","reference":"Usergen"},{"id":10308,"name":"Drunken Master","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Drunken Master<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Flurry of blows ability; evasion ability; must be chosen by existing drunken masters and survive a night of revelry among them without being incarcerated, poisoned, or extraordinarily embarrassed.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Drunken masters gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Drink Like a Demon (Ex):<\/strong> A drunken master&#39;s body handles alcohol differently from other people&#39;s. He can drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol as a move action. Every bottle or tankard of alcohol he consumes during combat reduces his Wisdom and Intelligence by 2 points each, but increases his Strength or Constitution (character&#39;s choice) by 2 points. A drunken master may benefit from a number of drinks equal to his class level. The duration of both the penalty and the bonus is a number of rounds equal to the character&#39;s drunken master level + 3.<\/p>\n\n\t<p><strong>Improvised Weapons (Ex):<\/strong> While bottles and tankards are a drunken master&#39;s preferred improvised weapons, he can use furniture, farm implements, or nearly anything else at hand to attack his foes. A drunken master&#39;s improvised weapon deals as much damage as his unarmed strike plus an extra 1d4 points. Most improvised weapons deal bludgeoning damage, although some (a broken glass bottle, for example) would deal piercing or slashing damage. When a drunken master rolls a natural 1 on an attack roll while using an improvised weapon, that weapon breaks apart and becomes useless.<\/p>\n\n\t<p><strong>Stagger (Ex):<\/strong> By tripping, stumbling, and staggering, a drunken master of 2nd level or higher can make a charge attack that surprises his opponents. This ability has two beneficial aspects: First, the charge need not be in a straight line, even though the character can still move up to twice his speed. Second, if a drunken master makes a DC 15 Tumble check before beginning a charge, his movement through threatened squares provokes no attacks of opportunity.<\/p>\n\n\t<p><strong>Swaying Waist (Ex):<\/strong> At 3rd level, a drunken master knows how to weave and bob during an attack, making him more difficult to hit. The character gains a +2 dodge bonus to Armor Class against any one opponent he chooses during his turn.<\/p>\n\n\t<p><strong>AC Bonus (Ex):<\/strong> At 4th level, a drunken master gains a +1 bonus to Armor Class. This bonus improves to +2 at 9th level.<\/p>\n\n\t<p><strong>Improved Improvised Weapons (Ex):<\/strong> A drunken master of 4th level or higher can use long improvised weapons (such as ladders) as reach weapons according to their length, and improvised weapons with many protrusions (such as chairs) provide a +2 bonus on opponents&#39; disarm attempts. Finally, large objects with broad, flat surfaces (such as tables) can be upended to become improvised tower shields.<\/p>\n\n\t<p><strong>Greater Improvised Weapons (Ex):<\/strong> At 5th level and higher, a drunken master wielding an improvised weapon deals an extra 1d8 points of damage instead of 1d4. Improved Feint (Ex): A drunken master who attains 6th level gains Improved Feint as a bonus feat even if he does not meet the prerequisites.<\/p>\n\n\t<p><strong>Improved Grapple (Ex):<\/strong> A drunken master who attains 7th level gains Improved Grapple as a bonus feat even if he does not meet the prerequisites.<\/p>\n\n\t<p><strong>For Medicinal Purposes (Sp):<\/strong> At 8th level, a drunken master gains the ability to convert a single alcoholic drink he has ingested into a single potion of cure moderate wounds, as if he had just drunk a dose of the potion. To use this ability, the character must be under the effect of an alcoholic drink (see Drink Like a Demon, above). When he converts one drink of alcohol into one dose of the potion, his ability scores change (+2 to Intelligence and Wisdom, &#8212;2 to Strength or Constitution) as if the duration of the alcohol&#39;s effect had expired. This ability can be used up to three times per day. It is a standard action that does not provoke an attack of opportunity.<\/p>\n\n\t<p><strong>Corkscrew Rush (Ex):<\/strong> A drunken master of 9th level or higher can perform this maneuver, leaping forward and twisting his body in midair as he attempts to head-butt an opponent. When making a charge attack he can, in addition to dealing normal damage, initiate a bull rush (without provoking an attack of opportunity). If the bull rush attempt succeeds, the opponent is stunned unless she makes a Will save (DC 10 + the drunken master&#39;s class level + the drunken master&#39;s Wis modifier). However, if the bull rush attempt fails, the drunken master lands prone in front of the opponent.<\/p>\n\n\t<p><strong>Superior Improvised Weapons (Ex):<\/strong> At 9th level and higher, a drunken master wielding an improvised weapon deals an extra 1d12 points of damage instead of 1d8. Breath of Flame (Sp): A 10th-level drunken master can ignite some of the alcohol within his body and spew it forth from his mouth as a free action. This breath of flame deals 3d12 points of fire damage to all within the 20-foot cone, or half damage to those who make a Reflex save (DC 10 + the drunken master&#39;s class level + the drunken master&#39;s Con modifier). Each time a drunken master uses breath of flame, it consumes one drink&#39;s worth of alcohol from within his body, lessening the penalty to his Wisdom and Intelligence scores and reducing the bonus to his Strength or Constitution score (character&#39;s choice).<\/p>\n\n\t<p>Multiclass Note: A monk who becomes a drunken master may continue advancing as a monk.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th>Base Attack Bonus <\/th>\n\t\t\t<th>Fort Save <\/th>\n\t\t\t<th>Ref Save <\/th>\n\t\t\t<th>Will Save <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td>+2 <\/td>\n\t\t\t<td>+2 <\/td>\n\t\t\t<td>+0 <\/td>\n\t\t\t<td>Drink like a demon, improvised weapons<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td>+1 <\/td>\n\t\t\t<td>+3 <\/td>\n\t\t\t<td>+3 <\/td>\n\t\t\t<td>+0 <\/td>\n\t\t\t<td>Stagger<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td>+2 <\/td>\n\t\t\t<td>+3 <\/td>\n\t\t\t<td>+3 <\/td>\n\t\t\t<td>+1 <\/td>\n\t\t\t<td>Swaying waist<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td>+3 <\/td>\n\t\t\t<td>+4 <\/td>\n\t\t\t<td>+4 <\/td>\n\t\t\t<td>+1 <\/td>\n\t\t\t<td>AC bonus +1, improved improvised weapons<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td>+3 <\/td>\n\t\t\t<td>+4 <\/td>\n\t\t\t<td>+4 <\/td>\n\t\t\t<td>+1 <\/td>\n\t\t\t<td>greater improvised weapons<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td>+4 <\/td>\n\t\t\t<td>+5 <\/td>\n\t\t\t<td>+5 <\/td>\n\t\t\t<td>+2 <\/td>\n\t\t\t<td>Improved Feint<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td>+5 <\/td>\n\t\t\t<td>+5 <\/td>\n\t\t\t<td>+5 <\/td>\n\t\t\t<td>+2 <\/td>\n\t\t\t<td>Improved Grapple<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td>+6 <\/td>\n\t\t\t<td>+6 <\/td>\n\t\t\t<td>+6 <\/td>\n\t\t\t<td>+2 <\/td>\n\t\t\t<td>For medicinal purposes<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td>+6 <\/td>\n\t\t\t<td>+6 <\/td>\n\t\t\t<td>+6 <\/td>\n\t\t\t<td>+3 <\/td>\n\t\t\t<td>AC bonus +2, corkscrew rush, superior improvised weapons<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td>+7 <\/td>\n\t\t\t<td>+7 <\/td>\n\t\t\t<td>+7 <\/td>\n\t\t\t<td>+3 <\/td>\n\t\t\t<td>Breath of flame<\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Warrior 27<\/h5>","reference":"Usergen"},{"id":10309,"name":"Exotic Weapon Master","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Exotic Weapon Master<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Races that have familiarity with an exotic weapon (such as the dwarf&#39;s familiarity with the dwarven waraxe and the dwarven urgrosh) are considered to have the Exotic Weapon Proficiency feat for the purpose of meeting the requirements for this class.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Exotic weapon masters gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Exotic Weapon Stunt (Ex):<\/strong> At each level, an exotic weapon master learns a special trick that he can use with any exotic weapon for which he has the Weapon Focus feat. He must select the trick learned when he gains the level, and once selected, the choice cannot later be changed. He can&#39;t select the same stunt more than once.<\/p>\n\n\t<p><em>Close-Quarters Ranged Combat:<\/em> A character who knows this stunt doesn&#39;t provoke an attack of opportunity when using an exotic ranged weapon.<\/p>\n\n\t<p><em>Double Weapon Defense:<\/em> When wielding an exotic double weapon with both hands, the character gains a +1 shield bonus to AC.<\/p>\n\n\t<p><em>Exotic Reach:<\/em> When wielding an exotic weapon with reach, the character may make an attack of opportunity against a foe that provokes such an attack even if the foe has cover (but not total cover).<\/p>\n\n\t<p><em>Exotic Sunder:<\/em> When wielding a one-handed or two-handed exotic weapon, the character deals an extra 1d6 points of damage on any successful sunder attempt.<\/p>\n\n\t<p><em>Flurry of Strikes:<\/em> When wielding an exotic double weapon or a spiked chain with both hands, the character can elect to use a full attack action to make a flurry of strikes. When doing so, he may make one extra attack in the round at his full base attack bonus, but this attack takes a &#8212;2 penalty, as does each other attack made in that round and until the exotic weapon master&#39;s next turn. The extra attack may be with either end of the double weapon.<\/p>\n\n\t<p><em>Ranged Disarm:<\/em> The character can make a disarm at tempt even on a ranged attack. Such an attack provokes no attack of opportunity (except as normal for using a ranged weapon). For the purpose of this disarm attempt, treat the character&#39;s ranged weapon as a light weapon. If the character fails this disarm attempt, the defender can&#39;t attempt to disarm him.<\/p>\n\n\t<p><em>Show Off:<\/em> As a standard action, the character can display his mastery with an exotic weapon and confound his opponent. The character may make an Intimidate check against a single opponent within 30 feet that can see him, adding his base attack bonus to the result. If the result exceeds the opponent&#39;s modified level check (see the skill description on page 76 of the Player&#39;s Handbook), the opponent becomes shaken (&#8212;2 penalty on attack rolls, ability checks, and saving throws) for 1 round per class level of the exotic weapon master.<\/p>\n\n\t<p><em>Stunning Blow:<\/em> If the character has the Stunning Fist feat, he can utilize the feat while wielding an exotic melee weapon.<\/p>\n\n\t<p><em>Throw Exotic Weapon:<\/em> The character can throw an exotic weapon with no penalty on the attack roll, even if it isn&#39;t designed to be thrown (such as an orc double axe or a spiked chain). When he throws a double weapon, only one end of the weapon (character&#39;s choice) can strike the target. Exotic weapons thrown in this way have a range increment of 10 feet.<\/p>\n\n\t<p><em>Twin Exotic Weapon Fighting:<\/em> When wielding the same light exotic weapon in each hand, the character is treated as having the Two-Weapon Fighting feat. If he already has the feat, the penalties on attack rolls are lessened to &#8212;1 for both the primary hand and the off hand when fighting in this manner.<\/p>\n\n\t<p><em>Trip Attack:<\/em> The character can use a one-handed or twohanded exotic weapon to make a trip attack. If he is tripped during his own trip attempt, he can drop the weapon to avoid being tripped. If the exotic weapon already allows its wielder to make trip attacks, the character instead adds a +2 bonus on any trip attempt.<\/p>\n\n\t<p><em>Uncanny Blow:<\/em> When wielding a one-handed exotic melee weapon in two hands, the character can focus the power of his attack so that he deals extra damage equal to his Strength bonus \u00d72 instead of his Strength bonus \u00d71-1\/2. If he has the Power Attack feat, he treats the weapon as twohanded for purposes of determining his bonus on damage rolls.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th>Base Attack Bonus <\/th>\n\t\t\t<th>Fort Save <\/th>\n\t\t\t<th>Ref Save <\/th>\n\t\t\t<th>Will Save <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Exotic weapon stunt <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Exotic weapon stunt <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Exotic weapon stunt <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Warrior 30<\/h5>","reference":"Usergen"},{"id":10310,"name":"Eye of Gruumsh","type":"prestige","alignment":"Chaotic evil, chaotic neutral, or neutral evil.","hit_die":"12","full_text":"<div topic='titel'><p><h3>Eye of Gruumsh<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 12.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Chaotic evil, chaotic neutral, or neutral evil..<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> The character must be a worshiper of Gruumsh and must put out his own right eye in a special ritual. None of the eye of Gruumsh&#39;s special abilities function if the character regains sight in both eyes.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Eyes of Gruumsh gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Blind-Fight:<\/strong> An eye of Gruumsh gains Blind-Fight as a bonus feat. In addition, he suffers no adverse effects from the loss of one of his eyes.<\/p>\n\n\t<p><strong>Command the Horde (Ex):<\/strong> An eye of Gruumsh can direct the actions of any nongood orcs or half-orcs that are within 30 feet of him and whose Hit Dice are lower than his character level. Those who follow the character&#39;s orders gain a +2 morale bonus on Will saves. Any eligible orc or half-orc who willingly goes against the eye of Gruumsh&#39;s directions loses this bonus immediately.<\/p>\n\n\t<p><strong>Rage (Ex):<\/strong> An eye of Gruumsh can fly into a rage just as a barbarian can, with all the same benefits and drawbacks (see page 25 of the Player&#39;s Handbook). An eye of Gruumsh&#39;s class levels stack with his barbarian levels (if any) for determining the number of times per day he can use his rage ability. Add together the character&#39;s levels in the eye of Gruumsh and barbarian classes and refer to Table 3&#8212;3: The Barbarian on page 25 of the Player&#39;s Handbook to determine the number of rages per day. For example, a 6th-level barbarian\/2nd-level eye ofGruumsh could rage three times per day (the same as an 8thlevel<br \/>barbarian), while a 4th-level eye of Gruumsh with no levels in barbarian could rage twice per day (the same as a 4th-level barbarian).<\/p>\n\n\t<p><strong>Swing Blindly (Ex):<\/strong> An eye of Gruumsh&#39;s rage becomes more powerful when he reaches 2nd level, but at the cost of lowered defenses. The character adds an extra +4 to Strength while in a rage, but his Armor Class penalty goes from &#8212;2 to &#8212;4.<\/p>\n\n\t<p><strong>Ritual Scarring (Ex):<\/strong> Through frequent disfiguration of his own skin, an eye of Gruumsh&#39;s natural armor bonus improves by +1 at 3rd level (or to +1 if he didn&#39;t already have a natural armor bonus). This bonus increases by another +1 for every three eye of Gruumsh levels gained thereafter.<\/p>\n\n\t<p><strong>Blinding Spittle (Ex):<\/strong> An eye of Gruumsh of 4th level or higher can launch blinding spittle at any opponent within 20 feet. With a successful ranged touch attack (at a &#8212;4 penalty), he spits his stomach acid into the target&#39;s eyes. An opponent who fails a Reflex save (DC 10 + eye of Gruumsh&#39;s class level + eye of Gruumsh&#39;s Con modifier) is blinded until he or she can rinse away the spittle. This attack has no effect on creatures that don&#39;t have eyes or don&#39;t depend on vision. Blinding spittle is usable twice per day at 4th level and four times per day at 7th level.<\/p>\n\n\t<p><strong>Blindsight (Ex):<\/strong> At 5th level, an eye of Gruumsh gains blindsight (see page 306 of the Monster Manual) out to 5 feet. The range increases to 10 feet at 8th level.<\/p>\n\n\t<p><strong>Sight of Gruumsh (Ex):<\/strong> At 10th level, an eye of Gruumsh gains the ability to see the moment of his own death through his missing eye. This foreknowledge gives him a +2 morale bonus on all saving throws and Armor Class from then on. He also does not go unconscious when reduced to negative hit points; however, the character still dies at &#8212;10 hit points. (Whether or not the vision is accurate is irrelevant&#8212;the character believes it to be true.)<\/p>\n\n\t<h4>ORGANIZATION: <span class=caps>THE<\/span> <span class=caps>EYES<\/span> OF <span class=caps>GRUUMSH<\/span><\/h4>\n\n\t<p>Though orcs revere eyes of Gruumsh for their unique clarity of vision, the average eye of Gruumsh isn&#39;t particularly well qualified to think for an entire tribe&#8212;even though he often assumes leadership of a tribe early in his career. Thus, he relies on a cleric of Gruumsh for wise counsel. To discourage any unhealthy confusion among their followers about who is in charge, both the eye of Gruumsh and the cleric encourage war against other races at every opportunity.<\/p>\n\n\t<p>Since eyes of Gruumsh seek to avenge Corellon Larethian&#39;s insult to their deity, most are so obsessed with the destruction of elves that they attack any elven community on sight. Inspired by their leaders&#39; rage, other orcs often throw themselves heedlessly at elven hordes.<\/p>\n\n\t<p>Multiple eyes of Gruumsh usually don&#39;t work well together be cause they commonly have competing ideas about which course of action serves their deity best. Every few decades or so, how ever, several eyes of Gruumsh get the same idea in their heads&#8212;a crusade! (After all, a holy crusade involving hundreds of tribes under the command of dozens of eyes of Gruumsh is just the thing to inspire the younger generation to the deity&#39;s service.) When this occurs, the eyes of Gruumsh meet and declare truces between competing tribes by closing their functional left eyes all at once&#8212;thus blinding them to their own bickering. Then they go out and try to eradicate some other kind of creature.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th>Base Attack Bonus <\/th>\n\t\t\t<th>Fort Save <\/th>\n\t\t\t<th>Ref Save <\/th>\n\t\t\t<th>Will Save <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>1st <\/td>\n\t\t\t<td>+1 <\/td>\n\t\t\t<td>+2 <\/td>\n\t\t\t<td>+0 <\/td>\n\t\t\t<td>+0 <\/td>\n\t\t\t<td>Blind-Fight, command the horde, rage<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>2nd <\/td>\n\t\t\t<td>+2 <\/td>\n\t\t\t<td>+3 <\/td>\n\t\t\t<td>+0 <\/td>\n\t\t\t<td>+0 <\/td>\n\t\t\t<td>Swing blindly<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>3rd <\/td>\n\t\t\t<td>+3 <\/td>\n\t\t\t<td>+3 <\/td>\n\t\t\t<td>+1 <\/td>\n\t\t\t<td>+1 <\/td>\n\t\t\t<td>Ritual scarring +1<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>4th <\/td>\n\t\t\t<td>+4 <\/td>\n\t\t\t<td>+4 <\/td>\n\t\t\t<td>+1 <\/td>\n\t\t\t<td>+1 <\/td>\n\t\t\t<td>Blinding spittle 2\/day<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>5th <\/td>\n\t\t\t<td>+5 <\/td>\n\t\t\t<td>+4 <\/td>\n\t\t\t<td>+1 <\/td>\n\t\t\t<td>+1 <\/td>\n\t\t\t<td>Blindsight 5 ft.<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>6th <\/td>\n\t\t\t<td>+6 <\/td>\n\t\t\t<td>+5 <\/td>\n\t\t\t<td>+2 <\/td>\n\t\t\t<td>+2 <\/td>\n\t\t\t<td>Ritual scarring +2<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>7th <\/td>\n\t\t\t<td>+7 <\/td>\n\t\t\t<td>+5 <\/td>\n\t\t\t<td>+2 <\/td>\n\t\t\t<td>+2 <\/td>\n\t\t\t<td>Blinding spittle 4\/day<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>8th <\/td>\n\t\t\t<td>+8 <\/td>\n\t\t\t<td>+6 <\/td>\n\t\t\t<td>+2 <\/td>\n\t\t\t<td>+2 <\/td>\n\t\t\t<td>Blindsight 10 ft.<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>9th <\/td>\n\t\t\t<td>+9 <\/td>\n\t\t\t<td>+6 <\/td>\n\t\t\t<td>+3 <\/td>\n\t\t\t<td>+3 <\/td>\n\t\t\t<td>Ritual scarring +3<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>10th <\/td>\n\t\t\t<td>+10 <\/td>\n\t\t\t<td>+7 <\/td>\n\t\t\t<td>+3 <\/td>\n\t\t\t<td>+3 <\/td>\n\t\t\t<td>Sight of Gruumsh<\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Warrior 31<\/h5>","reference":"Usergen"},{"id":10311,"name":"Frenzied Berserker","type":"prestige","alignment":"Any nonlawful.","hit_die":"12","full_text":"<div topic='titel'><p><h3>Frenzied Berserker<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 12.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonlawful..<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon  and  Armor  Proficiency:<\/strong>  Frenzied  berserkers gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Frenzy  (Ex):<\/strong>  A  frenzied  berserker  can  enter  a  frenzy during  combat.  While  frenzied,  she  gains  a  +6  bonus  to Strength and, if she makes a full attack action, gains a single extra  attack  each  round  at  her  highest  bonus.  (This  latter effect is not cumulative with haste or other effects that grant additional attacks.) However, she also takes a &#8212;4 penalty to Armor  Class  and  takes  2  points  of  nonlethal  damage  per round. A frenzy lasts for a number of rounds equal to 3 + the frenzied berserker&#39;s Constitution modifier. To end the frenzy before its duration expires, the character may attempt a DC 20 Will save once per round as a free action. Success ends the frenzy immediately; failure means it continues. The effects of frenzy stack with those from any rage ability the character may have.<\/p>\n\n\t<p>At  1st  level,  the  character  can  enter  a  frenzy  once  per day. Thereafter, she gains one additional use per day of this ability for every two frenzied berserker levels she acquires (but she can&#39;t use the ability more than once in any encounter). The character can enter a frenzy as a free action. Even though this takes no time, she can do it only during her turn, not in response to another&#39;s action. In addition, if she takes damage from an attack, spell, trap, or any other source, she automatically enters a frenzy at the start of her next action, as long as she still has at least one daily usage of the ability left. To avoid entering a frenzy in response to a provoking effect, the character must make a successful Will save (DC 10 + points of damage taken since her last action) at the start of her next turn.<\/p>\n\n\t<p>While frenzied, the character cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Intimidate),  the  Concentration  skill,  or  any  abilities  that require  patience  or  concentration,  nor  can  she  cast spells,  drink  potions,  activate  magic  items,  or  read scrolls. She can use any feat she has except Combat Expertise, item creation feats, or metamagic feats. She can use her special ability to inspire frenzy (see below) normally.<\/p>\n\n\t<p>During  a  frenzy,  the  frenzied berserker  must  attack  those  she perceives  as  foes  to  the  best  of her ability. Should she run out of enemies before her frenzy expires, her  rampage  continues.  She  must then attack the nearest creature (determine  randomly  if  several potential  foes  are  equidistant) and fight that opponent without regard to friendship, innocence,  or  health  (the target&#39;s or her own).<\/p>\n\n\t<p>When  a  frenzy  ends, the frenzied berserker is  fatigued  (&#8212;2  penalty to Strength and Dexterity, unable to charge or run) for the  duration  of the encounter. If the character is still under the effect of a rage ability, the fatigued  condition  does  not  apply  until  the  rage  ends&#8212;at which point the character is exhausted, not merely fatigued.<\/p>\n\n\t<p><strong>Diehard:<\/strong>  A frenzied  berserker gains Diehard as a bonus feat even if she does not meet the prerequisites.<\/p>\n\n\t<p>Supreme  Cleave:  At 2nd  level  and  higher,  a  frenzied berserker  can  take  a  5-foot  step between  attacks  when  using  the Cleave or Great Cleave feat. She is still limited to one such adjustment  per  round,  so  she  cannot use  this  ability  during  a  round in which she has already taken a 5-foot step.<\/p>\n\n\t<p><strong>Deathless Frenzy (Ex):<\/strong> At 4th level and  higher,  a  frenzied  berserker  can scorn  death  and  unconsciousness while  in  a  frenzy.  As  long  as  her frenzy continues, she is not treated as disabled at 0 hit points, nor is she treated as dying at &#8212;1 to &#8212;9 hit points. Even if reduced to &#8212;10 hit  points  or  less,  she  continues to fight normally until her frenzy ends. At that point, the effects of her wounds apply normally if they have not been healed. This ability does not prevent death from massive damage or from spell effects such as slay living or disintegrate.<\/p>\n\n\t<p><strong>Improved Power Attack:<\/strong> Beginning  at  5th  level,  a  frenzied  berserker gains a +3 bonus on her melee damage rolls for every &#8212;2 penalty she takes on her melee attack rolls when using the  Power  Attack  feat  (or  +3  for every  &#8212;1  penalty  if  wielding  a two-handed weapon other than a double weapon). This benefit does not stack with the normal effects of Power Attack.<\/p>\n\n\t<p><strong>Inspire Frenzy (Su):<\/strong> Beginning at 6th level, a frenzied berserker can inspire frenzy in her allies while she herself is frenzied. When  she  uses  this ability,  all  willing  allies  within 10 feet of her gain the benefits and the  disadvantages  of  frenzy  as  if they had that ability themselves. The frenzy of affected allies lasts for a number of rounds equal to 3 + the frenzied berserker&#39;s Constitution modifier, regardless of whether they remain within 10 feet of her.<\/p>\n\n\t<p>A frenzied berserker gains one additional use of this ability per day for every two additional frenzied berserker levels she acquires, though the ability is still usable only once per encounter.<\/p>\n\n\t<p><strong>Greater Frenzy (Ex):<\/strong> Starting at 8th level, the character&#39;s bonus  to  Strength  during  a  frenzy becomes  +10  instead of +6.  <\/p>\n\n\t<p><strong>Supreme Power Attack:<\/strong> A 10th-level frenzied berserker gains  a  +2  bonus  on  her  melee  damage rolls  for  every  &#8212;1 penalty she takes on her melee attack rolls when using the Power  Attack  feat  (or  +4  for  every  &#8212;1  penalty  if  wielding a  two-handed  weapon  other  than  a  double  weapon).  This benefit does not stack with the effects of Power Attack or Improved Power Attack.  <\/p>\n\n\t<p><strong>Tireless Frenzy:<\/strong> A 10th-level frenzied berserker no longer  becomes fatigued after a frenzy, though she still takes the nonlethal damage for each round it lasts.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th>Base Attack Bonus <\/th>\n\t\t\t<th>Fort Save <\/th>\n\t\t\t<th>Ref Save <\/th>\n\t\t\t<th>Will Save <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>1st  <\/td>\n\t\t\t<td>+1  <\/td>\n\t\t\t<td>+2  <\/td>\n\t\t\t<td>+0  <\/td>\n\t\t\t<td>+0  <\/td>\n\t\t\t<td>Frenzy 1\/day, Diehard<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>2nd  <\/td>\n\t\t\t<td>+2  <\/td>\n\t\t\t<td>+3  <\/td>\n\t\t\t<td>+0  <\/td>\n\t\t\t<td>+0  <\/td>\n\t\t\t<td>Supreme cleave<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>3rd  <\/td>\n\t\t\t<td>+3  <\/td>\n\t\t\t<td>+3  <\/td>\n\t\t\t<td>+1  <\/td>\n\t\t\t<td>+1  <\/td>\n\t\t\t<td>Frenzy 2\/day<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>4th  <\/td>\n\t\t\t<td>+4  <\/td>\n\t\t\t<td>+4  <\/td>\n\t\t\t<td>+1  <\/td>\n\t\t\t<td>+1  <\/td>\n\t\t\t<td>Deathless frenzy<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>5th  <\/td>\n\t\t\t<td>+5  <\/td>\n\t\t\t<td>+4  <\/td>\n\t\t\t<td>+1  <\/td>\n\t\t\t<td>+1  <\/td>\n\t\t\t<td>Frenzy 3\/day, improved power attack<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>6th  <\/td>\n\t\t\t<td>+6  <\/td>\n\t\t\t<td>+5  <\/td>\n\t\t\t<td>+2  <\/td>\n\t\t\t<td>+2  <\/td>\n\t\t\t<td>Inspire frenzy 1\/day<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>7th  <\/td>\n\t\t\t<td>+7  <\/td>\n\t\t\t<td>+5  <\/td>\n\t\t\t<td>+2  <\/td>\n\t\t\t<td>+2  <\/td>\n\t\t\t<td>Frenzy 4\/day<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>8th  <\/td>\n\t\t\t<td>+8  <\/td>\n\t\t\t<td>+6  <\/td>\n\t\t\t<td>+2  <\/td>\n\t\t\t<td>+2  <\/td>\n\t\t\t<td>Greater frenzy, inspire frenzy 2\/day<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>9th  <\/td>\n\t\t\t<td>+9  <\/td>\n\t\t\t<td>+6  <\/td>\n\t\t\t<td>+3  <\/td>\n\t\t\t<td>+3  <\/td>\n\t\t\t<td>Frenzy 5\/day<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>10th  <\/td>\n\t\t\t<td>+10  <\/td>\n\t\t\t<td>+7  <\/td>\n\t\t\t<td>+3  <\/td>\n\t\t\t<td>+3  <\/td>\n\t\t\t<td>Inspire frenzy 3\/day, tireless frenzy, supreme power attack<\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Warrior 34<\/h5>","reference":"Usergen"},{"id":10312,"name":"Gnome Giant-slayer","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Gnome Giant-slayer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Speak  Language:<\/strong> Giant.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Gnome giant-slayers have proficiency with all simple and martial weapons, with light and medium armor, and with shields.<\/p>\n\n\t<p><strong>Favored Enemy (Giant) (Ex):<\/strong> A gnome giant-slayer gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against giants. He gets the same  bonus  on  weapon  damage  rolls  against  giants.  This benefit stacks with the ranger favored enemy class feature if giant is the ranger&#39;s favored enemy. This bonus increases by an extra +2 for every three gnome giant-slayer levels beyond 1st.<\/p>\n\n\t<p><strong>Crafty Fighter (Ex):<\/strong> At 2nd level, a gnome giant-slayer gains a +4 dodge bonus to his Armor Class against giants, or a +2 dodge bonus against any other (nongiant) creature at least two size categories larger than himself. This benefit is lost in any situation in which the gnome giant-slayer would lose his Dexterity bonus to Armor Class. He also loses this bonus in heavy armor.<\/p>\n\n\t<p><strong>Slippery  (Ex):<\/strong>  If  a  gnome  giant-slayer  of  3rd  level  or higher is grappled by a creature at least two size categories larger than himself, he can add his gnome giant-slayer level as a bonus on any checks (whether grapple checks or Escape Artist checks) made to escape grappling.<\/p>\n\n\t<p>In addition, a gnome giant-slayer can move through an area occupied by a creature two size categories larger than he is. This doesn&#39;t apply against creatures that completely fill their area, such as a gelatinous cube. (Normally, a character can only move through an area occupied by another creature if it is at least three size categories larger than the character.)<\/p>\n\n\t<p><strong>Close Shot (Ex):<\/strong> At 5th level and higher, a gnome giant-slayer does not provoke attacks of opportunity from giants for using a ranged weapon while threatened by them.<\/p>\n\n\t<p><strong>Fast  Movement  (Ex):<\/strong>  At  6th  level,  a  gnome  giant-slayer&#39;s base land speed increases by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the giant-slayer&#39;s speed because of any load carried or armor worn.<\/p>\n\n\t<p><strong>Improved Mobility (Ex):<\/strong> At 8th level and higher, a gnome giant-slayer gains a +4 dodge bonus to his Armor Class when moving out of or within a giant&#39;s threatened area. As with all dodge bonuses, this benefit stacks with the bonus granted by the Mobility feat.<\/p>\n\n\t<p><strong>Annoying Strike (Ex):<\/strong> Whenever a gnome giant-slayer of 9th level or higher damages a giant in melee, that giant is shaken for 1 round.<\/p>\n\n\t<p><strong>Defensive Roll (Ex):<\/strong> A 10th-level gnome giant-slayer can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow struck by a giant, not a spell or special ability), he can attempt to roll with the damage. To use this ability, he makes a Reflex saving throw (DC = damage dealt; the gnome giant-slayer adds his class level as a bonus on this saving throw). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute his defensive roll&#8212;if he is denied his Dexterity bonus to AC, he can&#39;t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the character&#39;s evasion or improved evasion ability (if applicable) does not apply to the defensive roll.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th>Base Attack Bonus <\/th>\n\t\t\t<th>Fort Save <\/th>\n\t\t\t<th>Ref Save <\/th>\n\t\t\t<th>Will Save <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>1st  <\/td>\n\t\t\t<td>+1  <\/td>\n\t\t\t<td>+2  <\/td>\n\t\t\t<td>+0  <\/td>\n\t\t\t<td>+0  <\/td>\n\t\t\t<td>Favored enemy (giant) +2<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>2nd  <\/td>\n\t\t\t<td>+2  <\/td>\n\t\t\t<td>+3  <\/td>\n\t\t\t<td>+0  <\/td>\n\t\t\t<td>+0  <\/td>\n\t\t\t<td>Crafty fighter<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>3rd  <\/td>\n\t\t\t<td>+3  <\/td>\n\t\t\t<td>+3  <\/td>\n\t\t\t<td>+1  <\/td>\n\t\t\t<td>+1  <\/td>\n\t\t\t<td>Slippery<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>4th  <\/td>\n\t\t\t<td>+4  <\/td>\n\t\t\t<td>+4  <\/td>\n\t\t\t<td>+1  <\/td>\n\t\t\t<td>+1  <\/td>\n\t\t\t<td>Favored enemy (giant) +4<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>5th  <\/td>\n\t\t\t<td>+5  <\/td>\n\t\t\t<td>+4  <\/td>\n\t\t\t<td>+1  <\/td>\n\t\t\t<td>+1  <\/td>\n\t\t\t<td>Close shot<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>6th  <\/td>\n\t\t\t<td>+6  <\/td>\n\t\t\t<td>+5  <\/td>\n\t\t\t<td>+2  <\/td>\n\t\t\t<td>+2  <\/td>\n\t\t\t<td>Fast movement<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>7th  <\/td>\n\t\t\t<td>+7  <\/td>\n\t\t\t<td>+5  <\/td>\n\t\t\t<td>+2  <\/td>\n\t\t\t<td>+2  <\/td>\n\t\t\t<td>Favored enemy (giant) +6<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>8th  <\/td>\n\t\t\t<td>+8  <\/td>\n\t\t\t<td>+6  <\/td>\n\t\t\t<td>+2  <\/td>\n\t\t\t<td>+2  <\/td>\n\t\t\t<td>Improved mobility<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>9th  <\/td>\n\t\t\t<td>+9  <\/td>\n\t\t\t<td>+6  <\/td>\n\t\t\t<td>+3  <\/td>\n\t\t\t<td>+3  <\/td>\n\t\t\t<td>Annoying strike<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>10th  <\/td>\n\t\t\t<td>+10  <\/td>\n\t\t\t<td>+7  <\/td>\n\t\t\t<td>+3  <\/td>\n\t\t\t<td>+3  <\/td>\n\t\t\t<td>Favored enemy (giant) +8, defensive roll<\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Warrior 36<\/h5>","reference":"Usergen"},{"id":10313,"name":"Halfling Outrider","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Halfling Outrider<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Halfling outriders gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>AC Bonus:<\/strong> A halfling outrider gains a dodge bonus to the character&#39;s Armor Class when she is mounted. This benefit is lost in any situation in which the character would lose her Dexterity bonus to Armor Class.<\/p>\n\n\t<p><strong>Mount:<\/strong> A halfling outrider gains a mount appropriate to the resources of her halfling community. Most halfling communities attempt to provide an out rider with a riding dog or a warpony. A halfling outrider may, of course, choose to find and train or purchase a more exotic mount. Standard tack and harness is also provided, though, again, the character may wish to purchase masterwork or magic gear. <\/p>\n\n\t<p>Halfling outrider class levels stack with paladin, druid, and ranger levels for determining the characteristics of a paladin&#39;s mount or an animal companion. <\/p>\n\n\t<p><strong>Alertness:<\/strong> A halfling outrider gains Alertness as a bonus feat.<\/p>\n\n\t<p><strong>Ride Bonus:<\/strong> A halfling  outrider gains a competence bonus equal to her class level on all Ride checks.<\/p>\n\n\t<p><strong>Defensive Riding (Ex):<\/strong> A halfling  outrider of 2nd level or higher knows the tricks of defensive riding. If she does nothing else while mounted (she cannot attack when riding defensively), she gains a +2 bonus on Refl ex saves and a +4 dodge bonus to Armor Class. In addition, her mount gains a +20 ft. bonus to its speed, a +2 bonus on all Will saves, and a +4 dodge bonus to its Armor Class.<\/p>\n\n\t<p><strong>Unbroken Charge (Ex):<\/strong> At 3rd level and higher, a mounted halfling  outrider can charge through difficult terrain or squares occupied by friendly creatures by making a DC 15 Ride check. <\/p>\n\n\t<p><strong>Stand on Mount (Ex):<\/strong> At 4th level, a mounted halfling outrider becomes able to stand on her mount&#39;s back even during movement or combat, taking no penalties to actions while doing so, by making a DC 20 Ride check. While standing on her mount&#39;s back, a halfling outrider does not take any penalty for using a ranged weapon while her mount is taking a double move or running (see the Mounted Archery feat description, page 98 of the Player&#39;s Handbook).<\/p>\n\n\t<p><strong>Leap from the Saddle (Ex):<\/strong> A halfling outrider of 5th level or higher can dismount and land adjacent to her mount as a free action by making a DC 20 Ride check. If an opponent is in a square she threatens (after dismounting), she can make a melee attack against that opponent, taking a +2 bonus on the attack roll and a &#8212;2 penalty to Armor Class (just as if the character were making a charge). This  ability is usable only if the mount is moving no faster than twice its speed.<\/p>\n\n\t<p><strong>Evasion (Ex):<\/strong> At 7th level, a halfling outrider gains the evasion ability. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the halfling outrider is wearing light armor or no armor. A helpless halfling outrider (such as one who is unconscious or paralyzed) does not gain the benefit of the ability. <\/p>\n\n\t<p>While the halfling outrider is mounted, she confers this ability to her mount as well, and the mount is able to use the halfling outrider&#39;s Reflex save bonus or its own, whichever is higher. If the character already has the evasion ability, she gains improved evasion instead, and her mount still receives the benefit of evasion as described above. Improved evasion works like evasion, except that while the character still takes no damage on a successful Refl ex saving throw, she takes only half damage on a failed save. <\/p>\n\n\t<p><strong>Full Mounted Attack (Ex):<\/strong> At 8th level and higher, a halfling outrider may make a full attack when her  mount moves more than 5 feet but no more than a single move action. The character cannot combine this full attack with a charge action.<\/p>\n\n\t<p><strong>Quick Turn (Ex):<\/strong> A 10th-level halfling outrider can make a DC 25 Ride check as a free action to force her mount to execute one change of direction during while running or charging (though the mount must  still move at least 10 feet in a straight line after the turn to execute a charge). The turn may be up to 90 degrees, and the mount may make only one such turn per round. If the Ride check fails, the mount moves an extra 10 feet in a straight line and then loses the rest of its actions on this turn.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>AC<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Mount, Alertness, Ride bonus <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Defensive riding <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Unbroken charge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Stand on mount <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Leap from the saddle <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Evasion <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Full mounted attack <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Quick turn <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Warrior 38<\/h5>","reference":"Usergen"},{"id":10314,"name":"Hulking Hurler","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Hulking Hurler<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Large size or larger.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Hulking hurlers gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Catch Weapon (Ex):<\/strong> A hulking hurler gains the Snatch Arrows feat even if he does not meet the prerequisites. He may catch weapons of his size or smaller (and hurl them back at the attacker immediately if he chooses).<\/p>\n\n\t<p><strong>Really Throw Anything (Ex):<\/strong> A hulking hurler gains the Throw Anything feat (described in Chapter 3 of this book) as a bonus feat. However, since a hulking hurler depends on brute strength more than skill, he can throw anything (not just weapons) he can lift as a light load. If the item is an improvised weapon, he takes a &#8212;2 penalty on his attack roll instead of the normal &#8212;4. Use the rules in Chapter 4 of this book to determine the amount of damage the thrown weapon does.<\/p>\n\n\t<p>The range increment of a thrown weapon or improvised weapon wielded by a hulking hurler is 10 feet + 5 feet per size category the hulking hurler is beyond Large (this is a modification of the Throw Anything feat).<\/p>\n\n\t<p><strong>Two-Handed Hurl Trick (Ex):<\/strong> At 2nd level and again at 3rd level, a hulking hurler chooses one of the following tricks. In order to use any of these abilities, the hulking hurler must grip the weapon or improvised weapon in two hands and throw it as a full-round action.<\/p>\n\n\t<p><em>Area Attack:<\/em> The character makes an attack roll against a square the target creature occupies (AC 10) rather than the creature itself. Any creature in the square must succeed on a Reflex save (DC 10 + the hulking hurler&#39;s ranged attack bonus) or take full damage. This ability may only be used with a Huge or larger weapon.<\/p>\n\n\t<p><em>Knockdown Blow:<\/em> If the hulking hurler&#39;s attack hits and does damage to any creature of Medium or smaller size, the target is rendered prone.<\/p>\n\n\t<p><em>Meteor Strike:<\/em> As a full-round action, a hulking hurler deals extra damage equal to twice his Strength bonus on a successful hit with a thrown weapon.<\/p>\n\n\t<p><em>Overburdened Heave:<\/em> The hulking hurler can throw a weapon up to two sizes larger than his size category, or an item that weighs as much as his medium load (so a Large hulking hurler with a Strength score of 25 could heave a Gargantuan javelin or a rock weighing up to 533 pounds).<\/p>\n\n\t<p><em>Ranged Power Attack:<\/em> If the target is within 30 feet, the hulking hurler can use Power Attack with his thrown weapon.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Catch weapon, really throw anything <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Two-handed hurl trick <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Two-handed hurl trick <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Warrior 40<\/h5>","reference":"Usergen"},{"id":10315,"name":"Hunter of the Dead","type":"prestige","alignment":"Any nonevil","hit_die":"8","full_text":"<div topic='titel'><p><h3>Hunter of the Dead<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonevil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Able to turn undead. <br \/><strong>Special:<\/strong> <em>Scar of Unlife:<\/em> The character must have lost one level or had an ability score point drained by an undead creature. Even if the loss is later offset by magic, this is the scar of unlife that all hunters of the dead carry.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Hunters of the dead gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells:<\/strong> Beginning at 1st level, a hunter of the dead gains the ability to cast a number of divine spells. To cast a spell, a hunter of the dead must have a Wisdom score of at least 10 + the spell&#39;s level, so a hunter of the dead with a Wisdom of 10 or lower cannot cast these spells. Hunter of the dead bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the hunter of the dead&#39;s Wisdom bonus (if any). When the hunter of the dead gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 1st-level hunter of the dead), she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.<\/p>\n\n\t<p>The hunter of the dead&#39;s spell list appears below; she has access to any spell on the list and can freely choose which to prepare. A hunter of the dead prepares and casts spells just as a cleric does (though a hunter of the dead cannot lose a spell to cast a <em>cure<\/em> spell in its place).<\/p>\n\n\t<p><strong>Detect Undead (Sp):<\/strong> At will, a hunter of the dead can use <a href=\/spells\/players-handbook-v35--6\/detect-undead--2495\/><em>detect undead<\/em><\/a> as if casting the spell of the same name. <\/p>\n\n\t<p><strong>Smite Undead (Su):<\/strong> Once per day, a hunter of the dead of 2nd level or higher can attempt to smite undead with one normal melee attack. She adds her Wisdom modifier (if positive) to her attack roll and deals 1 extra point of damage per level. For example, an 8th-level hunter of the dead armed with a longsword would deal 1d8+8 points of damage, plus any additional bonuses for Strength and magical effects that normally apply. If a hunter of the dead accidentally smites a creature that is not undead, the smite has no effect but it is still used up for that day. Note: A paladin\/hunter of the dead can both smite evil and smite undead in the same day, potentially against the same target (if it&#39;s an evil undead).<\/p>\n\n\t<p><strong>Spurn Death&#39;s Touch (Ex):<\/strong> A hunter of the dead of 3rd level or higher applies her Wisdom modifier (if positive) as an additional bonus on all saving throws against effects and spells used by undead. This bonus stacks with the Wisdom modifier already applied to Will saves.<\/p>\n\n\t<p><strong>True Death (Su):<\/strong> Undead slain by a hunter of the dead of 5th level or higher, either by melee attacks or spells, can never rise again as undead. They are forever destroyed. <\/p>\n\n\t<p><strong>Extra Turning:<\/strong> At 6th level, a hunter of the dead receives <a href=\/feats\/players-handbook-v35--6\/extra-turning--1050\/>Extra Turning<\/a> as a bonus feat. This benefit allows the hunter to turn undead four more times per day than normal. It stacks with any turning ability the character has from another class. <\/p>\n\n\t<p><strong>Positive Energy Burst (Su):<\/strong> At the cost of two normal turning attempts, a hunter of the dead of at least 8th level can use a standard action to create a positive energy burst that deals 1d6 points of damage per class level to all undead creatures within 20 feet. Undead are allowed a Reflex save (DC 10 + the hunter&#39;s class level + the hunter&#39;s Cha modifier) for half damage.<\/p>\n\n\t<p><strong>Sealed Life (Su):<\/strong> A 10th level hunter of the dead cannot lose levels due to energy drain effects (although death still results in level loss, as do other level- or experience-draining effects).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=7>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Detect undead <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Smite undead 1\/day <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Spurn death&#39;s touch <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> True death <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Extra Turning, Smite undead 2\/day <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Positive energy burst <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sealed life, Smite undead 3\/day <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Warrior 42<\/h5>","reference":"Usergen"},{"id":10316,"name":"Invisible Blade","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Invisible Blade<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> The candidate must defeat a worthy opponent in single combat using one or more daggers, kukris, or punching daggers in any combination as his only weapons.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Invisible blades gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Dagger Sneak Attack (Ex):<\/strong> An invisible blade gains the sneak attack ability (see the description of the <a href=\/classes\/dark-hunter\/>dark hunter<\/a>, earlier in this chapter) if he does not already have it, but the extra damage applies only to sneak attacks made with a dagger, kukri, or punching dagger (the DM may allow other similar weapons). When making a sneak attack with one of these weapons, he deals an extra 1d6 points of damage at 1st level, and this increases to 2d6 at 3rd level and to 3d6 at 5th level. If he already has the sneak attack ability from a previous class, the applicable bonuses on damage rolls stack.<\/p>\n\n\t<p><strong>Unfettered Defense (Ex):<\/strong> An invisible blade benefits from an increased survival instinct during combat. Because of this sixth sense, he adds 1 point of Intelligence bonus (if any) per invisible blade class level to his Armor Class in addition to any other modifiers he would normally receive. If the invisible blade is caught flat-footed or is otherwise denied his Dexterity modifier to Armor Class, he also loses this bonus. Unfettered defense functions only when an invisible blade is not wearing armor and is armed with one or more daggers, kukris, or punching daggers as his only weapons. <\/p>\n\n\t<p><strong>Bleeding Wound (Ex):<\/strong> An invisible blade of 2nd level or higher who makes a successful dagger sneak attack can choose to deal a bleeding wound, sacrificing 1d6 points of the extra damage from the dagger sneak attack. Such an attack deals damage as normal in the round when the attack hits. Thereafter, the wound caused by the invisible blade&#39;s dagger bleeds for 1 point of damage per round. Multiple wounds from the weapon result in cumulative bleeding loss (two wounds for 2 points of damage per round, and so on). The bleeding can only be stopped by a DC 15 Heal check or the application of any <em>cure<\/em> spell or other healing spell (<a href=\/spells\/players-handbook-v35--6\/heal--2398\/><em>heal<\/em><\/a>,<a href=\/spells\/complete-champion--57\/healing-circle--597\/><em>healing circle<\/em><\/a>, and so on). Creatures immune to sneak attack damage are immune to bleeding wounds as well.<\/p>\n\n\t<p><strong>Uncanny Feint (Ex):<\/strong> At 3rd level, an invisible blade gains the ability to feint in combat (see page 68 of the Player&#39;s Handbook) as a move action rather than a standard action. At 5th level, the character can feint in combat as a free action. An invisible blade can use uncanny feint only when armed with a dagger, kukri, or punching dagger.<\/p>\n\n\t<p><strong>Feint Mastery (Ex):<\/strong> At 4th level, an invisible blade armed with a dagger, kukri, or punching dagger becomes so sure of his ability to mislead opponents that he can take 10 on all <a href=\/skills\/bluff\/>Bluff<\/a> checks when feinting in combat (see page 68 of the Player&#39;s Handbook), even if stress and distractions would normally prevent him from doing so.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Dagger sneak attack +1d6, unfettered defense <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Bleeding wound <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Dagger sneak attack +2d6, uncanny feint (move action) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Feint mastery <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Dagger sneak attack +3d6, uncanny feint (free action) <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Warrior 44<\/h5>","reference":"Usergen"},{"id":10317,"name":"Justiciar","type":"prestige","alignment":"Any lawful","hit_die":"10","full_text":"<div topic='titel'><p><h3>Justiciar<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any lawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Justiciars gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Bring &#39;em Back Alive (Ex):<\/strong> Whenever a justiciar attacks with a melee weapon, he can  deal nonlethal damage with the weapon instead of lethal damage with no penalty on the attack roll. Normally, attempting to deal nonlethal damage with a weapon in this way incurs a &#8212;4 penalty on the attack roll.<\/p>\n\n\t<p><strong>Nonlethal Strike (Ex):<\/strong> A justiciar can make nonlethal strikes. Any time the character uses the bring &#39;em back alive ability and his target would be denied her Dexterity bonus to Armor Class (whether she actually has a Dexterity bonus or not) or  when the justiciar flanks the target, the justiciar&#39;s attack deals an extra 1d6 points of nonlethal damage. This extra damage increases to 2d6 at 4th level, 3d6 at 7th level, and 4d6 at 10th level. Should the justiciar score a critical hit with a nonlethal strike, this extra damage is not multiplied.<\/p>\n\n\t<p>A justiciar can use nonlethal strike only on a living creature with discernible anatomy&#8212;undead, constructs, oozes, plants, and incorporeal creatures are not subject to this extra damage. Also, creatures immune to nonlethal damage are immune to nonlethal strike damage. The justiciar cannot make a nonlethal strike against a creature with concealment.<\/p>\n\n\t<p><strong>Improved Grapple (Ex):<\/strong> At 2nd level, a justiciar receives <a href=\/feats\/players-handbook-v35--6\/improved-grapple--1506\/>Improved Grapple<\/a> as a bonus feat even if he does not meet the prerequisites.<\/p>\n\n\t<p><strong>Crippling Strike (Ex):<\/strong> A justiciar of 2nd level or higher can make a nonlethal strike against an opponent with such precision that his blow weakens and hampers the opponent. When a justiciar damages an opponent with a nonlethal strike, that character also takes 1 point of Strength damage. <\/p>\n\n\t<p><a href=\/feats\/players-handbook-v35--6\/exotic-weapon-proficiency--985\/>Exotic Weapon Proficiency (Manacles):<\/a> Intimately familiar with the capture of criminals, justiciars have learned to do more with a pair of manacles than restrain a  lawbreaker. A justiciar of 3rd level or higher can swing a pair of metal manacles in  one hand as if they were a club without taking a penalty for using an improvised weapon. Masterwork manacles can be wielded as if they were a masterwork light flail.<\/p>\n\n\t<p><strong>Street Savvy (Ex):<\/strong> A justiciar of 3rd level or higher gains a circumstance bonus on  <a href=\/skills\/gather-information\/>Gather Information<\/a> checks he attempts while in pursuit of a criminal. This bonus is initially +2 at 3rd level, and increases by an extra +2 every third level thereafter.<\/p>\n\n\t<p><strong>Hog-Tie (Ex):<\/strong> When a justiciar of 5th level or higher successfully pins an opponent  while grappling, he can attempt to hog-tie the opponent (in addition to his other options; see If You&#39;re Pinning an Opponent on page 156 of the Player&#39;s Handbook). A justiciar must have a rope, chain, or manacles in one hand to use this ability.<\/p>\n\n\t<p>A justiciar can use this ability on an opponent of up to one size category larger than he is (for example, a halfling justiciar can attempt to hog-tie a Medium or smaller opponent). He can use the ability only against humanoid-shaped creatures (thus, most humanoids, monstrous humanoids, outsiders, and giants would qualify).<\/p>\n\n\t<p>An attempt to hog-tie is resolved with an opposed check. The justiciar can make a <a href=\/skills\/use-rope\/>Use Rope<\/a> check instead of a normal grapple check, while the opponent makes either a grapple check or an Escape Artist check. If the justiciar succeeds, the opponent is hog-tied. If the opponent succeeds, the hogtie attempt fails and the grapple continues.<\/p>\n\n\t<p>If a justiciar successfully hog-ties an opponent, that person is considered bound and  helpless. A bound opponent can attempt to escape by making an Escape Artist check opposed by the justiciar&#39;s Use Rope check (including his +10 bonus; see Bind a Character on page 86 of the Player&#39;s Handbook) or a Strength check (DC 23 for rope, DC 26 for chain or manacles, DC 28 for masterwork manacles) to break free.<\/p>\n\n\t<p><strong>Improved Hog-tie (Ex):<\/strong> A justiciar of 8th level or higher can make a hog-tie attempt without first pinning his opponent.Whenever a grapple is established, the justiciar can use an attack action to make a hog-tie attempt. Also, if the justiciar has the <a href=\/feats\/players-handbook-v35--6\/quick-draw--2317\/>Quick Draw<\/a> feat, he does not need to be holding the rope, chain, or manacles in his hand before making the attempt.<\/p>\n\n\t<p><strong>Intuition (Su):<\/strong> When hunting a specific person, a 10th level justiciar can use a <a href=\/skills\/survival\/>Survival<\/a> check to determine in which direction the culprit might be found if the criminal is within 1 mile of the justiciar (DC 15 + target&#39;s HD). A justiciar can use this ability to determine the direction of anyone he has previously faced in combat if he or she is within range. <\/p>\n\n\t<p>The DM should make this check secretly for the justiciar, since the character should not know if he failed the check because of the die roll or because the target is too far away. A justiciar can make this check once per day for any single target.<\/p>\n\n\t<p><strong>Multiclass Note:<\/strong> A <a href=\/classes\/paladin\/>paladin<\/a> who becomes a justiciar may continue advancing as a paladin.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bring &#39;em back alive, nonlethal strike +1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Improved grapple, crippling strike <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Exotic Weapon Proficiency (manacles), street savvy +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Nonlethal strike +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Hog-tie <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Street savvy +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Nonlethal strike +3d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Improved hog-tie <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Street savvy +6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Intuition, nonlethal strike +4d6 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Warrior 47<\/h5>","reference":"Usergen"},{"id":10318,"name":"Kensai","type":"prestige","alignment":"Any lawful","hit_die":"10","full_text":"<div topic='titel'><p><h3>Kensai<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any lawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Must complete an other of service (see sidebar) to either an overlord or an ideal.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Kensai gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Signature Weapon (Su):<\/strong> The kensai chooses one of his weapons (it must be one for which he has the <a href=\/feats\/players-handbook-v35--6\/weapon-focus--3105\/>Weapon Focus<\/a> feat) to become a signature weapon. Most kensai choose <br \/>either a sword or bow for this weapon, but even a kensai&#39;s natural weapons can be chosen. If the weapon is a manufactured one, it must be of at least masterwork quality. <\/p>\n\n\t<p>Upon qualifying for the class, a kensai gains the ability to establish a link with his signature weapon. The character focuses part of his life energy on the weapon, making it more effective in his hands and his hands alone.<\/p>\n\n\t<h4>Signature Weapons<\/h4>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th><\/th>\n\t\t\t<th>Weapon <\/th>\n\t\t\t<th>Minimum <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Class Level <\/th>\n\t\t\t<th>Bonus <\/th>\n\t\t\t<th>XP Cost <sup>2<\/sup> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>1st <\/td>\n\t\t\t<td>+1 <\/td>\n\t\t\t<td>40<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>2nd <\/td>\n\t\t\t<td>+2 <\/td>\n\t\t\t<td>160<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>3rd <\/td>\n\t\t\t<td>+3 <\/td>\n\t\t\t<td>360<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>4th <\/td>\n\t\t\t<td>+4 <\/td>\n\t\t\t<td>640<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>5th <\/td>\n\t\t\t<td>+5 <\/td>\n\t\t\t<td>1,000<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>6th <\/td>\n\t\t\t<td>+6 <sup>1<\/sup> <\/td>\n\t\t\t<td>1,440<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>7th <\/td>\n\t\t\t<td>+7 <sup>1<\/sup> <\/td>\n\t\t\t<td>1,960<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>8th <\/td>\n\t\t\t<td>+8 <sup>1<\/sup> <\/td>\n\t\t\t<td>2,560<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>9th <\/td>\n\t\t\t<td>+9 <sup>1<\/sup> <\/td>\n\t\t\t<td>3,240<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>10th <\/td>\n\t\t\t<td>+10 <sup>1<\/sup> <\/td>\n\t\t\t<td>4,000<\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p id=fn1 class=footnote><sup>1<\/sup>A weapon can&#39;t actually have an enhancement bonus higher than +5, but it can have special abilities that are the equivalent of additional bonuses. Use these lines on the table to determine the XP cost when special abilities are added to a signature weapon. Example:* A 6th-level kensai who has a masterwork longsword can imbue it with the power to be a +5 keen longsword at a cost of 1,440 XP, since the keen special ability is equivalent to a +1 bonus. <\/p>\n\n\t<p id=fn2 class=footnote><sup>2<\/sup>The XP cost presented here assumes that the weapon being imbued does not already have an enhancement bonus. If it does, the cost to imbue it with additional power is reduced. For instance, if a kensai has a +1 longsword and wants to imbue it with the power to be a +3 longsword, he may do so by paying the difference in XP cost between creating a +1 weapon and a +3 weapon (360 minus 40, or <br \/>320 XP).<\/p>\n\n\t<p>The process for imbuing a signature weapon with power is a simple one. The character must find a quiet, safe spot to meditate (and pray, for those kensai who serve deities) for 24 hours. At the end of this meditation, the kensai sacrifices a number of experience points, essentially shifting some of his life force into his signature weapon. The signature weapon then becomes a magic weapon (if it wasn&#39;t already) and gains an enhancement bonus and\/or special abilities. His current class level limits the amount of enhancement a kensai can place into his signature weapon. A kensai cannot create a signature weapon if doing so would cost enough experience points to reduce his character level. <\/p>\n\n\t<p>Use the table on the previous page to determine XP costs and class level limits. <\/p>\n\n\t<p>If the ritual is interrupted, it can be begun again at any time, but it must run for a full 24 hours for the signature weapon to be imbued. The kensai pays the XP cost as soon as the ritual has been completed.<\/p>\n\n\t<p>A kensai&#39;s signature weapon has a caster level equal to the character&#39;s class level + 10.<\/p>\n\n\t<p><em>Imbuing Double Weapons:<\/em> A double weapon may be imbued, but both ends of the weapon must be paid for and imbued separately.<\/p>\n\n\t<p><em>Imbuing Natural Weapons:<\/em> The process for imbuing a kensai&#39;s natural weapons (such as his fists) is the same as for a manufactured weapon, except all of the kensai&#39;s natural weapons of one type are imbued at 100% of the cost + 10% per natural weapon. For example, a human kensai who has Weapon Focus (unarmed strike) may turn his fists into signature weapons for 120% of the XP cost. A six-armed kensai with a bite and tail attack would have to choose between fists, bite, and tail and pay either 160% of the cost (for six fists) or 110% of the cost (for the single bite or tail). A kensai who imbues a particular type of natural weapon must imbue all his natural weapons of that type (so a human kensai with two fists must imbue both fists). It takes 24 hours  for a kensai to imbue one type of natural weapon, regardless of how many actual weapons of that type he possesses.<\/p>\n\n\t<p><em>Losing a Signature Weapon:<\/em> If a kensai&#39;s signature weapon is lost or stolen, the character must strive to recover it by any means that do not violate his oath or alignment. A kensai who knowingly abandons a signature weapon is treated as if he broke his oath of service (see the sidebar). A kensai who abandons a signature weapon  and atones for the deed can begin to create a new signature weapon.<\/p>\n\n\t<p>If someone destroys a kensai&#39;s signature weapon, only the kensai can repair it. If enough is left of the weapon to salvage (the shattered shards of a sword, for example), the kensai can reforge the weapon as if he were using the Craft (weaponsmithing) skill to make a masterwork weapon. If he takes the reforged weapon and then meditates for 24 hours, he may pay the appropriate XP cost to restore his weapon to full strength.<\/p>\n\n\t<p>Should nothing remain of the weapon, the kensai must begin anew with a weapon that has never before been imbued. The character, however, has not failed in his oath&#8212;the destruction of a kensai&#39;s weapon in service of his oath is not shameful, and other kensai are likely to show even more respect to a comrade whose weapon is destroyed in oathbound service.<\/p>\n\n\t<p><em>Losing Natural Weapons:<\/em> If a kensai loses his natural weapons (such as his fists), he may have them regrown by using regeneration or a similar spell. In this singular case, the kensai does not need to spend any more XP or time to reimbue his signature weapon with power. The link is direct enough that no extra effort is necessary.<\/p>\n\n\t<p><strong>Power Surge (Ex):<\/strong> At 2nd level, a kensai gains the ability to make a DC 15 <a href=\/skills\/concentration\/>Concentration<\/a> check as a move action to focus his energy and spirit. If he succeeds, he gains +8 to his Strength for a number of rounds equal to one-half his class level.  Each time after the first that a kensai successfully uses this ability in a single 24-hour period, the check DC increases by 5.<\/p>\n\n\t<p><strong>Ki Projection:<\/strong> At 4th level and higher, a kensai adds one half his class level (round down) to any <a href=\/skills\/bluff\/>Bluff<\/a>, <a href=\/skills\/diplomacy\/>Diplomacy<\/a>, <a href=\/skills\/gather-information\/>Gather Information<\/a>, or <a href=\/skills\/intimidate\/>Intimidate<\/a> checks he makes. At 8th level and higher, the kensai adds his full class level to such checks.<\/p>\n\n\t<p>A target that realizes it has been fooled by a kensai&#39;s successful <a href=\/skills\/bluff\/>Bluff<\/a> check gains a +10 bonus on any check or saving throw involving the kensai&#39;s use of <a href=\/skills\/bluff\/>Bluff<\/a>, <a href=\/skills\/diplomacy\/>Diplomacy<\/a>, <a href=\/skills\/gather-information\/>Gather Information<\/a>, or <a href=\/skills\/intimidate\/>Intimidate<\/a> against that target in the future. The kensai can regain the creature&#39;s trust by changing its attitude from unfriendly to friendly (see Influencing <span class=caps>NPC<\/span> Attitudes, page 72 of the Player&#39;s Handbook).<\/p>\n\n\t<p><strong>Withstand (Ex):<\/strong> When a kensai of 5th level or higher is forced to make a Reflex save to avoid damage from an area effect spell (such as a fireball), he can make a <a href=\/skills\/concentration\/>Concentration<\/a> check instead of a Reflex save to resist taking full damage. If a kensai has the evasion or improved evasion ability, those benefits apply on this Concentration check as well. <\/p>\n\n\t<p><strong>Instill (Ex):<\/strong> Once per day, a kensai of 8th level or higher may take a full-round action to make a <a href=\/skills\/concentration\/>Concentration<\/a> check (DC 10 + target&#39;s HD or character level) to impart some of his own ability into a willing ally he can touch. The kensai then transfers some of his power to the ally: He subtracts up to 1 point per class level from his base attack bonus and\/or any or all of his base save bonuses and transfers the same amount to the recipient. The kensai regains the instilled power 1 hour later, when it transfers back out of the ally. If the ally dies before the instilled power is transferred back, the kensai must make a Fortitude save (DC 5 + target&#39;s HD or character level) or die as well. If he succeeds, he immediately gets his instilled  powers back.<\/p>\n\n\t<p><strong>Ki Warlord:<\/strong> When a kensai attains 10th level, he gains great notoriety and becomes known as a ki warlord. Other kensai of the same alignment revere the ki warlord, and even those of differing alignments treat him with some measure of respect. If the ki warlord has an <span class=caps>NPC<\/span> master, this master likely assigns the ki warlord more  responsibility and authority within his domain (perhaps giving him a castle, monastery, or military school). If the ki warlord serves a deity, that deity may take  a personal interest in giving the ki warlord more responsibility, perhaps actually contacting the ki warlord directly or through intermediaries and making the deity&#39;s wishes known. <\/p>\n\n\t<p>In addition to this added responsibility, a ki warlord gains some tangible benefits. He has the right to petition other (lower-level) members of the prestige class for assistance on adventures or in the fulfillment of his oath. As long as a ki warlord&#39;s  requests do not violate the other members&#39; own oaths of service or alignment, lower-level kensai have a responsibility to assist a ki warlord in any reasonable manner &#8212; such as providing food and shelter, access to minor resources, and other things another character might have to barter for.<\/p>\n\n\t<p>Ki warlords inspire those around them. When fighting within 30 feet of a ki warlord, allies gain a +1 morale bonus on Will saves, <a href=\/skills\/concentration\/>Concentration<\/a> checks, and attack rolls. Lawful allies gain a +2 morale bonus on these checks.<\/p>\n\n\t<p><strong>Multiclass Note:<\/strong> A samurai, paladin, or monk who becomes a kensai may continue advancing in his original class.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>1st <\/td>\n\t\t\t<td>+0 <\/td>\n\t\t\t<td>+0 <\/td>\n\t\t\t<td>+0 <\/td>\n\t\t\t<td>+2 <\/td>\n\t\t\t<td>Signature weapon<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>2nd <\/td>\n\t\t\t<td>+1 <\/td>\n\t\t\t<td>+0 <\/td>\n\t\t\t<td>+0 <\/td>\n\t\t\t<td>+3 <\/td>\n\t\t\t<td>Power surge<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>3rd <\/td>\n\t\t\t<td>+2 <\/td>\n\t\t\t<td>+1 <\/td>\n\t\t\t<td>+1 <\/td>\n\t\t\t<td>+3 <\/td>\n\t\t\t<td>&#8212;<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>4th <\/td>\n\t\t\t<td>+3 <\/td>\n\t\t\t<td>+1 <\/td>\n\t\t\t<td>+1 <\/td>\n\t\t\t<td>+4 <\/td>\n\t\t\t<td>Ki projection<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>5th <\/td>\n\t\t\t<td>+3 <\/td>\n\t\t\t<td>+1 <\/td>\n\t\t\t<td>+1 <\/td>\n\t\t\t<td>+4 <\/td>\n\t\t\t<td>Withstand<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>6th <\/td>\n\t\t\t<td>+4 <\/td>\n\t\t\t<td>+2 <\/td>\n\t\t\t<td>+2 <\/td>\n\t\t\t<td>+5 <\/td>\n\t\t\t<td>&#8212;<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>7th <\/td>\n\t\t\t<td>+5 <\/td>\n\t\t\t<td>+2 <\/td>\n\t\t\t<td>+2 <\/td>\n\t\t\t<td>+5 <\/td>\n\t\t\t<td>Ki projection<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>8th <\/td>\n\t\t\t<td>+6 <\/td>\n\t\t\t<td>+2 <\/td>\n\t\t\t<td>+2 <\/td>\n\t\t\t<td>+6 <\/td>\n\t\t\t<td>Instill<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>9th <\/td>\n\t\t\t<td>+6 <\/td>\n\t\t\t<td>+3 <\/td>\n\t\t\t<td>+3 <\/td>\n\t\t\t<td>+6 <\/td>\n\t\t\t<td>&#8212;<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>10th <\/td>\n\t\t\t<td>+7 <\/td>\n\t\t\t<td>+3 <\/td>\n\t\t\t<td>+3 <\/td>\n\t\t\t<td>+7 <\/td>\n\t\t\t<td>Ki warlord<\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Warrior 49<\/h5>","reference":"Usergen"},{"id":10319,"name":"Knight of the Chalice","type":"prestige","alignment":"Lawful good","hit_die":"10","full_text":"<div topic='titel'><p><h3>Knight of the Chalice<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells:<\/strong> Able to cast divine spells, including <a href=\/spells\/players-handbook-v35--6\/protection-from-evil--2348\/><em>protection from evil<\/em><\/a><\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Knights of the Chalice gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells:<\/strong> Beginning at 1st level, a knight of the Chalice gains the ability to cast a number of divine spells. To cast a spell, a knight of the Chalice must have a Wisdom score of at least 10 + the spell&#39;s level, so a knight with a Wisdom of 10 or lower can not cast these spells. Knight of the Chalice bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the knight&#39;s Wisdom modifier. When the knight gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 1st-level knight), she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level. <\/p>\n\n\t<p>The knight of the Chalice&#39;s spell list appears below; he has access to any spell on the list and can freely choose which to prepare. A knight of the Chalice prepares and casts spells just as a cleric does (though a knight cannot lose a spell to cast a cure spell in its place).<\/p>\n\n\t<p><strong>Fiendslaying (Ex):<\/strong> Knights of the Chalice gain a number of special benefits in combat with evil outsiders. A 1st-level knight of the Chalice gets a +1 competence bonus on attack rolls against evil outsiders. On a successful attack, she deals an extra 1d6 points of damage due to her expertise in combating these creatures. These bonuses increase as the knight advances in level, as shown on Table 2&#8212;19.<\/p>\n\n\t<p>A 1st-level knight of the Chalice&#39;s +1 competence bonus also applies to Intimidate, Listen, Sense Motive, and Spot checks when she uses these skills against evil outsiders. She gets the same bonus on Will saving throws against attacks from evil outsiders, and on opposed ability checks she makes against evil outsiders.<\/p>\n\n\t<p>These bonuses all stack with the knight&#39;s favored enemy bonus (if any).<\/p>\n\n\t<p><strong>Censure Demons (Su):<\/strong> Knights of the Chalice can censure demons, much as clerics turn undead. Rather than channeling positive energy, a knight of the Chalice channels energy from the celestial planes of lawful good.<\/p>\n\n\t<p>When a knight of the Chalice uses this ability, any demon within 30 feet must succeed on a Will save (DC 10 + the knight of the Chalice&#39;s class level + the knight of the Chalice&#39;s Cha modifier) or be censured.<\/p>\n\n\t<p>A censured demon whose Hit Dice are equal to or greater than twice the knight&#39;s class level is stunned by the knight&#39;s holy power for 1 round.<\/p>\n\n\t<p>If a censured demon has fewer Hit Dice than twice the knight&#39;s class level, it is stunned and must succeed on a second Will save (same DC) or be sent back to its home plane as if it had been the subject of a <a href=\/spells\/players-handbook-v35--6\/dismissal--2310\/><em>dismissal<\/em><\/a> spell. Only one demon may dismissed in this way by any single censure demons attempt; if more than one demon is required to make this second Will save, check for the demon with the lowest HD first.<\/p>\n\n\t<p>A knight may attempt to censure demons once per day for every two class levels she possesses.<\/p>\n\n\t<p><strong>Courage of Heaven (Su):<\/strong> A knight of the Chalice of 2nd level or higher is immune to fear effects cast or created by evil outsiders. At 5th level and higher, a knight of the Chalice is also immune to enchantment spells and effects cast or created by evil outsiders, including charms and suggestions. At 8th level and higher, these immunities extend to all allies within 20 feet of the knight of the Chalice. <\/p>\n\n\t<p><strong>Consecrated Casting (Ex):<\/strong> When a knight reaches 4th level, spells cast by the character on evil outsiders become more difficult to resist. When the knight casts a spell that targets an evil outsider, add +2 to the knight&#39;s caster level check to overcome the target&#39;s spell resistance and +2 to the DC of any saving throw the spell allows.<\/p>\n\n\t<p><strong>Holy Aura (Su):<\/strong> A 10th-level knight of the Chalice has the ability to create a  <a href=\/spells\/players-handbook-v35--6\/holy-aura--2332\/><em>holy aura<\/em><\/a> once per day that affects herself only. The aura&#39;s effect is as the spell cast by a 10th-level cleric, but it wards the knight against the attacks, spells, and mental influence of evil outsiders only, and only evil outsiders can  be blinded if they strike the knight.<\/p>\n\n\t<p><strong>Multiclass Note:<\/strong> A paladin who becomes a knight of the Chalice may continue advancing as a paladin.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=7>Spells per day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Fiendslaying +1\/+1d6 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Censure demons, courage of heaven (fear) <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Fiendslaying +2\/+2d6 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Consecrated casting <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Courage of heaven (enchantment) <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Fiendslaying +3\/+3d6 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Courage of heaven (radius) <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Fiendslaying +4\/+4d6 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Holy aura 1\/day <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Warrior 53<\/h5>","reference":"Usergen"},{"id":10320,"name":"Knight Protector","type":"prestige","alignment":"Lawful neutral or lawful good.","hit_die":"10","full_text":"<div topic='titel'><p><h3>Knight Protector<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful neutral or lawful good..<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Knight protectors gain proficiency with tower shields.<\/p>\n\n\t<p><strong>Defensive Stance (Ex):<\/strong> At the start of any turn when a knight protector is within 5  feet of an ally who has fewer Hit Dice than he does, the knight protector can transfer up to 2 points of Armor Class to the ally (making his own Armor Class worse by the same number). The maximum number of points he can transfer increases by 1 for every three levels beyond 1st.<\/p>\n\n\t<p><strong>Shining Beacon (Su):<\/strong> A knight protector is the physical and spiritual embodiment of  high ideals. All his allies gain a +4 morale bonus on saves against fear effects when they stand within 10 feet of the character. If the knight protector is paralyzed, unconscious, or otherwise rendered helpless, his allies lose this bonus.<\/p>\n\n\t<p><strong>Best Effort (Ex):<\/strong> The daunting nature of the knight protector&#39;s goals often requires special focus of effort. Beginning at 2nd level, a knight protector gains a bonus on any one skill check he makes, once per day. The character must declare that he is using this ability before he makes the skill check. This bonus increases by 1 for every three levels beyond 2nd.<\/p>\n\n\t<p><strong>Iron Will (Ex):<\/strong> At 2nd level, a knight protector gains <a href=\/feats\/players-handbook-v35--6\/iron-will--1688\/>Iron Will<\/a> as a bonus feat.<\/p>\n\n\t<p><strong>Supreme Cleave (Ex):<\/strong> Beginning at 3rd level, a knight protector can take a 5-foot step between attacks when using the Cleave or Great Cleave feat.<\/p>\n\n\t<p><strong>No Mercy (Ex):<\/strong> At 6th level, a knight protector gains the ability to make one extra attack of opportunity per round (as if he had the Combat Reflexes feat and a Dexterity modifier of +1). At 9th level and higher, the character can make as many as two extra attacks of opportunity per round. This benefit stacks with the benefit of the Combat Reflexes feat.<\/p>\n\n\t<p><strong>Retributive Attack (Su):<\/strong> If an ally of a 10th-level knight protector is rendered helpless or unconscious, the character can make a retributive attack against the creature that felled his ally. When making a retributive attack, the knight protector <br \/>adds his Charisma bonus (if any) to his attack roll and deals an extra 10 points of damage on a successful hit.<\/p>\n\n\t<p>A knight protector can make a number of retributive attacks per day equal to his Charisma bonus (minimum one), but never more than one per round. He may make more than one retributive attack against the same foe.<\/p>\n\n\t<p><strong>Multiclass Note:<\/strong> A paladin or samurai who becomes a knight protector may continue advancing in his original class.<\/p>\n\n\t<h4><span class=caps>THE<\/span> <span class=caps>CODE<\/span> OF <span class=caps>THE<\/span> <span class=caps>KNIGHT<\/span> <span class=caps>PROTECTOR<\/span><\/h4>\n\n\t<p>A knight protector must be of lawful neutral or lawful good alignment, and must adhere to the order&#39;s code of conduct.<\/p>\n\n\t<p><strong>Support:<\/strong> The order supports its own. A knight protector can expect to receive room and board, as well as a mount with appropriate gear, from the order for as long as he  remains in its ranks and adheres to the Code.<\/p>\n\n\t<p><strong>The Code:<\/strong><br \/>Courage and enterprise in obedience to the order.<br \/>Defense of any mission unto death.<br \/>Respect for all peers and equals; courtesy to all lessers.<br \/>Combat is glory; battle is the true test of self-worth; war is the flowering of the chivalric ideal.<br \/>Personal glory above all in battle.<br \/>Death before dishonor.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Defensive stance +2, shining beacon <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Best effort +2, Iron Will <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Supreme cleave <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Defensive stance +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Best effort +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> No mercy 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Defensive stance +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Best effort +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> No mercy 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Defensive stance +5, retributive attack <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Warrior 55<\/h5>","reference":"Usergen"},{"id":10321,"name":"Master of the Unseen Hand","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Master of the Unseen Hand<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells:<\/strong> Able to cast the <a href=\/spells\/players-handbook-v35--6\/telekinesis--2883\/><em>telekinesis<\/em><\/a> spell, or access to telekinesis as a spell-like or supernatural ability<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Masters of the unseen hand gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Improved Caster Level (Ex):<\/strong> At 1st level, a master of the unseen hand begins his relentless focus on the power of <a href=\/spells\/players-handbook-v35--6\/telekinesis--2883\/><em>telekinesis<\/em><\/a>. He adds his levels in master of the unseen hand to his caster level (whether from actual spellcasting levels or determined by the spell-like ability) when using his telekinesis ability. For example, a 10th-level sorcerer\/3rd-level master of the unseen hand casts telekinesis as a 13th-level caster, and a blue slaad who is a 2nd-level master of the unseen hand  would use its telekinesis spell-like ability as a 10th-level caster.<\/p>\n\n\t<p><strong>Versatile Telekinesis (Ex):<\/strong> A master of the unseen hand learns to combine the three  versions of the telekinesis spell or ability, switching from one to another as he likes. For instance, he can use sustained force for 2 rounds, then switch to combat maneuver, then return to using sustained force. The spell or spell-like ability ends after the first use of the violent thrust version, however, or if the master of the unseen hand is unable to maintain concentration.<\/p>\n\n\t<p><strong>Telekinetic Wielder (Ex):<\/strong> A master of the unseen hand develops the ability to wield  weapons with his telekinetic power. By maintaining concentration on the combat maneuver version of telekinesis, a master of the unseen hand of 2nd level or higher can make a single attack with an unattended weapon or one he is holding, moving the weapon up to 20 feet before the attack. Resolve the attack as normal, except that the weapon&#39;s movement doesn&#39;t provoke attacks of opportunity. The master of the unseen hand&#39;s base attack bonus on this attempt is equal to his caster level plus his Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer or a creature with the telekinesis supernatural or spell-like ability). Any weapon-related feats the master of the unseen hand has (such as <a href=\/feats\/players-handbook-v35--6\/weapon-focus--3105\/>Weapon Focus<\/a> and <a href=\/feats\/players-handbook-v35--6\/power-attack--2208\/>Power Attack<\/a>) do not apply when he&#39;s telekinetically wielding a weapon.<\/p>\n\n\t<p>The weapon wielded can be one the master of the unseen hand took from a foe on a successful disarm attempt.<\/p>\n\n\t<p><strong>Sustained Concentration (Ex):<\/strong> At 2nd level, a master of the unseen hand becomes adept at moving and fighting while maintaining his telekinesis ability. It only takes a move action, not a standard action, to use the sustained force version of telekinesis (or simply to maintain concentration so the ability doesn&#39;t end). The master of the unseen hand can even cast another spell while maintaining concentration  on telekinesis, but doing so requires a successful Concentration check as if the caster were distracted by a nondamaging spell (Concentration check DC equal to the save DC of telekinesis). It still takes a standard action to use the combat maneuver or violent thrust versions of the ability, however.<\/p>\n\n\t<p><strong>Full Attack Telekinesis (Ex):<\/strong> At 3rd level, a master of the unseen hand is as skilled in telekinetic combat as a fighter is with melee combat. When using the combat maneuver version of telekinesis or wielding a weapon telekinetically, the master of the unseen hand can make a full attack, potentially attacking, bull rushing, disarming, grappling, or tripping more than once per round. Just as with nontelekinetic attacks, the master of the unseen hand gains an additional attack for every 5 points of base attack bonus above +1 (using caster level for base attack bonus as described in the telekinesis spell description).<\/p>\n\n\t<p><strong>Improved Violent Thrust (Ex):<\/strong> At 4th level, a master of the unseen hand&#39;s violent thrust version of telekinesis becomes more effective. He uses his caster level in place of his base attack bonus when making the attack roll, and he uses his  Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer or a creature with the telekinesis supernatural or spell-like ability) as a bonus on damage rolls if he hurls weapons at the target. Finally, using a violent thrust no longer ends the telekinesis effect, but the master of the unseen hand can&#39;t make another violent thrust for 1d4 rounds. <\/p>\n\n\t<p><strong>Telekinetic Flight (Ex):<\/strong> A master of the unseen hand of 4th level or higher can use  the sustained force version of telekinesis to lift himself and willing creatures into the air. With a move action, the master of the unseen hand can move 20 feet with  perfect maneuverability and can move willing creatures as well. The master of the unseen hand doesn&#39;t have to move all the creatures he&#39;s lifting in the same direction, but any lifted creatures plummet to the ground if they move more than 40 feet from the master of the unseen hand. The master of the unseen hand can lift one Medium or smaller creature (carrying up to its maximum load) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. Unlike the form of flight granted by the <a href=\/spells\/players-handbook-v35--6\/fly--2816\/><em>fly<\/em><\/a> spell, telekinetic flight ends immediately and abruptly if disrupted by dispel magic or a lapse in the master of the unseen hand&#39;s concentration. Without telekinesis to support them, creatures fall to the ground immediately, taking 1d6 points of damage per 10 feet fallen (maximum 20d6).<\/p>\n\n\t<p><strong>Fling Skyward (Ex):<\/strong> Rather than hurling a creature toward another target, a 5th-level master of the unseen hand can use the violent thrust version of telekinesis to hurl a creature straight up. A target is allowed a Will save (and spell resistance) to negate the effect. The master of the unseen hand can lift a creature into the air a maximum distance of 10 feet per caster level. At the beginning of the character&#39;s next action, the creature falls to the ground, taking 1d6 points of damage per 10 feet fallen. Unlike other times when a master of the unseen hand uses the violent thrust version of telekinesis, flinging a foe skyward immediately ends the telekinesis effect.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Improved caster level, versatile telekinesis <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Telekinetic wielder, sustained concentration <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Full attack telekinesis <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Improved violent thrust, telekinetic flight <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Fling skyward <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Warrior 60<\/h5>","reference":"Usergen"},{"id":10322,"name":"Master Thrower","type":"prestige","alignment":"Any","hit_die":"8","full_text":"<div topic='titel'><p><h3>Master Thrower<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Master throwers gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Quick Draw:<\/strong> At 1st level, a master thrower gains the Quick Draw feat.<\/p>\n\n\t<p><strong>Thrown Weapon Trick (Ex):<\/strong> At 1st level and every two levels thereafter, a master thrower chooses one of the following thrown weapon tricks. Once chosen, the trick is a permanent part of the master thrower&#39;s repertoire and may not be exchanged. A master thrower cannot choose the same trick more than once. Each trick may only be used with a thrown weapon for which the character has taken Weapon Focus.<\/p>\n\n\t<p><em>Deadeye Shot:<\/em> The critical multiplier for any specific type of thrown weapon increases by one (for example, a hand axe has a critical multiplier of \u00d74 instead of \u00d73) when this ability is used. The benefit of this ability does not stack with any other effect that increases critical multipliers.<\/p>\n\n\t<p><em>Defensive Throw:<\/em> If a master thrower with this ability succeeds on a Concentration check (DC 10 + number of threatening foes) before attempting to attack with a thrown weapon while in a threatened square, her thrown weapon attacks don&#39;t provoke attacks of opportunity for 1 round. If the check fails, her opponents get attacks of opportunity as normal when she makes her attacks.<\/p>\n\n\t<p><em>Doubletoss:<\/em> A master thrower with this ability may, as a standard<br \/>action, throw two weapons at one or two targets within 30 feet. The character may apply her full Strength bonus to each weapon (instead of one-half her Strength bonus for the off-hand weapon). The normal penalties for fighting with two weapons apply (see page 160 of the Player&#39;s Handbook).<\/p>\n\n\t<p><em>Palm Throw:<\/em> When using little thrown weapons (darts, shuriken, and daggers; the DM may allow other weapons), a master thrower with this ability may throw two of each weapon with a single attack roll. Damage for each weapon is resolved separately, but the master thrower does not apply her Strength bonus to either damage roll.<\/p>\n\n\t<p><em>Sneaky Shot:<\/em> Just before making a ranged attack, a master thrower with this ability can use a move action to make a Sleight of Hand check opposed by her target&#39;s Spot check. If she wins the opposed check, her opponent is denied his Dexterity bonus to Armor Class against the attack.<\/p>\n\n\t<p><em>Trip Shot:<\/em> A master thrower with this ability may use a thrown weapon to make a trip attempt against an opponent farther than 5 feet away. The character makes a normal attack against the opponent with a thrown weapon. If the attack succeeds, in addition to doing damage as normal, the master thrower makes a Dexterity check with a +4 bonus opposed by the opponent&#39;s Dexterity check or Strength check (whichever ability score has the higher modifi er). Other modifiers may apply on this opposed check (see page 158 of the Player&#39;s Handbook). If the master thrower wins the opposed check, the opponent is tripped. The benefit of this ability does not stack with the benefi t of the Improved Trip feat.<\/p>\n\n\t<p><em>Tumbling Toss:<\/em> When wearing light, medium, or no armor, a master thrower with this ability can hurl a single thrown weapon at any point during a tumbling attempt as a standard action. If the result of her Tumble check is 25 or higher, the master thrower does not provoke an attack of opportunity for making this attack regardless of how many opponents threaten her.<\/p>\n\n\t<p><em>Two with One Blow:<\/em> If a master thrower with this ability uses a thrown weapon to attack two opponents adjacent to each other, she may take a &#8212;4 penalty on the attack roll and attempt to hit both opponents at once. The attack may hit either, both, or neither opponent depending on the roll and the Armor Class of each opponent. Damage for each opponent is resolved separately. If the attack roll results in the threat of a critical hit, roll to confirm each critical hit separately.<\/p>\n\n\t<p><em>Weak Spot:<\/em> A master thrower can gain this ability only after reaching 5th level. When using a thrown weapon against a target of her size or larger, the character can make a ranged touch attack instead of a normal attack. If the attack hits, the master thrower does not apply her Strength bonus to the damage.<\/p>\n\n\t<p><strong>Evasion (Ex):<\/strong> At 2nd level, a master thrower gains the evasion ability. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the master thrower is wearing light armor or no armor. A helpless master thrower (such as one who is unconscious or paralyzed) does not gain the benefit of the ability.<\/p>\n\n\t<p>If the character already has the evasion ability, he gains improved evasion instead. Improved evasion works like evasion, except that while the character still takes no damage on a successful Refl ex saving throw, she takes only half damage on a failed save.<\/p>\n\n\t<p><strong>Snatch Arrows:<\/strong> A master thrower gains the benefit of the Snatch Arrows feat at 4th level, even if she does not meet the prerequisites.<\/p>\n\n\t<p><strong>Critical Throw (Ex):<\/strong> At 5th level, a master thrower gains the Improved Critical feat for any thrown weapon with which she has Weapon Focus.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Quick Draw, thrown weapon trick <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Evasion <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td>+3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Thrown weapon trick <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Snatch Arrows <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Critical throw, thrown weapon trick <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Warrior 58<\/h5>","reference":"Usergen"},{"id":10323,"name":"Mindspy","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Mindspy<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Able to cast the <a href=\/spells\/players-handbook-v35--6\/detect-thoughts--2494\/><em>detect thoughts<\/em><\/a> spell or to use <a href=\/spells\/players-handbook-v35--6\/detect-thoughts--2494\/><em>detect thoughts<\/em><\/a> as a spell-like ability.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Mindspies gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Anticipate (Su):<\/strong> Because she is reading her foe&#39;s thoughts, a mindspy knows where she needs to block and how she needs to dodge before an attack from the foe arrives. In addition, a mindspy can detect weak points in a foe&#39;s defense by observing her enemy&#39;s thoughts. At 1st level, a mindspy can add 1 point of Charisma bonus (if any) per mindspy class level as a bonus to her Armor Class against attacks from a foe whose surface thoughts she is detecting (if the normal 3 rounds passes and the target fails its Will save) as well as an insight bonus on attack rolls against any foe whose surface thoughts she is detecting. If a mindspy is caught flat-footed or is otherwise denied her Dexterity bonus, she also loses this insight bonus to her Armor Class.<\/p>\n\n\t<p><strong>Combat Telepathy (Su):<\/strong> By reading her opponents&#39; surface thoughts, a mindspy can anticipate their every move. She can make a Concentration check (DC 10 + damage taken during the previous round) at the beginning of her turn. If the mindspy succeeds, she can maintain concentration on <a href=\/spells\/players-handbook-v35--6\/detect-thoughts--2494\/><em>detect thoughts<\/em><\/a> as a free action. If the mindspy casts a spell or uses another spell-like ability, <a href=\/spells\/players-handbook-v35--6\/detect-thoughts--2494\/><em>detect thoughts<\/em><\/a> ends.<\/p>\n\n\t<p><strong>Spherical detect thoughts (Su):<\/strong> A mindspy can widen the area of her <a href=\/spells\/players-handbook-v35--6\/detect-thoughts--2494\/><em>detect thoughts<\/em><\/a> spell or ability into a sphere centered on her, rather than a cone. The  radius of the sphere is equal to the length of the cone.<\/p>\n\n\t<p><strong>Faster Mindscan (Su):<\/strong> By 2nd level, a mindspy has become adept at tuning into others&#39; thoughts quickly. In the round when she activates <a href=\/spells\/players-handbook-v35--6\/detect-thoughts--2494\/><em>detect thoughts<\/em><\/a>, she detects the presence or absence of thoughts and the Intelligence score of each thinking mind in the area. In the next round, she detects the surface thoughts of any one mind in the area.<\/p>\n\n\t<p><strong>Multiple Surface Thoughts (Su):<\/strong> A mindspy of 3rd level or higher can simultaneously detect the surface thoughts of any two creatures who fail their Will saves. This means that she gains anticipate bonuses against both of them. Once per round as a free action, she can choose new minds to listen in on. At 5th level, a mindspy can simultaneously detect the surface thoughts of four creatures.<\/p>\n\n\t<p><strong>Instant Mindscan (Su):<\/strong> At 4th level and higher, a mindspy can enter her enemies&#39; minds at the speed of thought. She gains all the information from <a href=\/spells\/players-handbook-v35--6\/detect-thoughts--2494\/><em>detect thoughts<\/em><\/a> (presence or absence of minds, Intelligence scores, and surface thoughts) in the same round when she activates the spell or ability. The mindspy&#39;s enemies still get Will saves to keep their surface thoughts secret.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Anticipate, combat telepathy, spherical detect thoughts <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Faster mindscan <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Multiple surface thoughts (two) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Instant mindscan <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Multiple surface thoughts (four) <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Warrior 62<\/h5>","reference":"Usergen"},{"id":10324,"name":"Nature's Warrior","type":"prestige","alignment":"Any neutral","hit_die":"10","full_text":"<div topic='titel'><p><h3>Nature's Warrior<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any neutral.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Wild shape ability<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Nature&#39;s warriors gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day:<\/strong> At every even-numbered level gained in the nature&#39;s warrior class, the character gains new spells per day as if she had also gained a level in a divine spellcasting class she belonged to before adding the prestige class. If the character did not belong to a divine spellcasting class before attaining 2nd level in the prestige class, she gains a druid spellcasting level. In no case, however, does she gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming a nature&#39;s warrior, she must decide to which class she adds the new level for purposes of determining spells per day.<\/p>\n\n\t<p><strong>Nature&#39;s Armament (Su):<\/strong> Upon attaining an odd-numbered level in this prestige class, a nature&#39;s warrior may choose one of the following abilities. These abilities, unless otherwise noted, are only applicable while the nature&#39;s warrior is in wild shape form.<\/p>\n\n\t<p><em>Armor of the Crocodile<\/em>: The nature&#39;s warrior&#39;s natural armor bonus is improved by +1 per class level. This is an actual improvement, not an enhancement bonus.<\/p>\n\n\t<p><em>Blaze of Power<\/em>: While in fire elemental form, the nature&#39;s warrior is covered in a blaze of power, which functions as a warm fire shield at a caster level equal to her druid level (if any) plus her nature&#39;s warrior level.<\/p>\n\n\t<p><em>Claws of the Grizzly<\/em>: The nature&#39;s warrior gains a +3 bonus on damage when using her natural weapons.<\/p>\n\n\t<p><em>Earth&#39;s Resilience<\/em>: The nature&#39;s warrior gains damage reduction 3\/&#8212;.<\/p>\n\n\t<p><em>Nature&#39;s Weapon<\/em>: The nature&#39;s warrior gains a +1 enhancement bonus on attack rolls when using her natural weapons, and her attacks are treated as magic weapons for the purpose of overcoming damage reduction.<\/p>\n\n\t<p><em>Robe of Clouds<\/em>: While in air elemental form, the nature&#39;s warrior may as a free action wreathe her body in mist and clouds for 1 minute per class level (or until she dismisses the effect). This gives her concealment, though it does not affect her ability to see or act at all.<\/p>\n\n\t<p><em>Serpent&#39;s Coils<\/em>: When in the form of a creature that normally has the improved grab ability, the nature&#39;s warrior gains a +4 bonus on all grapple checks and does damage equal to 1d8 + her Strength bonus after winning an opposed grapple check.<\/p>\n\n\t<p><em>Water&#39;s Flow<\/em>: To use this ability, the nature&#39;s warrior must be able to use wild shape to take the form of an elemental. Three times per day as part of a move action, the character may transform her body into a flowing rush of water. She may move at her base land speed while in this form but does not provoke attacks of opportunity while doing so. She may do nothing but move while in this form. At the end of her move, she immediately changes back into whatever form she was in prior to activating this ability. She may use this ability while not in wild shape form.<\/p>\n\n\t<p><em>Wild Growth<\/em>: The nature&#39;s warrior gains fast healing 1.<\/p>\n\n\t<p><em>Wings of the Hurricane<\/em>: If the nature&#39;s warrior is in an avian form or air elemental form, she increases her base fly speed by 30 feet and improves her maneuverability by one category (thus good maneuverability becomes perfect).<\/p>\n\n\t<p><strong>Wilding (Su):<\/strong> Nature&#39;s warrior class levels stack with druid levels (as well as levels in other prestige classes that allow these abilities to stack) to determine wild shape abilities and for wild empathy checks. For example, a druid 8\/nature&#39;s warrior 3 would be considered an 11th-level druid for purposes of wild shape HD, size, type, and frequency (she could assume wild shape form 4\/day and  could become a Tiny creature). She would add +11 for her class levels (instead of +8) to her wild empathy checks against animals and certain magical beasts.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Nature&#39;s armament, wilding <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Nature&#39;s armament <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Nature&#39;s armament <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Warrior 63<\/h5>","reference":"Usergen"},{"id":10325,"name":"Occult Slayer","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Occult Slayer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Occult slayers are proficient with all simple and martial weapons and all armor and shields.<\/p>\n\n\t<p><strong>Magical Defense (Ex):<\/strong> An occult slayer&#39;s constant training in countering magic of all types manifests itself as a bonus on saving throws against spells or spell-like abilities. This bonus is +1 at 1st level, and it increases to +2 at 3rd level and to +3 at 5th level.<\/p>\n\n\t<p><strong>Weapon Bond (Su):<\/strong> An occult slayer must choose a particular weapon of at least masterwork quality as the focus of her power. Upon making her selection, she immediately forms a bond with the chosen weapon that imbues it with the force of her hatred for spellcasters. Thereafter, any successful attack she makes with that weapon  against a spellcaster or a creature with spell-like abilities deals an extra 1d6 points of damage. If this particular weapon is lost or destroyed, the occult slayer loses the ability to deal the extra damage until she acquires and bonds with another weapon of the same kind of at least masterwork quality. The occult slayer must spend one day per character level practicing with the replacement weapon (and doing very little else&#8212;no adventuring) to create a new weapon bond.<\/p>\n\n\t<p><strong>Mind over Magic (Su):<\/strong> Starting at 2nd level, an occult slayer can cause a spell or spell-like ability targeted against her to rebound onto the originator as a free action. This ability otherwise functions as the <a href=\/spells\/players-handbook-v35--6\/spell-turning--2368\/><em>spell turning<\/em><\/a> spell (caster level equals the character&#39;s occult slayer level + 5). An occult slayer can use this ability once per day at 2nd level and twice per day at 4th level.<\/p>\n\n\t<p><strong>Vicious Strike (Ex):<\/strong> At 2nd level and higher, an occult slayer who readies an attack action to disrupt a spellcaster deals double damage if the attack hits.<\/p>\n\n\t<p><strong>Auravision (Su):<\/strong> At 3rd level, an occult slayer gains the ability to see magical auras at a range of up to 60 feet as a free action. This ability otherwise functions as the <a href=\/spells\/players-handbook-v35--6\/detect-magic--2489\/><em>detect magic<\/em><\/a> spell. The character cannot use this ability to determine anything but the number of magical auras present.<\/p>\n\n\t<p><strong>Nondetection Cloak (Su):<\/strong> Upon reaching 4th level, an occult slayer (and any gear she wears or carries) becomes more difficult to locate through divinations such as clairaudience\/clairvoyance, locate object, and other detection spells. The occult slayer gains magical protection from divinations equivalent to a <a href=\/spells\/players-handbook-v35--6\/nondetection--2341\/><em>nondetection<\/em><\/a> spell (caster level equals the character&#39;s occult slayer level), except that it affects only the occult slayer and her possessions.<\/p>\n\n\t<p><strong>Blank Thoughts (Ex):<\/strong> At 5th level, an occult slayer can induce within herself a state of mental absence, thereby becoming immune to mind-affecting effects (charms, compulsions, patterns, phantasms, and morale effects). She can suppress or resume this ability as a free action.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Magical defense +1, weapon bond <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Vicious strike, mind over magic 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Auravision, magical defense +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Mind over magic 2\/day, nondetection cloak <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Blank thoughts, magical defense +3 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Warrior 66<\/h5>","reference":"Usergen"},{"id":10326,"name":"Order of the Bow Initiate","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Order of the Bow Initiate<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong>* Order of the Bow initiates gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Ranged Precision (Ex):<\/strong> As a standard action, an initiate may make a single precisely aimed attack with a ranged weapon, dealing an extra 1d8 points of damage if the attack hits. When making a ranged precision attack, an initiate must be within 30  feet of his target. An initiate&#39;s ranged precision attack only works against living creatures with discernible anatomies. Any creature that is immune to critical hits (including undead, constructs, oozes, plants, and incorporeal creatures) is not vulnerable to a ranged precision attack, and any item or ability that protects a creature from critical hits (such as armor with the fortification special ability) also protects a creature from the extra damage.<\/p>\n\n\t<p>Unlike with a rogue&#39;s sneak attack, the initiate&#39;s target does not have to be flat-footed or denied its Dexterity bonus, but if it is, the initiate&#39;s extra precision damage stacks with sneak attack damage. Treat the initiate&#39;s ranged precision attack as a sneak attack in all other ways. <\/p>\n\n\t<p>The initiate&#39;s bonus to damage on ranged precision attacks increases by +1d8 every two levels. <\/p>\n\n\t<p>An initiate can only use this ability with a ranged weapon for which he has taken the  <a href=\/feats\/players-handbook-v35--6\/weapon-focus--3105\/>Weapon Focus<\/a> feat.<\/p>\n\n\t<p><strong>Close Combat Shot (Ex):<\/strong> At 2nd level, an initiate can attack with a ranged weapon while in a threatened square and not provoke an attack of opportunity.<\/p>\n\n\t<p><strong>Greater Weapon Focus (Ex):<\/strong> At 4th level, an Order of the Bow initiate gains the <a href=\/feats\/players-handbook-v35--6\/greater-weapon-focus--1312\/>Greater Weapon Focus<\/a> feat with a single ranged weapon for which he has taken the Weapon Focus feat even if he has not attained 8th level as a fighter.<\/p>\n\n\t<p><strong>Sharp-Shooting:<\/strong> At 6th level, an initiate gains the <a href=\/feats\/complete-warrior--61\/sharp-shooting--2578\/>Sharp-Shooting<\/a> feat (see Chapter 3 of this book) even if he does not meet the prerequisites. <\/p>\n\n\t<p><strong>Extended Precision (Su):<\/strong> A 10th-level Order of the Bow initiate&#39;s senses and feel for &quot;the shot&quot; become so attuned that he may make ranged precision attacks (and sneak attacks, if he has the ability) at a range of up to 60 feet<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Ranged precision +1d8 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\ttd> +3 <\/td>\n\t\t\t<td> Close combat shot <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Ranged precision +2d8 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Greater Weapon Focus <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Ranged precision +3d8 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Sharp-Shooting <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Ranged precision +4d8 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Ranged precision +5d8 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Extended precision <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Warrior 68<\/h5>","reference":"Usergen"},{"id":10327,"name":"Purple Dragon Knight","type":"prestige","alignment":"Lawful good, neutral good, lawful neutral, or neutral","hit_die":"10","full_text":"<div topic='titel'><p><h3>Purple Dragon Knight<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful good, neutral good, lawful neutral, or neutral.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Membership in the Purple Dragons<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Purple Dragon knights gain proficiency with tower shields.<\/p>\n\n\t<p><strong>Heroic Shield (Ex):<\/strong> A Purple Dragon knight can use the aid another action to give an ally a +4 circumstance bonus to Armor Class instead of the normal +2.<\/p>\n\n\t<p><strong>Rallying Cry (Su):<\/strong> Up to three times per day as a free action, a knight can utter a  powerful shout that causes all allies within 60 feet to gain a +1 morale bonus on their next attack roll and increases their speed by 5 feet until the knight&#39;s next turn. Traditionally, this mind-affecting ability is used when a formation of soldiers  is about to charge.<\/p>\n\n\t<p><strong>Inspire Courage (Su):<\/strong> This ability, gained at 2nd level, has the same effect as the bard ability of the same name. The knight makes an inspirational speech, bolstering her allies against fear and improving their combat abilities. To be affected, an ally  must be able to hear the knight speak. The effect lasts for as long as the ally hears the knight speak and for 5 rounds thereafter. While speaking, the knight can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Affected allies receive a +2 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 2nd level, a knight may use this ability once per day; at 4th level, she may use it twice per day.<\/p>\n\n\t<p><strong>Fear (Su):<\/strong> Once per day as a standard action, a knight of 3rd level or higher can evoke a fear effect (DC 10 + the knight&#39;s class level + the knight&#39;s Cha modifier) as the spell fear, using her class level as the caster level. Her allies are immune to the effect. <\/p>\n\n\t<p><strong>Oath of Wrath (Su):<\/strong> Once per day as a free action, a knight of 4th level or higher can select a single opponent within 60 feet and swear an oath to defeat him. For the duration of the encounter, the knight has a +2 morale bonus on melee attack rolls, weapon damage rolls, saving throws, and skill checks made against the challenged target. The effect is negated immediately if the knight uses a fullround action to move away from the challenged opponent.<\/p>\n\n\t<p><strong>Final Stand (Su):<\/strong> Once per day, a 5th-level Purple Dragon knight can inspire his troops to a heroic effort, temporarily increasing their vitality. All allies within 10 feet of the knight gain 2d10 temporary hit points. This ability affects a number of creatures equal to the knight&#39;s class level + her Charisma modifier and lasts an equal number of rounds.<\/p>\n\n\t<p><strong>Multiclass Note:<\/strong> A paladin who becomes a Purple Drag on knight may continue advancing as a paladin.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Heroic shield, rallying cry <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Inspire courage 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Fear <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Inspire courage 2\/day, oath of wrath <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Final stand <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Warrior 70<\/h5>","reference":"Usergen"},{"id":10328,"name":"Rage Mage","type":"prestige","alignment":"Any nonlawful","hit_die":"8","full_text":"<div topic='titel'><p><h3>Rage Mage<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonlawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells:<\/strong> Able to cast 2nd-level arcane spells.<br \/><strong>Special:<\/strong> Rage or frenzy ability.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Rage mages gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day:<\/strong> At every even-numbered level gained in the rage mage class, the character gains new spells per day as if she had also gained a level in an arcane spellcasting class she belonged to before adding the prestige class. In no case, however, does she gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting (but see spell rage, below). If a character had more than one arcane spellcasting class before becoming a rage mage, she must decide to which class she adds the new level for purposes of determining spells per day.<\/p>\n\n\t<p><strong>Spell Rage (Ex):<\/strong> A rage mage can cast spells while in a rage, as long as the spell&#39;s casting time is no more than 1 full round. When she casts a spell of the abjuration, conjuration, evocation, necromancy, or transmutation school while in a rage, the rage mage uses her character level as her caster level. This ability only works when the rage mage is in a spell rage.<\/p>\n\n\t<p>While in a spell rage, a rage mage becomes reckless and loses her some of her ability to defend herself. She temporarily takes a &#8212;2 penalty to Armor Class. She can attempt Concentration checks to avoid having a spell disrupted, but can&#39;t use any other Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride) while in a spell rage.<\/p>\n\n\t<p>A fit of rage lasts for a number of rounds equal to 3 + the character&#39;s Constitution modifier. A rage mage can end her rage voluntarily. At the end of the rage, the character is fatigued (&#8212;2 Strength, &#8212;2 Dexterity, can&#39;t charge or run) for the duration of the current encounter (unless the rage mage is 10th level, when this limitation no longer applies). A rage mage can only fly into a rage once per encounter, and only a certain number of times per day (determined by level). Entering a rage takes no time itself, but a rage mage can only do it during her action, not in response to somebody else&#39;s action.<\/p>\n\n\t<p><strong>Overcome Spell Failure (Ex):<\/strong> At 2nd level, a rage mage learns to ignore some of the restrictive nature of armor. Her arcane spell failure chance when wearing light or medium armor decreases by 10%.<\/p>\n\n\t<p><strong>Rage (Ex):<\/strong> A rage mage can enter a rage one additional time per day at 3rd level and another time per day at 8th level.<\/p>\n\n\t<p><strong>Angry Spell (Ex):<\/strong> Beginning at 5th level, when a rage mage casts a spell of the abjuration, conjuration, evocation, necromancy, or transmutation school while raging, the save DC for the spell increases by +2. At 10th level, this increase becomes +4.<\/p>\n\n\t<p><strong><em>Spell Fury<\/em> (Sp):<\/strong> Upon reaching 7th level, a rage mage can quicken one spell of 4th level or lower (as if she had used the <a href=\/feats\/players-handbook-v35--6\/quicken-spell--2330\/>Quicken Spell<\/a> feat), but without adjusting the spell&#39;s level or casting time. She may use this ability once during each rage.<\/p>\n\n\t<p><strong>Tireless Rage (Ex):<\/strong> At 9th level and higher, a rage mage no longer becomes fatigued at the end of her rage. <\/p>\n\n\t<p><strong><em>Warrior Cry<\/em> (Sp):<\/strong> A 10th-level rage mage may scream out a cry once per day as a free action on her turn and gain the benefit of the <a href=\/spells\/players-handbook-v35--6\/tensers-transformation--2885\/>Transformation<\/a> spell, with one exception: She does not lose her spellcasting ability for the duration of this effect. The rage mage&#39;s caster level for the purpose of this effect is equal to her character level.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Spell rage 1\/day <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Overcome spell failure <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Rage +1 use\/day <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Spell rage 2\/day <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Spell fury <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Rage +1 use\/day <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Tireless rage <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Warrior cry, spell rage 3\/day <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Warrior 72<\/h5>","reference":"Usergen"},{"id":10329,"name":"Ravager","type":"prestige","alignment":"Chaotic evil or neutral evil","hit_die":"10","full_text":"<div topic='titel'><p><h3>Ravager<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Chaotic evil or neutral evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Must survive the ravager initiation rites (see the sidebar).<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Ravagers gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Pain Touch (Su):<\/strong> Erythnul teaches that life is pain, and so is the touch of a ravager. A ravager can make an unarmed touch attack that deals 1d8 points of damage + 1 point per ravager level. Weapon attacks also transmit the pain of Erythnul, but only at the rate of 1d4 extra points of damage + 1 point per ravager level. The ravager can make one additional pain touch attack for every three levels beyond 1st.<\/p>\n\n\t<p><strong>Aura of Fear (Su):<\/strong> Enemies within 10 feet of a ravager of 2nd level or higher take a &#8212;2 morale penalty on all saving throws for as long as they remain within range. This ability is usable a number of times per day as given on the table. Each use lasts for a number of rounds equal to 3 + the ravagers Charisma modifier. The range of this aura increases at 5th level to 20 feet, and then again at 8th level to 30 feet.<\/p>\n\n\t<p><strong>Cruelest Cut (Ex):<\/strong> When a ravager reaches 3rd level, his familiarity with pain and fear grant him a cruel precision with his melee attacks. The character must declare he is making a cruelest cut attempt before he makes a melee attack (thus, a failed attack roll ruins the attempt). If he strikes successfully, he deals ld4 points of Constitution damage to the target, in addition to any other damage the attack may cause. A ravager can use cruelest cut once per day for every three levels he has attained, but may only make one cruelest cut attempt per round.<\/p>\n\n\t<p><strong><em>Visage of Terror<\/em> (Sp):<\/strong> A 10th-level ravager has plumbed the true depths of horror  and hopelessness. Once per day, he can trigger a spell-like ability similar to the arcane spell <a href=\/spells\/players-handbook-v35--6\/phantasmal-killer--2691\/><em>phantasmal killer<\/em><\/a> (save DC 10 + the ravager&#39;s class level + the ravager&#39;s Cha bonus) as a standard action. To the foe the ravager selects, he seems to take on the visage of what the target fears most. In all other respects, this ability functions as the spell described in the Player&#39;s Handbook.<\/p>\n\n\t<h4><span class=caps>RAVAGER<\/span> <span class=caps>RITES<\/span><\/h4>\n\n\t<p>Individual ravagers are often perceived as dangerous loners but, in actuality, each belongs to a tight-knit warband. The initiation of a potential ravager into a warband  (and into the prestige class) is brutally violent. When a prospective member approaches a warband and makes his intention to join known, the ravagers&#39; standard tactic involves attacking him en masse. The warband&#39;s lowest-ranked members (usually anywhere between six to sixteen warriors, rogues, or fighters with individual levels between 2nd and 6th) come out first and try their best to kill the newcomer. Should the newcomer survive an arbitrary period of time (usually between 3 and 10 rounds, depending on how well the newcomer appears to be fighting and the cruelty or interest  of the warband&#39;s leader), he is allowed to join the warband. Should the newcomer actually want to progress in the ravager prestige class, he must undergo a second rite: the fire sacrifice. The candidate waits on his knees, praying to Erythnul (or a similar deity) to fill his heart with hate and malice. Other members of the warband acquire a suitable sacrificial victim (preferably human, but in a pinch any humanoid will do). The would-be ravager must sacrifice the victim in accordance with the unholy rites of the deity, which always involve bloodletting followed by burning the sacrifice alive. Following this cruel and horrific act, the warband applies a distinctively repulsive set of tattoos to the applicant&#39;s face that forever marks him  as a true ravager. Once the ceremony is complete, the only way to leave the warband is to die.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Pain touch 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Aura of fear 10 ft. 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Cruelest cut 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Pain touch 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Aura of fear 20 ft. 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Cruelest cut 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Pain touch 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Aura of fear 30 ft. 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Cruelest cut 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Visage of terror<\/em> <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Warrior 73<\/h5>","reference":"Usergen"},{"id":10330,"name":"Reaping Mauler","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Reaping Mauler<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> The candidate must have defeated at least three opponents one size category larger than himself with his bare hands<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Reaping maulers gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Improved Grapple (Ex):<\/strong> When wearing light armor or no armor, a reaping mauler gains the benefit of the <a href=\/feats\/players-handbook-v35--6\/improved-grapple--1506\/>Improved Grapple<\/a> feat, even if he does not meet the prerequisites.<\/p>\n\n\t<p><strong>Mobility (Ex):<\/strong> When wearing light armor or no armor, a reaping mauler gains the benefits of the <a href=\/feats\/players-handbook-v35--6\/mobility--1975\/>Mobility<\/a> feat, even if he does not meet the prerequisites.<\/p>\n\n\t<p><strong>Adept Wrestling (Ex):<\/strong> Beginning at 2nd level, a reaping mauler who is wearing light armor or no armor gains a +1 bonus on all grapple checks and opposed Dexterity or Strength checks. This bonus increases to +2 at 4th level.<\/p>\n\n\t<p><strong>Counter Grapple (Ex):<\/strong> When grappling or pinned, a reaping mauler of 3rd level or higher wearing light armor or no armor can attempt either a grapple check or an Escape Artist check opposed by his opponent&#39;s grapple check to free himself as normal. If he fails the check he has chosen, he can immediately attempt the other check as a free action.<\/p>\n\n\t<p><strong>Sleeper Lock (Ex):<\/strong> At 3rd level, a reaping mauler learns how to render an opponent unconscious with pressure. If the character pins his opponent while grappling and maintains the pin for 1 full round, the opponent must make a Fortitude save (DC 10 + the reaping mauler&#39;s class level + the reaping mauler&#39;s Wis modifier) at the end of the round or fall unconscious for 1d3 rounds. A creature with no discernible anatomy has immunity to this effect.<\/p>\n\n\t<p><strong>Devastating Grapple (Ex):<\/strong> If a 5th-level reaping mauler pins his opponent while grappling and maintains the pin for 3 consecutive rounds, the opponent must make a Fortitude save (DC 10 + the reaping mauler&#39;s class level + the reaping mauler&#39;s Wis modifier) at the end of the third round or die. A creature with no discernible anatomy is immune to the effect of this ability<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Improved Grapple, Mobility <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Adept wrestling +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Counter grapple, sleeper lock <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Adept wrestling +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Devastating grapple <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Warrior 75<\/h5>","reference":"Usergen"},{"id":10331,"name":"Ronin","type":"prestige","alignment":"Any nonlawful","hit_die":"10","full_text":"<div topic='titel'><p><h3>Ronin<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonlawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Must have fled or been exiled from the service of a feudal lord, commonly for disobeying orders, displaying rudeness or cowardice at a crucial juncture, or failing in a crucial task.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Ronins gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Infamy:<\/strong> The ronin&#39;s reputation for dishonor&#8212;deserved or not&#8212;follows him everywhere. Whenever someone in a position of authority has heard of the ronin&#39;s past (usually through a DC 10 <a href=\/skills\/gather-information\/>Gather Information<\/a> or <a href=\/skills\/knowledge-nobility-and-royalty\/>Knowledge (nobility and royalty)<\/a> check), that person&#39;s attitude starts one category worse than usual, and the ronin takes a &#8212;4 circumstance penalty on all Charisma-based checks involving that person. The infamy penalty applies only if the authority figure knows the ronin&#39;s identity, so some ronin adopt pseudonyms or secret identities.<\/p>\n\n\t<p><strong>Sneak Attack (Ex):<\/strong> If a ronin can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for an extra 1d6 points of damage. This extra damage increases by 1d6 points every third level (+2d6 at 4th level, +3d6 at 7th level, +4d6 at 10th level). For complete details on the sneak attack ability, see the description of the <a href=\/classes\/dark-hunter\/>dark hunter<\/a> earlier in this chapter.<\/p>\n\n\t<p><strong>Banzai Charge (Ex):<\/strong> The ronin has cast away the code of bushido and at least a measure of his own honor, but his heart still remembers the thrill of bravery. When a ronin of 2nd level or higher charges into battle, he can accept a variable penalty to his Armor Class and take an equivalent bonus on the damage roll. The normal &#8212;2 AC penalty for charging still applies and counts toward the bonus, but the ronin cannot accept a penalty smaller than &#8212;2 or larger than his base attack bonus. For example, a 2nd-level ronin making a banzai charge could take a &#8212;8 penalty to AC in exchange for a +8 bonus on the damage roll.<\/p>\n\n\t<p><strong>Bonus Feat:<\/strong> The ronin&#39;s experience in battle has taught him many tricks and techniques. At 5th and 9th level, a ronin may choose one feat from the following list: <a href=\/feats\/players-handbook-v35--6\/far-shot--1078\/>Far Shot<\/a>, <a href=\/feats\/players-handbook-v35--6\/improved-precise-shot--1544\/>Improved Precise Shot<\/a>, <a href=\/feats\/players-handbook-v35--6\/manyshot--1846\/>Manyshot<\/a>, <a href=\/feats\/players-handbook-v35--6\/mounted-archery--1989\/>Mounted Archery<\/a>, <a href=\/feats\/players-handbook-v35--6\/mounted-combat--1992\/>Mounted Combat<\/a>, <a href=\/feats\/players-handbook-v35--6\/point-blank-shot--2185\/>Point Blank Shot<\/a>, <a href=\/feats\/players-handbook-v35--6\/precise-shot--2234\/>Precise Shot<\/a>, <a href=\/feats\/players-handbook-v35--6\/rapid-shot--2377\/>Rapid Shot<\/a>, <a href=\/feats\/players-handbook-v35--6\/ride-by-attack--2455\/>Ride-By Attack<\/a>, <a href=\/feats\/players-handbook-v35--6\/shot-on-the-run--2618\/>Shot on the Run<\/a>, <a href=\/feats\/players-handbook-v35--6\/spirited-charge--2733\/>Spirited Charge<\/a>, <a href=\/feats\/players-handbook-v35--6\/trample--2954\/>Trample<\/a>. The ronin must still meet all the prerequisites for the bonus feat.<\/p>\n\n\t<h4>Former Samurai<\/h4>\n\n\t<p>Ronins who possess levels of <a href=\/classes\/samurai\/>samurai<\/a> (that is to say, are now ex-samurai) regain some  of their lost class features the more levels of samurai they possess; refer to the accompanying table for details. High-level ronins retain much of their bushido training, even if fate has dealt them a treacherous blow.<\/p>\n\n\t<h4>Ex-Samurai Ronin Abilities<\/h4>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Samurai Level <\/th>\n\t\t\t<th>Regained Abilities <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st&#8212;5th <\/td>\n\t\t\t<td> The ronin regains any kiai smite class feature he once possessed as a samurai, and can use it just as any samurai can. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th&#8212;10th <\/td>\n\t\t\t<td> As above, plus the ronin regains any staredown class feature (staredown, mass staredown, improved staredown) he once possessed as a samurai, using it just as he did before he became an ex-samurai. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th+ <\/td>\n\t\t\t<td> As above, plus an ex-samurai of this stature immediately gains a ronin level for each level of samurai he trades in. For example, a character who has thirteen levels of samurai can immediately become a 10th-level ronin with all abilities if he chooses to lose ten levels of samurai. The character level of the character does not change. However, with the loss of samurai levels, the character might lose some of the class features granted by the samurai class. Thus, an ex-samurai of 14th level could become a 4th-level ronin\/10th-level samurai, but would lose the improved two swords as one, kiai smite 3\/day, and improved staredown class features. <\/td>\n\t\t<\/tr>\n\t<\/table><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Infamy, sneak attack +1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Banzai charge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sneak attack +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sneak attack +3d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sneak attack +4d6 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Warrior 77<\/h5>","reference":"Usergen"},{"id":10332,"name":"Spellsword","type":"prestige","alignment":"Any","hit_die":"8","full_text":"<div topic='titel'><p><h3>Spellsword<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells:<\/strong> Able to cast 2nd-level arcane spells.<br \/><strong>Special:<\/strong> Must have defeated a foe through force of arms alone, without recourse to spellcasting.<br \/><strong>Feats:<\/strong> Proficiency with all simple and martial weapons and with all armor (heavy, medium, and light).<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spells per Day:<\/strong> At every odd-numbered level, a spell sword gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on), save for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a spellsword, he must decide to which class he adds the new level for purposes of determining spells per day.<\/p>\n\n\t<p><strong>Ignore Spell Failure (Ex):<\/strong> Beginning at 1st level, a spell sword&#39;s hard work and practice at merging spellcraft with weaponplay starts to pay off. As an extraordinary ability, he ignores a portion of the arcane spell failure chance associated with using armor. This reduction starts at 10%and gradually increases to 30%, as shown on the class table. A spellsword subtracts the given percentage value from his total spell failure chance, if any. For instance, a character wearing scale mail and carrying a small shield normally has a spell failure chance of 30%, but this drops to only 20% for a 1st-level spellsword.<\/p>\n\n\t<p><strong>Bonus Feat:<\/strong> At 2nd level, a spellsword advances his art, gaining a bonus feat. This bonus feat must be either a metamagic feat or one drawn from the list of bonus feats allowed to a fighter (see Table 5&#8212;1 on page 90 of the Player&#39;s Handbook).<\/p>\n\n\t<p><strong>Channel Spell (Sp):<\/strong> At 4th level, a spellsword can channel any spell he can cast into his melee weapon. Using this ability requires a move action, and the spellsword uses up the prepared spell or spell slot just as if he had cast the spell. The channeled spell affects the next target that the spell sword successfully attacks with his weapon (saving throws and spell resistance still apply). Even if the spell normally affects an area or is a ray, it affects only the target. The spell is discharged from the weapon, which can then hold an other spell. A spellsword can channel his spells into only one weapon at a time. Spells channeled into a weapon are lost if not used in 8 hours.<\/p>\n\n\t<p><strong>Multiple Channel Spell (Sp):<\/strong> A 10th-level spellsword can channel two spells into his melee weapon, using a move action to channel each one. Both channeled spells affect the next target the spellsword successfully attacks with his weapon, in the order the spells were placed into the weapon. As with the channel spell class feature, saving throws and spell resistance apply normally. Each time a spellsword uses multiple channel spell, two of his five channel spell uses per day are expended.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Ignore spell failure 10%  <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Ignore spell failure 15% <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class\t<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Channel spell 3\/day <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Ignore spell failure 20% <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class\t<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Channel spell 4\/day <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Ignore spell failure 25% <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class\t<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Channel spell 5\/day <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Ignore spell failure 30% <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class\t<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Multiple channel spell <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Warrior 79<\/h5>","reference":"Usergen"},{"id":10333,"name":"Stonelord","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Stonelord<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> The character must undergo an arduous ritual involving immersion in sacred loam, long fasting periods deep underground, and the ingestion of 1,000 gp worth of powdered gemstones. The gem type chosen is then the stonelord&#39;s totem gem, and she must carry that type of stone with her at all times to access the spell-like abilities she gains as a stonelord<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Stonelords gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong><em>Earth&#39;s Blood (Sp):<\/em><\/strong> Once per day, a stonelord can take a standard action to heal her own wounds using a clump of mud. This ability heals a number of hit points equal to 1d8 + her stonelord class level.<\/p>\n\n\t<p><strong>Stone Power:<\/strong> At every even-numbered level, a stonelord can choose one ability from the following list of stone powers. No stone power can be chosen more than once. Unless otherwise noted, the stonelord uses her class level as the caster level for these effects (the save DCs are Constitution-based). Using one of these abilities is a standard action unless otherwise noted.<\/p>\n\n\t<p><strong><em>Earthgrip (Sp):<\/em><\/strong> Once per day, a stonelord with this ability can use hold monster on any target touching the ground. If the opponent is airborne or waterborne, the stonelord cannot affect the creature with the spell.<\/p>\n\n\t<p><strong><em>Earth Magic (Su):<\/em><\/strong> Once per day, a spell cast by a stonelord with this ability (assuming she can cast spells) is considered maximized as if prepared with the Maximize Spell feat, although the spell&#39;s level is unaffected. The spell&#39;s level cannot be higher than the class level of the stonelord. Using this ability is a free action.<\/p>\n\n\t<p><strong><em>Earth&#39;s Endurance (Sp):<\/em><\/strong> Once per day, a stonelord with this ability grants herself a boost to her Constitution score as if she were affected by a bear&#39;s endurance spell for 1 hour. <\/p>\n\n\t<p><strong><em>Earth&#39;s Strength (Sp):<\/em><\/strong> Once per day, a stonelord with this ability grants herself a boost to her Strength score as if she were affected by a bull&#39;s strength spell for 1 hour.<\/p>\n\n\t<p><strong><em>Earth Power (Su):<\/em><\/strong> Once per day, all melee attacks made in a single round by a stonelord with this ability gain a +2 bonus on the attack roll and deal an extra 2d6 points of damage on a successful hit. Using this ability is a free action.<\/p>\n\n\t<p><strong><em>Earth Shadows (Su):<\/em><\/strong> Once per day per class level, a stonelord with this ability can create a figment of a Medium earth elemental that appears in a flanking position adjacent to the stonelord&#39;s opponent for 1 round. This ability allows the stonelord to make flanking attacks (+2 to hit, can make a sneak attack if such ability is available) against that opponent during that round. Using this ability is a free action.<\/p>\n\n\t<p><strong><em>Gravity (Sp):<\/em><\/strong> Once per day, a stonelord with this ability can use a slow effect (as the spell). <\/p>\n\n\t<p><strong><em>Stoneskin (Sp):<\/em><\/strong> Once per day, a stonelord with this ability can give herself the benefit of a stoneskin spell (caster level equal to the stonelord&#39;s class level). The character must provide the material component as if she were actually casting the spell.<\/p>\n\n\t<p><strong><em>Summon Earth Elemental (Sp):<\/em><\/strong> Once per day, a stone lord with this ability can summon an earth elemental as if she had cast a summon monster spell. The size of the summoned earth elemental depends on the stonelord&#39;s class level, as follows: 1st&#8212;3rd, Small; 4th&#8212;6th, Medium; 7th&#8212;9th, Large; 10th, Huge.<\/p>\n\n\t<p><strong><em>Stone Shape (Sp):<\/em><\/strong> Once per day, a stonelord of 3rd level or higher can use a stone shape effect (caster level equal to the stonelord&#39;s class level).<\/p>\n\n\t<p><strong><em>Meld into Stone (Sp):<\/em><\/strong> Once per day per class level, a stonelord of 5th level or higher can use a meld into stone effect (caster level equal to the stonelord&#39;s class level).<\/p>\n\n\t<p><strong><em>Stone Tell (Sp):<\/em><\/strong> Once per day, a stonelord of 7th level or higher can speak with stone as if she had cast stone tell (caster level equal to the stonelord&#39;s class level).<\/p>\n\n\t<p><strong><em>Earthquake (Sp):<\/em><\/strong> Once per day, a stonelord of 9th level or higher can use an earthquake effect (caster level equal to the stonelord&#39;s class level).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Earth&#39;s blood <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Stone power <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Stone shape <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Stone power <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Meld into stone <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Stone power <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Stone tell <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Stone power <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Earthquake <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Stone power <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Warrior 81<\/h5>","reference":"Usergen"},{"id":10334,"name":"Tattooed Monk","type":"prestige","alignment":"Any lawful","hit_die":"8","full_text":"<div topic='titel'><p><h3>Tattooed Monk<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any lawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Tattooed monks gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Monk Abilities:<\/strong> A tattooed monk&#39;s class levels stack with his monk levels for determining his unarmed damage, AC bonus, and unarmored speed bonus.<\/p>\n\n\t<p><strong>Tattoo (Su or Sp):<\/strong> Tattooed monks gain their powers from the magic tattoos that eventually cover their bodies. A 1stlevel tattooed monk has one tattoo and gains another tattoo at every odd-numbered level. A tattooed monk can choose his tattoos from among those described below. Note that three of the tattoos (centipede, crescent moon, and phoenix) have minimum class level requirements.<\/p>\n\n\t<p>All tattoos are magical, and the abilities they bestow are supernatural (except for the crescent moon). A tattooed monk in an antimagic field loses all benefits of his tattoos. Unless the effect of a tattoo is continuous, activating a tattoo is a move action that does not provoke an attack of opportunity.<\/p>\n\n\t<p><em>Arrowroot:<\/em> A character with this tattoo can heal wounds in another character by touch. Each day he can cure a total number of hit points equal to his Wisdom bonus \u00d7 his class level. A tattooed monk cannot heal himself, but he may divide the curing among multiple recipients, and he doesn&#39;t have to use it all at once.<\/p>\n\n\t<p><em>Bamboo:<\/em> Once per day per tattoo he possesses, a character with this tattoo can add the number of tattoos he possesses as an enhancement bonus to his Constitution score. This benefit lasts for 1 round per class level. <\/p>\n\n\t<p><em>Bat:<\/em> Once per day per tattoo he possesses, a character with this tattoo can add the number of tattoos he possesses as an enhancement bonus to his Dexterity score. This benefit lasts for 1 round per class level. <\/p>\n\n\t<p><em>Bellflower:<\/em> Once per day per tattoo he possesses, a character with this tattoo can add his Charisma modifier as an enhancement bonus to any of his ability scores (including Charisma). This benefit lasts for 1 round per class level. <\/p>\n\n\t<p><em>Butterfly:<\/em> Once per day per tattoo he possesses, a character with this tattoo can add the number of tattoos he possesses as an enhancement bonus to his Wisdom score. This benefit lasts for 1 round per class level.<\/p>\n\n\t<p><em>Centipede:<\/em> Once per week, a character with this tattoo can use a shadow walk effect. This ability allows the tattooed monk to cross great distances, but he must end his journey on the Material Plane. A tattooed monk must be at least 5th level to gain this tattoo.<\/p>\n\n\t<p><em>Chameleon:<\/em> A character with this tattoo can use an alter self effect once per day per tattoo he possesses. This benefit lasts for 1 hour per class level. <\/p>\n\n\t<p><em>Crab:<\/em> A character with this tattoo gains damage reduction 2\/magic. This damage reduction improves by 2 for each additional tattoo he possesses. <\/p>\n\n\t<p><em>Crane:<\/em> A character with this tattoo gains a gradual immunity to bodily decay. When a tattooed monk first gains this tattoo, he gains immunity to nonmagical diseases. When he gains his next tattoo (whatever it may be), he acquires immunity to poison as well. When he gains his next tattoo, he no longer takes ability score penalties for aging, and he cannot be magically aged. (Any aging penalties he may already have incurred remain in place.) Bonuses still accrue, and the tattooed monk still dies of old age when his time is up.<\/p>\n\n\t<p><em>Chrysanthemum:<\/em> Every hour that a character with this tattoo is in direct sunlight, he heals a number of hit points equal to his level. A daylight spell does not provoke this fast healing; the character must be exposed to real sunlight. <\/p>\n\n\t<p><em>Dragon:<\/em> Once per day per tattoo he possesses, a character with this tattoo can use fire breath as if he had drunk an elixir of fire breath (see page 255 of the Dungeon Master&#39;s Guide). <\/p>\n\n\t<p><em>Dragonfly:<\/em> Once per day, a character with this tattoo gains a dodge bonus to his AC equal to the number of tattoos he possesses. This benefit lasts for 1 round per class level. <\/p>\n\n\t<p><em>Falcon:<\/em> A character with this tattoo is immune to fear (magical or otherwise). Allies within 10 feet of his gain a morale bonus on their saving throws against fear effects equal to the tattooed monk&#39;s Charisma bonus (if any) plus the number of tattoos he possesses.<\/p>\n\n\t<p><em>Lion:<\/em> Once per day per tattoo he possesses, a character with this tattoo can smite a foe, gaining a +4 bonus on the attack roll and a bonus on the damage roll equal to his class level on a single melee attack. The tattooed monk must declare the smite before making the attack. A missed attack uses up the attempt.<\/p>\n\n\t<p><em>Monkey:<\/em> A character with this tattoo gains a +1 competence bonus per tattoo he possesses on all Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Open Lock, Sleight of Hand, and Tumble checks. <\/p>\n\n\t<p><em>Moon, Crescent:<\/em> Once per day, a character with this tattoo can use ethereal jaunt as a spell-like ability. A tattooed monk must be at least 9th level to gain this tattoo. <\/p>\n\n\t<p><em>Moon, Full:<\/em> Once per day per tattoo he possesses, a character with this tattoo can gain a +2 luck bonus on a single attack roll, skill check, or ability check, as he calls on the power of the full moon. This ability cannot be used during daylight hours.<\/p>\n\n\t<p><em>Mountain:<\/em> A character with this tattoo can activate it to take on the immovability of a mountain for as much as 1 round per class level, gaining phenomenal durability though he cannot move from the spot where he stands. He gains a +4 bonus to his Constitution and Wisdom scores. The increase in Constitution increases the tattooed monk&#39;s hit points by 2 points per level, but these hit points go away when the ability&#39;s duration expires or when the character chooses to end it (a free action). These extra hit points are not lost first the way temporary hit points are. While using this ability, the tattooed monk takes a &#8212;20 penalty on any Dexterity-based skill checks. He is immune to bull rush and trip attacks. The tattooed monk may use this ability once per day per tattoo he possesses.<\/p>\n\n\t<p><em>Nightingale:<\/em> A character with this tattoo can heal wounds, either his own or others&#39;. He can heal a number of hit points of damage equal to twice his current class level each day, and he can spread this healing out among several uses.<\/p>\n\n\t<p><em>Ocean:<\/em> A character with this tattoo never needs to eat, sleep, or drink.<\/p>\n\n\t<p><em>Phoenix:<\/em> A character with this tattoo gains spell resistance equal to his class level + 15. A tattooed monk must be at least 7th level to gain this tattoo.<\/p>\n\n\t<p><em>Pine:<\/em> A character with this tattoo gains the <a href=\/feats\/players-handbook-v35--6\/diehard--610\/>Remain Conscious<\/a> feat.<\/p>\n\n\t<p><em>Scorpion:<\/em> Once per day per tattoo he possesses, a character with this tattoo can force an opponent attacking him to use his lowest ability score modifier instead of his Strength or Dexterity score modifier when making his attack roll. The character can activate this tattoo on his opponent&#39;s turn, but he must declare it before the success or failure of the attack is determined. The tattooed monk must be aware of the attack and not flat-footed in order to use this ability. <\/p>\n\n\t<p><em>Spider:<\/em> To use this tattoo, a character must have the Stunning Fist feat. Instead of a stunning fist attack, a character with this tattoo can make an attack that delivers a contact poison. The poison&#39;s save DC is equal to 10 + the tattooed monk&#39;s class level + his Con modifier. The poison&#39;s initial and secondary damage is 2 points  of Constitution damage. Using this tattoo counts as one of the character&#39;s stunning<br \/>fist attacks for that day.<\/p>\n\n\t<p><em>Sun:<\/em> Once per day per tattoo he possesses, a character with this tattoo can gain a +2 luck bonus on a single attack roll, skill check, or ability check, as he calls on the full power of the sun. This ability can only be used during daylight hours.<\/p>\n\n\t<p><em>Tiger:<\/em> Once per day per tattoo he possesses, a character with this tattoo can fight unarmed with a +1 bonus on all attack rolls and deal an extra 1d6 points of damage with a successful attack. This burst of martial arts ferocity lasts for 1 round per class level.<\/p>\n\n\t<p><em>Tortoise:<\/em> Once per day per tattoo he possesses, a character with this tattoo can use his class level as the number of ranks in a skill he does not possess for the purpose of one skill check. For example, a 4th-level tattooed monk with two tattoos can make up to two Use Magic Device checks as if he had 4 ranks in that skill. He adds his Charisma modifier to the skill check as usual.<\/p>\n\n\t<p><em>Unicorn:<\/em> A character with this tattoo gains the power of good fortune, usable once per day. This ability allows the tattooed monk to reroll one d20 roll that he has just made. The character must take the result of the reroll, even if it&#39;s worse than the original roll. The character must declare the reroll before the result of the original roll has been determined. <\/p>\n\n\t<p><em>Wasp:<\/em> Once per day per tattoo he possesses, a character with this tattoo can use haste on herself. The benefit lasts for 1 round per class level.<\/p>\n\n\t<p><em>White Mask:<\/em> A character with this tattoo is immune to detect thoughts, detect lies, and any attempt to magically discern his alignment. He gains a +10 bonus on all Bluff  checks.<\/p>\n\n\t<p><strong>Multiclass Note:<\/strong> A monk who becomes a tattooed monk may continue advancing as a monk.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Monk abilities, tattoo <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Tattoo <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Tattoo <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Tattoo <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Tattoo <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Warrior 82<\/h5>","reference":"Usergen"},{"id":10335,"name":"Thayan Knight","type":"prestige","alignment":"Any nongood","hit_die":"10","full_text":"<div topic='titel'><p><h3>Thayan Knight<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nongood.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Sworn allegiance to the Red Wizards of Thay<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Thayan knights gain proficiency with tower shields.<\/p>\n\n\t<p><strong>Horrors of Thay (Ex):<\/strong> Because of long exposure to the cruelty of her homeland, a Thayan knight gains a +2 morale bonus on saving throws against fear effects and a +1 morale bonus on saving throws against charm effects. At 4th level, these bonuses increase to +4 and +2, respectively. None of these bonuses apply against attacks from Red Wizards.<\/p>\n\n\t<p><strong>Zulkir&#39;s Favor (Su):<\/strong> At 1st level, a Thayan knight undergoes a long and painful tattooing ritual. A magic tattoo, placed either on the back or the forehead, provides a +2 resistance bonus on Reflex saves. The tattoo also marks the knight as someone loyal to the Red Wizards. The knight automatically fails any saving throw against a mind-affecting spell cast by a Red Wizard. When the tattoo is visible, the knight gains a +2 morale bonus on Intimidate checks as an extraordinary ability.<\/p>\n\n\t<p><strong>Zulkir&#39;s Defender (Ex):<\/strong> A Thayan knight of 2nd level or higher gains a +2 morale bonus on attack rolls and damage rolls against any creature that attacks her or that she has previously seen attack a Red Wizard.<\/p>\n\n\t<p><strong>Fighter Feat:<\/strong> At 3rd level, a Thayan knight may choose any one feat except Weapon Specialization from the fighter bonus feat list (see Table 5&#8212;1, page 90 of the Player&#39;s Handbook). <\/p>\n\n\t<p><strong>Final Stand (Su):<\/strong> Once per day as a standard action, a Thayan knight of 4th level or higher can inspire her troops. Allies within 10 feet of the knight gain 2d10 temporary hit points. This ability affects a number of creatures equal to the knight&#39;s class level + the knight&#39;s Charisma modifier and lasts the same number of rounds.<\/p>\n\n\t<p><strong>Zulkir&#39;s Champion (Su):<\/strong> A 5th-level Thayan knight receives a large magic tattoo across her face, signifying her devotion to the protection of the Red Wizards. Once per day, she can add a +2 luck bonus on a single saving throw. This bonus can be taken after the die is rolled and after other modifiers have been applied to the roll. When the tattoo is visible, the knight gains a +4 morale bonus on Intimidate checks as an extraordinary ability.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Horrors of Thay (+2 fear, +1 charm), zulkir&#39;s favor <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Zulkir&#39;s defender <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Fighter feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Horrors of Thay (+4 fear, +2 charm), final stand <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Zulkir&#39;s champion <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Warrior 85<\/h5>","reference":"Usergen"},{"id":10336,"name":"War Chanter","type":"prestige","alignment":"Any nonlawful","hit_die":"8","full_text":"<div topic='titel'><p><h3>War Chanter<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonlawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Able to use the inspire courage bardic music ability.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> War chanters gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Inspire Toughness (Su):<\/strong> A war chanter with 9 or more ranks in Perform (sing) or Perform (oratory) can use her song or poetics to impart a kind of berserk resiliency on her allies (including himself). To be affected, an ally must be able to hear the war chanter sing (or speak). The effect lasts for as long as the ally hears the war chanter sing and for 5 rounds thereafter. An affected ally receives +2 temporary hit points for every class level of the war chanter. At 6th level and higher, a war chanter also grants affected allies the benefit of the Diehard feat when using this ability. <\/p>\n\n\t<p><strong>War Chanter Music:<\/strong> War chanter music follows the same rules as bardic music (see page 29 of the Player&#39;s Handbook). War chanter levels stack with bard levels for the purpose of determining how often a character can use war chanter music or bardic music. War chanter levels do not stack with bard levels for determining which songs a bard has access to. <\/p>\n\n\t<p><strong>Inspire Recklessness (Su):<\/strong> A War chanter of 3rd level or higher with 12 or more ranks in any Perform skill can use her song or poetics to inspire an often dangerous, but very effective, ferocity in one of her allies within 60 feet (or in himself). The effect lasts for as long as the ally hears the war chanter sing and for 5 rounds thereafter. An affected ally (or the war chanter herself) is inspired to recklessness, gaining the ability to decrease her Armor Class by a number less than or equal to her base attack bonus and add the same number to her melee attack rolls as a morale bonus.<\/p>\n\n\t<p>On her action, before making any attack rolls in a round, the affected character must choose to subtract a number from her Armor Class and add the same number to all melee attack rolls (this number may be 0). The penalty to Armor Class and the bonus on attack rolls apply until the character&#39;s next action.<\/p>\n\n\t<p><strong>Combine Songs (Su):<\/strong> A war chanter of 5th level or higher with 12 or more ranks in any Perform skill can combine two types of bardic music or war chanter music to provide the benefits of both (normal stacking rules for bonus types apply).<\/p>\n\n\t<p><strong>Inspire Awe (Su):<\/strong> A war chanter of 7th level or higher with 15 or more ranks in any Perform skill can inspire uneasiness, fear, or even terror in her foes. To be affected, a foe must be within 60 feet of the war chanter and must be able to hear the war chanter. Foes get a Will save (DC 10 + war chanter&#39;s class level + war chanter&#39;s Cha modifier) to resist the effect. The severity of the effect depends on the difference between the foe&#39;s Hit Dice and the war chanter&#39;s Hit Dice (character level). Subtract the foe&#39;s HD from the war chanter&#39;s HD and consult the following table. <\/p>\n\n\t<p>The effect lasts for as long as the foe can hear the war chanter and 1 round thereafter. If a foe&#39;s hearing of the war chanter&#39;s song is interrupted, the foe needs to make another saving throw when he hears the war chanter&#39;s song again.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>HD Difference <\/th>\n\t\t\t<th>Effect <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +10 or more <\/td>\n\t\t\t<td> Foe is paralyzed with fear <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +1 to +9 <\/td>\n\t\t\t<td> Foe is panicked <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 0 to &#8212;5 <\/td>\n\t\t\t<td> Foe is frightened <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> &#8212;6 or less <\/td>\n\t\t\t<td> Foe is shaken <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Singing Shout (Su):<\/strong> When a war chanter of 8th level or higher engages in battle, he often lets out a singing shout as a standard action. All allies (including herself) within a 60-foot radius who can hear the war chanter gain a +4 enhancement bonus to Strength for a number of rounds equal to one-half the class level of the war chanter.<\/p>\n\n\t<p><strong>Inspire Legion (Su):<\/strong> A 10th-level war chanter with 18 or more ranks in any Perform skill can unite her allies and make them fight better together. To be affected, an ally must be within 60 feet of the war chanter and must be able to hear the war chanter. Only allies who meet these requirements at the beginning of the song are affected, and an ally whose hearing is interrupted or who moves more than 60 feet away from the war chanter cannot rejoin the same song. The effect lasts as long as the affected characters can hear the war chanter and stay within range.<\/p>\n\n\t<p>When the war chanter begins singing, determine the best base attack bonus among all the affected characters. All affected characters use this base attack bonus or the war chanter&#39;s character level as their base attack bonus for the duration of the effect. All affected characters gain a +2 competence bonus on damage rolls as well.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Inspire toughness, war chanter music <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Inspire recklessness <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Combine songs <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Inspire awe <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Singing shout <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Inspire legion <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Warrior 87<\/h5>","reference":"Usergen"},{"id":10337,"name":"Warshaper","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Warshaper<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race:<\/strong> Any (but see below).<br \/><strong>Special:<\/strong> Must be able to change shape in one of the following five ways:\n\t<ul>\n\t\t<li>Change shape supernatural ability (aranea, hound archon, barghest, doppelganger, rakshasa, slaad).<\/li>\n\t\t<li>Shapechanger subtype (lycanthropes, phasm).<\/li>\n\t\t<li><a href=\/spells\/players-handbook-v35--6\/polymorph--2854\/><em>Polymorph<\/em><\/a> as a spell-like ability (astral deva, planetar, solar, couatl, marilith, bronze dragon, gold dragon, silver dragon, efreeti, leonal guardinal, night hag, ogre mage, pixie).<\/li>\n\t\t<li>Able to cast the <a href=\/spells\/players-handbook-v35--6\/polymorph--2854\/><em>Polymorph<\/em><\/a> spell.<\/li>\n\t\t<li>Wild shape or similar class feature (<a href=\/classes\/bear-warrior\/>bear warrior<\/a>, <a href=\/classes\/druid\/>druid<\/a>).<\/li>\n\t<\/ul><br \/>The alternate form ability (possesed by quasits, vampires, and others) is insufficient to become a warshaper.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Warshapers gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Morphic Immunities (Ex):<\/strong> A warshaper is adept at distributing her form&#39;s vital organs around her body to keep them safe from harm. Warshapers are immune to stunning and critical hits.<\/p>\n\n\t<p><strong>Morphic Weapons (Su):<\/strong> As a move action, a warshaper can grow natural weapons such as claws or fangs, allowing a natural attack that deals the appropriate amount of damage according to the size of the new form (see Table 5&#8212;1 on page 296 of the Monster Manual). These morphic weapons need not be natural weapons that the creature already possesses. For example, a warshaper polymorphed into an ettin (Large giant) could grow a claw that deals 1d6 points of damage, or horns for a gore attack that deals 1d8 points of damage.<\/p>\n\n\t<p>If the warshaper&#39;s form already has a natural weapon of that type, the weapon deals damage as if it were one category larger. For example, a warshaper who used wild shape to become a dire wolf (Large animal) could grow its jaw and snout, enabling a bite attack that deals 2d6 points of damage (as a for Huge animal), not the normal 1d8.<\/p>\n\n\t<p>A warshaper can change morphic weapons as often as it likes, even if it is using a shapechanging technique such as the polymorph spell or the wild shape class feature that doesn&#39;t allow subsequent changes after the initial transformation.<\/p>\n\n\t<p><strong>Morphic Body (Su):<\/strong> At 2nd level and higher, a warshaper can use its precise control over its form to make itself stronger and heartier. It gains +4 to Strength and +4 to Constitution.<\/p>\n\n\t<p><strong>Morphic Reach (Su):<\/strong> A warshaper of 3rd level or higher can suddenly stretch its limbs, neck, or other appendages outward, giving it 5 more feet of reach than the creature it&#39;s emulating. Unlike most creatures, warshapers don&#39;t appear to have a longer reach until they actually use it.<\/p>\n\n\t<p><strong>Morphic Healing (Su):<\/strong> At 4th level, a warshaper becomes able to change its form where wounds appear, creating smooth skin where once were wounds. The warshaper gains fast healing 2, and if it spends a full-round action and succeeds on a Concentration check (DC equal to the total damage it has sustained), it heals 10 points of damage. <\/p>\n\n\t<p><strong>Flashmorph\/Multimorph (Su):<\/strong> A 5th-level warshaper gains one of two class features. If the warshaper has the ability to change form at will, such as from the change shape ability, the shapechanger subtype, or a <a href=\/spells\/players-handbook-v35--6\/polymorph--2854\/><em>polymorph<\/em><\/a> spell-like ability, it gains the flashmorph class feature, allowing it to change form as a move action. If it casts the <a href=\/spells\/players-handbook-v35--6\/polymorph--2854\/><em>polymorph<\/em><\/a> spell, has <a href=\/spells\/players-handbook-v35--6\/polymorph--2854\/><em>polymorph<\/em><\/a> as a spell-like ability usable less often than at will, or has the wild shape class feature, it instead gains the multimorph class feature. Multimorph allows a warshaper to change forms multiple times during the duration of the spell, spell-like ability, or class feature that enables her to change form. For example, a wizard\/warshaper could <a href=\/spells\/players-handbook-v35--6\/polymorph--2854\/><em>polymorph<\/em><\/a> into a troll for 2 minutes, then change into a red dragon for 4 minutes, and then spend the rest of the spell&#39;s duration in the form of a hill giant. Each change requires a standard action, and only the first transformation heals the warshaper. If the warshaper changes into its natural form, the spell, spell-like ability, or use of wild shape ends.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Morphic immunities, morphic weapons <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Morphic body <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Morphic reach <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Morphic healing <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Flashmorph\/multimorph <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Warrior 89<\/h5>","reference":"Usergen"},{"id":10338,"name":"Bear Warrior","type":"prestige","alignment":"Any","hit_die":"12","full_text":"<div topic='titel'><p><h3>Bear Warrior<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 12.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Rage or frenzy ability.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Bear warriors gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Bear Form (Su):<\/strong> A bear warrior can transform into a bear (similar to the polymorph spell) while in a rage or frenzy. His only limit on the number of times per day he can assume a bear form is the number of times per day he enters a rage or frenzy, and the bear warrior returns to his own form once the rage or frenzy ends. The bear warrior retains the normal +2 bonus on Will saves and \u20132 penalty to Armor Class while raging, but the ability score bonuses granted by rage or frenzy are replaced by Strength, Dexterity, and Constitution bonuses appropriate to the bear form taken (see below). As normal for polymorph, the bear warrior gains the bear form\u2019s physical qualities (including size, movement, natural armor bonus, natural weapons, space, and reach), as well as any extra ordinary special attacks possessed by the form (such as improved grab in the brown bear or dire bear form). The transformation lasts for the duration of the rage or frenzy.<\/p>\n\n\t<p>Unlike with the polymorph spell, a bear warrior doesn\u2019t gain the bear\u2019s Strength, Dexterity, and Constitution scores when he takes bear form, nor does he regain any hit points when he transforms. However, his current hit points increase due to his new Constitution, as normal for a rage ability.<\/p>\n\n\t<p>Any bear warrior can assume the form of a black bear once per day. While in black bear form, he gains a +8 bonus to Strength, a +2 bonus to Dexterity, and a +4 bonus to Constitution.<\/p>\n\n\t<p>At 5th level, a bear warrior can assume bear form twice per day and can choose between black and brown bear forms. While in brown bear form, he gains a +16 bonus to Strength, a +2 bonus to Dexterity, and a +8 bonus to Constitution.<\/p>\n\n\t<p>At 10th level, a bear warrior can assume bear form three times per day and can choose between black, brown, and dire bear forms. While in dire bear form, he gains a +20 bonus to Strength, a +2 bonus to Dexterity, and a +8 bonus to Constitution.<\/p>\n\n\t<p><strong>Scent (Ex):<\/strong> At 3rd level, a bear warrior gains the scent special ability (see page 314 of the Monster Manual) while in bear or nonbear form.<\/p>\n\n\t<p><strong>Rage +1\/Day (Ex):<\/strong> When a bear warrior attains 7th level, the number of times per day that he can enter a state of rage or frenzy increases by one. For example, a 7th-level barbarian\/7th-level bear warrior can rage three times per day. If that character were to gain one more barbarian level, he could rage four times per day.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort Save <\/th>\n\t\t\t<th>Ref Save <\/th>\n\t\t\t<th>Will Save <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Bear form (black) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Scent <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Bear form (brown) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Rage +1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bear form (dire) <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Warrior 16<\/h5>","reference":"Usergen"},{"id":10339,"name":"Cavalier","type":"prestige","alignment":"Any lawful.","hit_die":"10","full_text":"<div topic='titel'><p><h3>Cavalier<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any lawful..<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Cavaliers are proficient with all simple and martial weapons, all types of armor, and shields.<\/p>\n\n\t<p><strong>Special Mount:<\/strong> A cavalier&#39;s class levels stack with any paladin levels the character might have for determining the characteristics of a paladin&#39;s mount.<\/p>\n\n\t<p><strong>Mounted Weapon Bonus (Ex):<\/strong> A cavalier gains a competence bonus on his attack roll when using the indicated weapon while mounted. For the lance, this bonus starts out at +1 at 1st level and increases by +1 every four levels thereafter. For the sword, this bonus starts out at +1 at 2nd level and increases by +1 every four levels thereafter.<\/p>\n\n\t<p><strong>Ride Bonus (Ex):<\/strong> A cavalier gains a competence bonus on Ride checks. This bonus starts out at +2 and improves to +4 at 4th level, +6 at 7th level, and +8 at 9th level.<\/p>\n\n\t<p><strong>Courtly Knowledge (Ex):<\/strong> A cavalier adds his class level to his Knowledge (nobility and royalty) checks as a competence bonus.<\/p>\n\n\t<p><strong>Deadly Charge (Ex):<\/strong> When mounted and using the charge action, a cavalier of 2nd level or higher may declare a &quot;deadly charge&quot; before making his attack roll (thus, a failed attack ruins the attempt). If he hits, he deals triple damage with a melee weapon (or quadruple damage with a lance). This ability does not stack with the benefit of the Spirited Charge feat.<\/p>\n\n\t<p><strong>Burst of Speed (Ex):<\/strong> At 3rd level and higher, a cavalier can urge his mount to greater than normal speed when charging. This ability doubles the maximum distance the mount can travel when making a charge, up to four times its speed. This ability can be used once per day without penalty to the mount. Each additional use of the ability in a single day requires the mount to make a DC 20 Will save immediately after the conclusion of the charge; failure results in the mount taking 2d6 points of damage.<\/p>\n\n\t<p><strong>Full Mounted Attack (Ex):<\/strong> At 6th level and higher, a mounted cavalier can make a full attack when his mount moves more than 5 feet but no farther than a single move action would carry it. The cavalier cannot combine this full attack with a charge.<\/p>\n\n\t<p><strong>Unstoppable Charge (Ex):<\/strong> When making a deadly charge, a 10th-level cavalier deals quadruple damage with a melee weapon (or quintuple damage with a lance).<\/p>\n\n\t<p><strong>Multiclass Note:<\/strong> A paladin who becomes a cavalier may continue advancing as a paladin.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level* <\/th>\n\t\t\t<th>Base Attack Bonus <\/th>\n\t\t\t<th>Fort Save <\/th>\n\t\t\t<th>Ref Save <\/th>\n\t\t\t<th>Will Save <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Special mount, mounted weapon bonus (lance) +1, Ride bonus +2, courtly knowledge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Deadly charge 1\/day. mounted weapon bonus (sword) +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Burst of speed <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Deadly charge 2\/day, Ride bonus +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Mounted weapon bonus (lance) +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Deadly charge 3\/day, full mounted attack, mounted weapon bonus (sword) +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Ride bonus +6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Deadly charge 4\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Mounted weapon bonus (lance) +3, Ride bonus +8 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Unstoppable charge 5\/day, mounted weapon bonus (sword) +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td colspan=6>*Special: Cavalier class levels stack with paladin levels for determining the characteristics of a paladin&#39;s mount. <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Warrior 19<\/h5>","reference":"Usergen"},{"id":10340,"name":"Dragon Rider","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Dragon Rider<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Must have ridden a dragon.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>The following are class features for the dragon rider prestige class. All these special features function only when a dragon rider is riding his preferred mount (see below).<\/p>\n\n\t<p><strong>Weapon and Armor Proficiency:<\/strong> Dragon riders gain no new weapon or armor proficiencies.<\/p>\n\n\t<p><strong>Dragon Cohort:<\/strong> At 1st level the dragon rider may designate a dragon that he has previously ridden as his dragon cohort, though this is limited by the dragon rider&#39;s Leadership score and the dragon&#39;s equivalent level (see Table 2-15 for CR and Effective Character Level of various dragon cohorts). A dragon rider counts a dragon&#39;s Effective Character Level as being 3 lower than its actual value. The dragon rider cannot attract a cohort whose Effective Character Level (counting the -3 adjustment) is higher than his total levels (this is an exception to the normal rule, which states that the cohort must be lower than the character&#39;s level).<\/p>\n\n\t<p>First, the dragon rider must use the Leadership feat to gain an appropriate dragon as a cohort. If the character already has a special mount, familiar, or animal companion, he suffers a -2 penalty on his Leadership score.<\/p>\n\n\t<p>A dragon will not agree to serve anyone whose alignment opposes its own. The dragon rider may have only one dragon cohort at any one time, and either part ymay sever the relationship at any time. Once the relationship ends, the mount loses any benefits it gained according to Table 2-16. A dragon cohort ages but does not gain experience.<\/p>\n\n\t<p>Most dragon cohorts are at least of young age. Wyrmling and very young dragons are too young to serve as cohorts, as they are either still under the care of their parents or too immature to deal with the symbiotic relationship required between a dragon rider and his mount. (Red and gold dragons tend to be amenable to the cohort relationship by the time they are very young.) Dragons older than adult age make poor cohorts, since they are unable or unwilling to bind themselves to a humanoid (an obviously lesser being) for an extended period of time.<\/p>\n\n\t<p>Also, in order for the dragon rider (and dragon) to gain all the benefits of the prestige class, the dragon must be capable of bearing the rider, the same as a typical mount. The dragon must be at least one size category larger than the rider. This means that Small riders can actually use their cohorts as mounts earlier than their Medium counterparts. The mount must also be strong enough to bear the rider aloft. As a quadruped, a dragon can carry more than the normal weight of a creature with its size and Strength; however, flying creatures can carry weight aloft only up to their maximum light load.<\/p>\n\n\t<p>The dragon rider must spend a minimum of seven days training with his cohort before any benefits accrue. Thereafter, the dragon gains the advantages listed on Table 2-16 based on the dragon rider&#39;s level. The dragon gains no abilities other than those listed, though it is considered a bonded companion (for abilities and spells that affect bonded relationships).<\/p>\n\n\t<p>Additionally, the dragon rider has a number of obligations to his mount. First, the dragon needs a suitable lair. The <em>Monster Manual<\/em> provides information detailing typical lairs for the various dragon species. Dragons not provided with a suitable lair will certainly rebel against their riders.<\/p>\n\n\t<p>Secondly, the dragon must be provided with treasure to keep in its lair. A minimum hoard of 1,000 gp value of treasure per Hit Die of the dragon is typical, with the exact makeup depending on the type and likes of the dragon. (The dragon is not keeping treasure safe for its rider, the treasure belongs to the dragon, who will not part with its treasure easily.)<\/p>\n\n\t<p>Finally, and most important, the dragon must be treated with the respect that a creature of its Intelligence, power, and stature commands. it is not a dumb beast to order around, nor is it merely a minion to command. Even lawful good dragons are willful creatures with their own desires and needs.<\/p>\n\n\t<p>If the dragon rider meets all these requirements and successfully attracts a dragon cohort, the dragon gains certain benefits, gleaned from training with the dragon rider (see Table 2-16: Dragon Rider&#39;s Mount for benefits). If the dragon rider and dragon part ways (either through mutual decision, the death of the rider, or other event), the dragon loses the bonuses at a rate of -1 per week, until the dragon&#39;s normal statistics are reached.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th colspan=4>Table 2-16: Dragon Rider&#39;s Mount <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Dragon Rider Level <\/th>\n\t\t\t<th>Bonus Hit Dice <\/th>\n\t\t\t<th>Natural Armor <\/th>\n\t\t\t<th>Strength Adjustment <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1-3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4-6 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7-9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><em>Dragon Rider Level:<\/em> This refers to the character&#39;s dragon rider levels only. If the dragon suffers a level drain, treat the dragon as the mount of a lower-level dragon rider.<\/p>\n\n\t<p><em>Bonus Hit Dice:<\/em> These are extra twelve-sided (d12) Hit Dice, each of which proides a Constitution modifier, as normal. Remember that extra Hit Dice also improve the dragon&#39;s base attack and save bonuses. A dragon&#39;s base attack bonus is equal to its HD. A dragon has three good saves. The dragon doesn&#39;t gain any extra skill points of feats for bonus HD.<\/p>\n\n\t<p><em>Natural Armor:<\/em> The number listed here is an improvement to the dragon&#39;s existing natural armor bonus. it represents the preternatural toughness of a dragon rider&#39;s mount.<\/p>\n\n\t<p><em>Strength Adjustment:<\/em> Add this figure to the dragon&#39;s Strength score.<\/p>\n\n\t<p><strong>Mounted Attack:<\/strong> A dragon rider can always attack on the same round as his dragon cohort, and is not required to make a Ride check to do so.<\/p>\n\n\t<p><strong>Dragon Feat:<\/strong> At 2nd level, a dragon rider can grant the dragon cohort the full benefits of a bonus feat chosen from the folloiwng list: Cleave, Flyby Attack, Hover, Improved Initiative, Improved Sunder, Power Attack, Quicken Spell-Like Ability, Snatch, Strafing Breath, Weapon Focus, or Wingover. The bonus feat does not count against the dragon&#39;s normal feat capacity, though it must still meet all prerequisites, as noted in the appropriate feat descriptions. A dragon rider must spend one week training with the dragon in order for it to receive the bonus feat. The dragon rider may bestow a second bonus feat at 5th level, and a third at 9th level. The additional feats require the same training time as the first.<\/p>\n\n\t<p><strong>Empathic Communication (Ex):<\/strong> Starting at 3rd level, a dragon rider is able to use nonverbal communication with his preferred mount. A dragon rider can convey information and instructions to the mount as long as they are within sight of one another.<\/p>\n\n\t<p><strong>Inspire Fear:<\/strong> Starting at 6th level, a dragon rider adds his dragon rider levels to his dragon cohort&#39;s Hit Dice when determining the DC of the dragon&#39;s frightful presence. The range of the dragon&#39;s frightful presence is calculated as if the dragon were on age category higher.<\/p>\n\n\t<p><strong>Directed Attacks:<\/strong> Beginning at 7th level, a dragon rider may give encouragement and direct this dragon cohort&#39;s attacks. Directing the dragon is a full-round action that does not provoke an attack of opportunity. When directed, the dragon gains a +4 circumstance bonus on its attack rolls.<\/p>\n\n\t<p><strong>Defensive Tactics:<\/strong> At 8th level, neither a dragon rider nor his dragon cohort can be flanked while the dragon rider is in the saddle. The dragon and rider have learned to look in each other&#39;s &quot;blind spots&quot; to prevent enemies from sneaking up on them.<\/p>\n\n\t<p><strong>Defensive Teamwork:<\/strong> At 10th level, a dragon rider and his dragon cohort work so well together that they continually acto to protect each other from harm. Both the dragon rider and the dragon receive a +2 circumstance bonus to Armor Class and a +1 circumstance bonus on Reflex saving throws.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th colspan=3>Table 2-15: Dragon Cohorts <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Dragon <\/th>\n\t\t\t<th>Alignment <\/th>\n\t\t\t<th>ECL* <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> White (young) ** <\/td>\n\t\t\t<td> CE <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Wyvern <\/td>\n\t\t\t<td> N <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Black (young)** <\/td>\n\t\t\t<td> CE <\/td>\n\t\t\t<td> 10 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> brass (young)** <\/td>\n\t\t\t<td> CG <\/td>\n\t\t\t<td> 11 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Copper (young)** <\/td>\n\t\t\t<td> CG <\/td>\n\t\t\t<td> 12 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Red (very young) <\/td>\n\t\t\t<td> CE <\/td>\n\t\t\t<td> 12 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Gold (very yount) <\/td>\n\t\t\t<td> LG <\/td>\n\t\t\t<td> 13 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Green (young)** <\/td>\n\t\t\t<td> LE <\/td>\n\t\t\t<td> 13 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Black (juvenile)** <\/td>\n\t\t\t<td> CE <\/td>\n\t\t\t<td> 14 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Blue (young)** <\/td>\n\t\t\t<td> LE <\/td>\n\t\t\t<td> 14 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Brass (juvenile)** <\/td>\n\t\t\t<td> CG <\/td>\n\t\t\t<td> 14 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Dragon turtle <\/td>\n\t\t\t<td> N <\/td>\n\t\t\t<td> 14 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> White ( juvenile)** <\/td>\n\t\t\t<td> CE <\/td>\n\t\t\t<td> 14 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Bronze (young)** <\/td>\n\t\t\t<td> LG <\/td>\n\t\t\t<td> 15 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Copper (juvenile)** <\/td>\n\t\t\t<td> CG <\/td>\n\t\t\t<td> 15 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Silver (young)** <\/td>\n\t\t\t<td> LG <\/td>\n\t\t\t<td> 15 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Red (young) <\/td>\n\t\t\t<td> CE <\/td>\n\t\t\t<td> 16 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Gold (young) <\/td>\n\t\t\t<td> LG <\/td>\n\t\t\t<td> 17 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Green (juvenile) <\/td>\n\t\t\t<td> LE <\/td>\n\t\t\t<td> 17 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Black (young adult) <\/td>\n\t\t\t<td> CE <\/td>\n\t\t\t<td> 18 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Blue (juvenile) <\/td>\n\t\t\t<td> LE <\/td>\n\t\t\t<td> 18 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Brass (young adult) <\/td>\n\t\t\t<td> CG <\/td>\n\t\t\t<td> 18 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> White (young adult) <\/td>\n\t\t\t<td> CE <\/td>\n\t\t\t<td> 18 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Bronze (juvenile) <\/td>\n\t\t\t<td> LG <\/td>\n\t\t\t<td> 19 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Copper (young adult) <\/td>\n\t\t\t<td> CG <\/td>\n\t\t\t<td> 19 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Silver (juvenile) <\/td>\n\t\t\t<td> LG <\/td>\n\t\t\t<td> 19 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>*The Effective Character Level in this column reflects the dragon rider&#39;s special ability to treat a dragon&#39;s <span class=caps>ECL<\/span> as three lower for purposes of determining what dragon he can have as a cohort.<\/p>\n\n\t<p>**Medium dragons may be ridden only by a Small rider.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6>Table 2-14: The Dragon Rider <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Dragon cohort, mounted attack <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Dragon feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Empathic communication <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Dragon feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Inspire fear <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Directed attacks <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Defensive tactics <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Dragon feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Defensive teamwork <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dragonlance Campaign Setting 77<\/h5>","reference":"Usergen"},{"id":10341,"name":"Inquisitor","type":"prestige","alignment":"Any nonchaotic","hit_die":"6","full_text":"<div topic='titel'><p><h3>Inquisitor<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonchaotic.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Inquisitors gain no additional proficiency with any weapons or armor.<\/p>\n\n\t<p><strong>Extreme Focus (Ex):<\/strong> An inquisitor must be able to ignore outside distractions while following up a lead, for fear of missing an important detail. Once per day per level of the inquisitor, he may add his ranks in Concentration to any one Intelligence- or Wisdom-based skill check.<\/p>\n\n\t<p><strong>Trap Sense (Ex):<\/strong> An inquisitor gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 tohis AC against attacks by traps. This bonus increases to +2 at 4th level and +3 at 7th level. This bonus stacks with the similar bonus granted by rogue levels.<\/p>\n\n\t<p><strong>Erudite Synergy (Ex):<\/strong> At 2nd level, the inquisitor selects one of his knowledge skills in which he has 5 or more ranks. So deep is the inquisitor&#39;s knowledge of that subject that he gains an additional +2 bonus on related skill checks. This bonus stacks with the synergy bonus he receives for having 5 or more ranks in a Knowledge skill. At 5th and 8th level, the inquisitor can either select another Knowledge skill in which he has 5 or more ranks and increase his synergy bonus by +2, or he can increase his synergy bonus from the same Knowledge skill by an additional +2.<\/p>\n\n\t<p><strong>Uncanny Dodge (Ex):<\/strong> An inquisitor has the extraordinary ability to react to danger before he would normally be aware of it. beginning at 3rd level, the inquisitor retains his Dex bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (The inquisitor still loses any Dexterity bonus to AC if immobilized.) If he already has the uncanny dodge ability, he gains improved uncanny dodge instead.<\/p>\n\n\t<p><strong>Improved Uncanny Dodge (Ex):<\/strong> At 6th level, the inquisitor can no longer be flanked, since he can react to multiple opponents as easilty as he can react to a single attacker. This defense denies the rogue&#39;s ability to use flank attacks to do a sneak attack on the inquisitor. The exception to this defense is that a rogue at least 4 levels higher than the inquisitor can flank the investigator (and thus sneak attack).<\/p>\n\n\t<p><strong>Intuitive Logic (Ex):<\/strong> At 10th level, the inquisitor&#39;s keen mind sometimes makes incredibly intuitive leaps of logic. Though not a supernatural ability, it often seems as if the inquisitor has been blessed with knowledge from the gods (or other sources). Once per day, an inquisitor may duplicate the effects of a <em>divination<\/em> spell (with a base 80% chance of success) and receive a burst of insight regarding a single question. The answer is assembled from disparate information that is brought together in the inquisitor&#39;s mind. The insight requires that he be able to concentrate, uninterrupted, for at least an hour prior to receiving the answer. Any interruption may ruin the attempt, unless the inquisitor succeeds at a Concentration check.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Class Level <\/th>\n\t\t\t<th>Base Attack Bonus <\/th>\n\t\t\t<th>Fort Save <\/th>\n\t\t\t<th>Ref Save <\/th>\n\t\t\t<th>Will Save <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Extreme focus, trap sense (+1) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Erudite synergy <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Uncanny dodge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Trap sense (+2) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Erudite synergy <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Improved uncanny dodge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Trap sense (+3) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Erudite synergy <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Intuitive logic <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dragonlance Campaign Setting 80<\/h5>","reference":"Usergen"},{"id":10342,"name":"Knight of the Crown","type":"prestige","alignment":"Lawful Good","hit_die":"10","full_text":"<div topic='titel'><p><h3>Knight of the Crown<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful Good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Base Save Bonus:<\/strong> Fort +4<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>All the following are class features of the Knight of the Crown.<\/p>\n\n\t<p><strong>Weapon and Armor Proficiency:<\/strong> Knights of the Crown are proficient with all simple and martial weapons. They gain not additional armor or shield proficiency.<\/p>\n\n\t<p><strong>Strength of Honor (Su):<\/strong> Once per day, a 1st-level Knight of the Crown can gain a +4 morale bonus to her Strength score for a number of rounds equal to 3 + her Charisma modifier.  For every 3 additional leves she advances as a Knight of the Crown, she can gain this bonus an additional time each day (2\/day at 4th level, 3\/day at 7th level, and 4\/day at 10th level).  Activating this ability is a free action.<\/p>\n\n\t<p><strong>Knightly Courage (Su):<\/strong> A Knight of the Crown applies her Charisma modifier (if positive) as a morale bonus on all saving throws against fear effects.<\/p>\n\n\t<p><strong>Heroic Initiative (Ex):<\/strong>  Starting at 2nd level, a Knight of the Crown gains a +1 bonus on initiative checks.  This bonus increases by +1 for every three levels the character attains beyond 2nd (+2 at 5th level and +3 at 8th level).<\/p>\n\n\t<p><strong>Fight to the Death (Ex):<\/strong>  At 3rd level, a Knight of the crown gains the Diehard feat as a bonus feat, even if she does not have the prerequisite feat.<\/p>\n\n\t<p><strong>Honorable Will (Su):<\/strong> A 4th-level Knight of the Crown applies her Charisma bonus (if any) as a morale bonus on saving throws against compulsion spells and effects.  Her powerful sense of honor and loyalty to her order strengthens her will.<\/p>\n\n\t<p><strong>Might of Honor (Su):<\/strong> At 6th level, when a Knight of the Crown uses her strength of honor ability, she gains a +6 bonus instead of +4<\/p>\n\n\t<p><strong>Armored Mobility (Ex):<\/strong> At 7th level, a Knight of the Crown treats heavy armor as medium armor for all purposes including running speed.  In addition, her armor check penalty when wearing heavy armor is reduced by -1.  This benefit stacks with the armor check penalty reduction granted by masterwork or dragon metal armor.<\/p>\n\n\t<p><strong>Aura of Courage (Su):<\/strong> Beginnin at 9th level, a Knight of the Crown becomes completely immune to fear (magical or otherwise).  Allies within 10 feet of the knight gain +4 morale bonus on saving throws against fear effects.  This ability functions while the knight is conscious, but not if she is unconscious or dead.<\/p>\n\n\t<p><strong>Crown of Knighthood (Su):<\/strong> When she reaches 10th level, a Knight of the Crown is the living embodiment of the principles of honor, obedience, and loyalty.  She adds her Charisma modifier as a morale bonus on all saving throws, and gains an additional +4 bonus on saves against compulsion effects (this replaces the bonus from her honorable will ability). In addition, she can act as if under the effect of a &quot;<em>heroic valor<\/em>&quot;: spell once per day, gaining a +4 morale bonus on attack rolls, weapon damage rolls, and saving throws and gaining 15 temporary hit points.  This effect lasts for 10 minutes.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Class Level <\/th>\n\t\t\t<th>Base Attack Bonus <\/th>\n\t\t\t<th>Fort Save <\/th>\n\t\t\t<th>Ref Save <\/th>\n\t\t\t<th>Will Save <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Strengh of honor 1\/day, knightly courage <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Heroic initiative +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Fight to the Death <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Honorable will, strength of honor 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Heroic initiative +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Might of honor <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Armored mobility, strength of honor 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Heroric initiative +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Aura of Courage <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Crown of knighthood, strength of honor 4\/day <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dragonlance Campaign Setting 56<\/h5>","reference":"Usergen"},{"id":10343,"name":"Knight of the Lily","type":"prestige","alignment":"Lawful Evil","hit_die":"10","full_text":"<div topic='titel'><p><h3>Knight of the Lily<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful Evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><em>Squire of the Lily:<\/em> A candidate wanting to become a Knight of the Lily must have a patron (a Knight of the Lily of at least 3rd level). If deemed acceptable, the candidate becomes a squire of the Lily. Optionally, the Dungeon Master may allow a player to begin a campaign as a squire.<\/p>\n\n\t<p><em>Test of Takhisis:<\/em> Once a character has advanced at least one level (in any class) during the period as a squire and fulfills the requirements for the Knights of the Lily, the squire may petition to undertake the Test of Takhisis (see sidebar). If the applicant passes, he is accepted as a knight in the Order of the Lily.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Knights of the Lily are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).<\/p>\n\n\t<p><strong>Sneak Attack:<\/strong> If a Knight of the Lily can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage. Basically, and time the knight&#39;s target would be denied her Dexterity bonus to AC (whether she actually has a Dexterity bonus or not), or when the knight flanks the target, the knight&#39;s attack deals +1d6 points of damage. This extra damage increases by +1d6 points every three levels (+2d6 at 4th level, +3d6 at 7th level, and +4d6 at 10th level). Should the knight score a critical hit with a sneak attack, this extra damage is not multiplied.<\/p>\n\n\t<p>It takes precision and penetration to hit a vital spot, so ranged attacks can only count as a sneak attack if the target is 30 feet away or less.<\/p>\n\n\t<p>With a sap or an unarmed strike, the Knight of the Lily can make a sneak attack that deals subdual damage instead of normal damage. He cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual -4 penalty, because he must make optimal use of his weapon to execute the sneak attack.<\/p>\n\n\t<p>A Knight of the Lily can only sneak attack living creatures with discernible anatomies &#8211; undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical hits is similarly immune to sneak attacks. Also, the knight must also be able to see the target well enough to reach a vital spot. The knight cannot sneak attack while striking at a creature with concealment or by striking the limbs of a creature whose vitals are beyond his reach.<\/p>\n\n\t<p>If a Knight of the Lily gets a sneak attack bonus from another source (such as rouge levels), the bonuses to damage stack.<\/p>\n\n\t<p><strong>Demoralize (Ex):<\/strong> Starting at 2nd level, a Knight of the Lily gainst a +2 profane bonus on Intimidate checks made to demoralize an opponent in combat. If the knight&#39;s check is succesful, the target is shaken for 1 round per class level of the knight.<\/p>\n\n\t<p><strong>Fight to the Death (Ex):<\/strong> At 3rd level, a Knight of the Lily gains the Diehard feat as a bonus feat, even if he does not have the prerequisit feat.<\/p>\n\n\t<p><strong>Unbreakable Will (Su):<\/strong> At 4th level a Knight of the Lily has such devotion to his cause that he becomes immune to fear effects. In addition, he recieves a +2 morale bonus on all saving throws against mind-affecting magic.  This bonus increases to +4 at 8th level.<\/p>\n\n\t<p><strong>Armored Mobility (Ex):<\/strong> At 6th level, a Knight of the Lily treats heavy armor as medium armor for all purposes, including running speed. In addition, his armor check penalty when wearing heavy armor is reduced by -1. This benefit stacks with the armor check penalty reduction granted by masterwork or dragonmetal armor.<\/p>\n\n\t<p><strong>One Thought (Su):<\/strong> At 10th Level, Knights of the Lily working as a group have perfected their uniformity to the point where they almost seem to share a common mind. A 10th-level knight is not surprised or flat-footed if any other Knight of the Lily (of any level) within 100 feet is not surprised or flat-footed. He also cannot be considered flanked unless every other Knight of the Lily within 100 feet is also flanked. These benefits apply only to a 10th-level knight, not to any other Knight of the Lily nearby.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<td>Class Level <\/td>\n\t\t\t<td>Base Attack Bonus <\/td>\n\t\t\t<td>Fort Save <\/td>\n\t\t\t<td>Ref Save <\/td>\n\t\t\t<td>Will Save <\/td>\n\t\t\t<td>Special <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Sneak Attack +1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2st <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Demoralize <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3st <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Fight to the Death <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4st <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sneak Attack +2d6, unbreakable will (+2 bonus) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5st <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6st <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Armored Mobility <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7st <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sneak Attack +3d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8st <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Unbreakable will (+4 bonus) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9st <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10st <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> One thought, sneak attack +4d6<\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dragonlance Campaign Setting 63<\/h5>","reference":"Usergen"},{"id":10344,"name":"Knight of the Rose","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Knight of the Rose<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Dragonlance Campaign Setting 59<\/h5>","reference":"Usergen"},{"id":10345,"name":"Knight of the Skull","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Knight of the Skull<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Dragonlance Campaign Setting 65<\/h5>","reference":"Usergen"},{"id":10346,"name":"Knight of the Sword","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Knight of the Sword<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Dragonlance Campaign Setting 58<\/h5>","reference":"Usergen"},{"id":10347,"name":"Knight of the Thorn","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Knight of the Thorn<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Dragonlance Campaign Setting 66<\/h5>","reference":"Usergen"},{"id":10348,"name":"Legendary Tactician","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Legendary Tactician<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Dragonlance Campaign Setting 81<\/h5>","reference":"Usergen"},{"id":10349,"name":"Righteous Zealot","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Righteous Zealot<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Dragonlance Campaign Setting 83<\/h5>","reference":"Usergen"},{"id":10350,"name":"Steel Legionnaire","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Steel Legionnaire<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Dragonlance Campaign Setting 68<\/h5>","reference":"Usergen"},{"id":10351,"name":"Wizard of High Sorcery","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Wizard of High Sorcery<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Dragonlance Campaign Setting 71<\/h5>","reference":"Usergen"},{"id":10352,"name":"Berserk","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Berserk<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Deities and Demigods 201<\/h5>","reference":"Usergen"},{"id":10353,"name":"Justiciar of Taiia","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Justiciar of Taiia<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Deities and Demigods 205<\/h5>","reference":"Usergen"},{"id":10354,"name":"Soldier of Light","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Soldier of Light<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Deities and Demigods 208<\/h5>","reference":"Usergen"},{"id":10355,"name":"Church Inquisitor","type":"prestige","alignment":"Lawful good or lawful neutral","hit_die":"8","full_text":"<div topic='titel'><p><h3>Church Inquisitor<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful good or lawful neutral.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Base Will Save<\/strong>: +3.<\/p>\n\n\t<p><strong>Spells<\/strong>: Ability to cast <a href=\/spells\/players-handbook-v35--6\/dispel-magic--2315\/>dispel magic<\/a> as a divine spell.<\/p>\n\n\t<p><strong>Special<\/strong>: Must be a member of a lawful good church or religious order, and must have already uncovered some corruption within that organization.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Church inquisitors are proficient with all simple weapons, with all types of armor, and with shields.<\/p>\n\n\t<p><strong>Detect Evil (Sp)<\/strong>: A church inquisitor can detect evil at will as a spell-like ability. This ability duplicates the effect of the spell <a href=\/spells\/players-handbook-v35--6\/detect-evil--2486\/>detect evil<\/a>.<\/p>\n\n\t<p><strong>Prestige Domain<\/strong>: Upon adopting the church inquisitor class, a character gains access to the Inquisition domain, described in Chapter 4: Divine Magic. The character gains the granted power associated with the domain (a +4 bonus on dispel checks) and can choose the spells in that domain as his daily domain spells.<\/p>\n\n\t<p><strong>Spells per Day<\/strong>: A church inquisitor continues advancing in divine spellcasting ability as well as learning the skills of inquisition. Thus, when a new church inquisitor level is gained, the character gains new divine spells per day as if he had also gained a level in whatever divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, more frequent remove disease, and so on). This means that he adds the level of church inquisitor to the level of another divine spellcasting class the character has, then determines spells per day accordingly.<\/p>\n\n\t<p>For example, if Garjin, an 8th-level cleric, gains a level as a church inquisitor, he gains new divine spells as if he had risen to 9th level as a cleric, but uses the other church inquisitor aspects of level progression such as base attack bonus and save bonuses. If he next gains a level as a cleric, making him a 9th-level cleric\/1st-level church inquisitor, he gains divine spells as if he had risen to 10th level as a cleric.<\/p>\n\n\t<p>If a character had more than one divine spellcasting class before he became a church inquisitor, the player must decide which class to assign each level of church inquisitor for the purpose of determining divine spells per day.<\/p>\n\n\t<p><strong>Immune to Charms (Ex)<\/strong>: A church inquisitor of 2nd level or higher is immune to all charm spells and effects.<\/p>\n\n\t<p><strong>Pierce Illusion (Su)<\/strong>: At 3rd level, the church inquisitor gains the supernatural ability to penetrate illusions and disguises at will. The inquisitor must touch an illusion or a creature shrouded in illusion (such as a change self spell). The inquisitor then makes a caster level check as if casting dispel magic against the illusion effect. If he succeeds at this check, the illusion is immediately dispelled. The church inquisitor&#39;s +4 bonus on dispel checks (the Inquisition domain granted power) applies to this check as well. In addition, the inquisitor has a +4 competence bonus on Spot checks against the Disguise skill.<\/p>\n\n\t<p><strong>Immune to Compulsions (Ex)<\/strong>: A church inquisitor of 5th level or higher is immune to all compulsion spells and effects.<\/p>\n\n\t<p><strong>Force Shapechange (Su)<\/strong>: A church inquisitor of 6th level or higher can force a creature into its natural form. The church inquisitor must make a successful melee touch attack against the creature. If the attack is successful, the church inquisitor makes a caster level check as if casting dispel magic against the shapechanging effect. The church inquisitor&#39;s +4 bonus on dispel checks (the Inquisition domain granted power) applies to this check. This ability undoes the effect of alter self, polymorph self, shapechange, and alternate form abilities, whether exceptional, spell-like, or supernatural in nature. The affected creature cannot change its shape again for 1d6 rounds. The church inquisitor can use this ability at will.<\/p>\n\n\t<p><strong>Immune to Possession (Ex)<\/strong>: A church inquisitor of 8th level or higher is immune to magic jar, soul bind, trap the soul, a ghost&#39;s Malevolence ability, and all other spells or effects that displace or replace a character&#39;s life force. The character can still travel to the planes via astral projection, if so desired.<\/p>\n\n\t<p><strong>Discern Lies (Sp)<\/strong>: A church inquisitor of 9th level or higher can use <a href=\/spells\/players-handbook-v35--6\/discern-lies--2496\/>discern lies<\/a> as a spell-like ability three times per day.<\/p>\n\n\t<p><strong>Learn the Truth (Su)<\/strong>: By touching a creature that has lied to him, a church inquisitor of 9th level or higher can force the creature to tell the truth. The creature can make a Will save (DC 10 + the church inquisitor&#39;s level + the church inquisitor&#39;s Charisma modifier) to resist this mind-affecting compulsion effect. If the saving throw fails, the creature must speak the true version of the lie it uttered. The church inquisitor can use this ability at will, but only immediately after using his discern lies spell-like ability on the creature in question.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Detect evil, prestige domain: Inquisition <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Immune to charms <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Pierce illusion <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td>+1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Immune to compulsions <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Force shapechange <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td>+1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Immune to possession <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Discern lies, learn the truth <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td>+1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins 51<\/h5>","reference":"Usergen"},{"id":10356,"name":"Consecrated Harrier","type":"prestige","alignment":"Any lawful","hit_die":"10","full_text":"<div topic='titel'><p><h3>Consecrated Harrier<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any lawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: The candidate must accept an assignment from her church to locate and destroy some specific, individual enemy of the church. A character who fails must wait a year and a day before applying again. If she succeeds, the church accepts her as a consecrated harrier and she may gain levels in the class.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Consecrated harriers are proficient with all simple and martial weapons, with all types of armor, and with shields.<\/p>\n\n\t<p><strong>Spells per Day<\/strong>: Beginning at 1st level, a consecrated harrier gains the ability to cast a small number of divine spells. To cast a spell, the consecrated harrier must have a Wisdom score of at least 10 + the spell&#39;s level, so a consecrated harrier with a Wisdom of 10 or lower cannot cast spells. Consecrated harrier bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + Wisdom modifier. When the consecrated harrier gets &quot;&#8212;&quot; spells of a given level, the character cannot cast any spells of that level. When the consecrated harrier gets 0 spells of a given level, such as 0 1st-level spells at 1st level, the harrier gets only bonus spells. A consecrated harrier without a bonus spell for that level cannot yet cast a spell of that level. The consecrated harrier&#39;s spell list appears below; she has access to any spell on the list and can freely choose which to prepare. A consecrated harrier prepares and casts spells just as a cleric does (though the consecrated harrier cannot lose a spell to cast a cure spell in its place).<\/p>\n\n\t<p><strong>Blessing of Scripture (Su)<\/strong>: All consecrated harriers receive a +2 sacred bonus on Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks when tracking their church-assigned target. If the assigned target is a group, this bonus applies to the group&#39;s leader. They receive the same bonus on melee attack rolls and melee weapon damage rolls against their targets. A consecrated harrier does not receive this bonus with ranged weapons. This bonus increases to +4 at 3rd level, +6 at 5th level, +8 at 7th level and +10 at 9th level.<\/p>\n\n\t<p><strong>Detect Chaos (Sp)<\/strong>: The consecrated harrier can detect chaos at will as a cleric of equal level.<\/p>\n\n\t<p><strong>Sanctified Sight (Su)<\/strong>: Beginning at 2nd level, a consecrated harrier receives a +4 bonus on all saves against illusions.<\/p>\n\n\t<p><strong>Dispel Magic (Sp)<\/strong>: A consecrated harrier can use dispel magic as a cleric of the same level. Starting at 3rd level, the consecrated harrier can use this spell-like ability once per day, plus one additional time per point of Wisdom bonus.<\/p>\n\n\t<p><strong>Emotion (Sp)<\/strong>: Starting at 4th level, a consecrated harrier can arouse an emotion in all living creatures in a 15-foot radius, as the spell emotion. She uses this spell-like ability as a wizard of one level lower, so a 4th-level consecrated harrier uses it like a 3rd-level wizard. She can do this a number of times each day equal to her Wisdom bonus, minimum one.<\/p>\n\n\t<p><strong>False Vision (Su)<\/strong>: Starting at 6th level, a consecrated harrier can hide herself from the scrying attempts of her target, her target&#39;s allies, or anyone in the target&#39;s employ, as the spell false vision. She uses this supernatural ability as a wizard of one level lower, so a 6th-level consecrated harrier uses it like a 5th-level wizard. She can do this a number of times each day equal to her Wisdom bonus, minimum one.<\/p>\n\n\t<p><strong>Implacable Hunt (Su)<\/strong>: Beginning at 8th level, if the consecrated harrier wounds a target and the target escapes, the consecrated harrier always knows the direction in which her target lies and the approximate distance between her and her target. This ability only works if the consecrated harrier and her target are on the same plane of existence. Implacable hunt can be used simultaneously against different targets, as long as each of those individual targets is part of a group that is, in total, the harrier&#39;s target for her current mission.<\/p>\n\n\t<p><strong>Faultless Hunt (Su)<\/strong>: At 10th level, a consecrated harrier who establishes an implacable hunt can intensify this to a faultless hunt, enabling her to locate her quarry even across planar boundaries. Unlike an implacable hunt, which can affect several individuals at the same time, only one faultless hunt against a single individual can be pursued at one time. For the consecrated harrier to begin a faultless hunt, she must abandon any faultless hunt that she is already conducting.<\/p>\n\n\t<p><strong>Code of Conduct<\/strong>: A consecrated harrier must make it known to her target who she is and why she is there at the time of the confrontation. She cannot sneak attack her target. She cannot slay her target on a battlefield without the target knowing who she is and why she is there. Consecrated harriers purposely word the requirements for conducting themselves vaguely, so that an individual consecrated harrier in the field has some flexibility. Harriers who fail to act according to their code of conduct must undertake an act of atonement before they can add any further levels of this class (see the atonement spell description, page 176 of the Player&#39;s Handbook).<\/p>\n\n\t<p><strong>Multiclass Note<\/strong>: A paladin who becomes a consecrated harrier may continue advancing as a paladin.<\/p>\n\n\t<h4>Spell List<\/h4>\n\n\t<p>1st&#8212;alter self, animate rope, calm emotions, command, doom.<\/p>\n\n\t<p>2nd&#8212;charm person, daylight, detect thoughts, hold person.<\/p>\n\n\t<p>3rd&#8212;death ward, discern lies, dismissal, legend lore.<\/p>\n\n\t<p>4th&#8212;dominate person, mark of justice.<\/p>\n\n\t<p>5th&#8212;antimagic field, banishment.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=5>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st  <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Blessing of scripture +2, detect chaos <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sanctified sight <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Blessing of scripture +4, dispel magic <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Emotion <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Blessing of scripture +6 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> False vision <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Blessing of scripture +8 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Implacable hunt <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Blessing of scripture +10 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Faultless hunt <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins 52<\/h5>","reference":"Usergen"},{"id":10357,"name":"Contemplative","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Contemplative<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Must have had direct contact with one&#39;s patron deity or a direct servant of that deity, or with an enlightened being embodying the highest principles of an alignment (a solar, for example).<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Contemplatives are proficient with all simple weapons. They are not proficient with any armor or with shields, but sometimes carry these proficiencies from their previous class.<\/p>\n\n\t<p><strong>Prestige Domain (Ex)<\/strong>: Upon adopting the contemplative class, and again at 6th level, a character gains access to a prestige domain of her choice, as described in Chapter 4: Divine Magic. The character can choose any domain made available by her deity or alignment&#8212;either a new prestige domain or a standard domain listed in the Player&#39;s Handbook. The character gains the granted power associated with the domain she chooses, and can select the spells in that domain as her daily domain spells.<\/p>\n\n\t<p><strong>Divine Health (Ex)<\/strong>: A contemplative is immune to all diseases, including magical diseases such as mummy rot and lycanthropy.<\/p>\n\n\t<p><strong>Spells per Day<\/strong>: A contemplative who was previously a divine spellcaster continues to gain access to more powerful divine magic while following the contemplative path. Thus, when a new contemplative level is gained, the character gains new spells per day as if she had also gained a level in the divine spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, more frequent remove disease, and so on). This essentially means that she adds the level of contemplative to the level of whatever other spellcasting class the character has, then determines spells per day accordingly. For example, if Theresa, an 11th-level cleric, gains a level as a contemplative, she gains new spells as if she had risen to 12th level as a cleric, but uses the other contemplative aspects of level progression such as base attack bonus and save bonus. If she next gains a level as a cleric, making her a 12th-level cleric\/1st-level contemplative, she gains spells as if she had risen to 13th level as a cleric.<\/p>\n\n\t<p>If a character had more than one divine spellcasting class before she became a contemplative, the player must decide which class to assign each level of contemplative for the purpose of determining divine spells per day.<\/p>\n\n\t<p>If the contemplative did not previously belong to a divine spellcasting class, she gains the ability to cast divine spells exactly as a cleric of her patron deity. Her spell progression is the same as that of a cleric.<\/p>\n\n\t<p><strong>Slippery Mind (Ex)<\/strong>: At 2nd level, a contemplative gains the ability to shrug off magical effects that would otherwise control or compel her. If a contemplative with resistant mind is affected by an enchantment and fails her saving throw, one round later she can attempt her saving throw again. She only gets this one extra chance to succeed at her saving throw.<\/p>\n\n\t<p><strong>Divine Wholeness (Su)<\/strong>: At 3rd level, a contemplative can cure her own wounds, in addition to any other healing ability she may have. She can cure up to twice her current level in hit points each day, and she can spread this healing out among several uses.<\/p>\n\n\t<p><strong>Divine Body (Su)<\/strong>: At 5th level, a contemplative becomes immune to poisons of all kinds.<\/p>\n\n\t<p><strong>Divine Soul (Su)<\/strong>: At 7th level, a contemplative gains spell resistance. Her spell resistance equals her class level + 10. In order to affect the contemplative with a spell, a spellcaster must roll the contemplative&#39;s spell resistance or higher on 1d20 + the spellcaster&#39;s level.<\/p>\n\n\t<p><strong>Eternal Body (Ex)<\/strong>: After achieving 9th level, a contemplative no longer suffers ability penalties for aging and cannot be magically aged. (Penalties she has already suffered remain in place.) Bonuses still accrue, and the contemplative still dies of old age when her time is up.<\/p>\n\n\t<p><strong>Mystic Union (Su)<\/strong>: At 10th level, a contemplative becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid. For instance, charm person does not affect her. Additionally, the contemplative gains damage resistance 20\/+1. This means that the contemplative ignores (instantly regenerates) the first 20 points of damage from any attack unless the damage is dealt by a weapon with a +1 or higher enhancement bonus, by a spell, or by a form of energy (fire, cold, electricity, and so forth). As an outsider, a 10th-level contemplative is subject to spells that repel enchanted creatures, such as protection from good.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> First prestige domain, divine health <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Slippery mind <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Divine wholeness <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td>+1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Divine body <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Second prestige domain <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Divine soul <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td>+1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Eternal body <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Mystic union <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins 54<\/h5>","reference":"Usergen"},{"id":10358,"name":"Divine Oracle","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Divine Oracle<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Divine oracles are proficient with all simple weapons. They are not proficient with any type of armor or with shields, but usually carry these proficiencies from their previous class.<\/p>\n\n\t<p><strong>Spells per Day<\/strong>: A divine oracle continues advancing in spellcasting ability as well as gaining the abilities of her new class. Thus, when a new divine oracle level is gained, the character gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, wild shape ability, and so on). This essentially means that she adds the level of divine oracle to the level of whatever other spellcasting class the character has, then determines spells per day accordingly. For example, if Cassandra, a 10th-level cleric, gains a level as a divine oracle, she gains new spells as if she had risen to 11th level as a cleric, but uses the other divine oracle aspects of level progression such as base attack bonus and save bonuses. If she next gains a level as a cleric, making her an 11th-level cleric\/1st-level divine oracle, she gains spells as if she had risen to 12th level as a cleric. If a character had more than one spellcasting class before she became a divine oracle, the player must decide which class to assign each level of divine oracle for the purpose of determining spells per day.<\/p>\n\n\t<p><strong>Prestige Domain<\/strong>: Upon adopting the divine oracle class, the character gains access to the Divination domain, described in Chapter 4: Divine Magic. The character gains the granted power associated with the domain (+2 caster level for divination spells), and can choose the spells in that domain as her daily domain spells.<\/p>\n\n\t<p><strong>Scry Bonus (Su)<\/strong>: A divine oracle has a +2 sacred bonus on all Scry checks.<\/p>\n\n\t<p><strong>Prescient Sense (Ex)<\/strong>: Beginning at 2nd level, if a divine oracle makes a successful Reflex saving throw against an attack that normally inflicts half damage on a successful save (such as a red dragon&#39;s fiery breath or a fireball spell), she instead suffers no damage, since her prescience allowed her to get out of the way faster. This form of evasion works no matter what armor the divine oracle wears, unlike the monk&#39;s and rogue&#39;s evasion ability.<\/p>\n\n\t<p><strong>Divination Enhancement (Ex)<\/strong>: Beginning at 3rd level, a divine oracle adds her divine oracle level to her percentage chance of success when using divination spells such as augury or divination. If an 11th-level cleric\/4th-level divine oracle casts divination, her chance of success would be 70% (base) + 15% (1% per caster level) + 4% (her divine oracle level), or 89%.<\/p>\n\n\t<p><strong>Uncanny Dodge (Ex)<\/strong>: Starting at 4th level, a divine oracle gains the ability to react to danger before her senses would normally allow her to do so. The divine oracle retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses her Dexterity bonus to AC if immobilized.) <\/p>\n\n\t<p>At 6th level, the divine oracle can no longer be flanked, since she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the divine oracle. The exception to this defense is that a rogue at least four levels higher than the divine oracle can flank her (and thus sneak attack her). <\/p>\n\n\t<p>At 8th level, the divine oracle gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps.<\/p>\n\n\t<p><strong>Immune to Surprise (Ex)<\/strong>: At 10th level, the divine oracle&#39;s sensitivity to danger is so great that she is never surprised. She can always take a partial action during a surprise round, unless she is physically restrained from doing so.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Prestige domain: Divination, scry bonus <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Prescient sense <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Divination enhancement <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Uncanny dodge (Dex bonus to AC) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212;<\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Uncanny dodge (can&#39;t be flanked) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212;<\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Uncanny dodge (+1 against traps) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212;<\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Immune to surprise <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins 56<\/h5>","reference":"Usergen"},{"id":10359,"name":"Holy Liberator","type":"prestige","alignment":"Chaotic good","hit_die":"10","full_text":"<div topic='titel'><p><h3>Holy Liberator<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Chaotic good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Holy liberators are proficient with all simple and martial weapons, with all types of armor, and with shields.<\/p>\n\n\t<p><strong>Spells per Day<\/strong>: A holy liberator has the ability to cast a small number of divine spells. To cast a spell, the holy liberator must have a Wisdom score of at least 10 + the spell&#39;s level, so a holy liberator with a Wisdom of 10 or lower cannot cast these spells. Holy liberator bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the holy liberator&#39;s Wisdom modifier. When the holy liberator gets 0 spells of a given level, such as 0 1st-level spells at 1st level, he gets only bonus spells. (A holy liberator without a bonus spell for that level cannot yet cast a spell of that level.) The holy liberator&#39;s spell list appears below. A holy liberator has access to any spell on the list and can freely choose which to prepare, just like a cleric. A holy liberator prepares and casts spells just as a cleric does (though the liberator cannot spontaneously cast cure or inflict spells).<\/p>\n\n\t<p><strong>Detect Evil (Sp)<\/strong>: The holy liberator can detect evil as a spell-like ability at will. This ability duplicates the effects of the spell detect evil.<\/p>\n\n\t<p><strong>Resist Enchantment (Su)<\/strong>: Holy liberators gain a +2 morale bonus on all saving throws against enchantment spells or effects.<\/p>\n\n\t<p><strong>Divine Grace (Su)<\/strong>: A holy liberator of 2nd level or higher applies his Charisma modifier (if positive) as a bonus on all saving throws.<\/p>\n\n\t<p><strong>Smite Evil (Su)<\/strong>: Once per day, a holy liberator of 2nd level or higher may attempt to smite evil with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. For example, a 9th-level holy liberator armed with a longsword would deal 1d8+9 points of damage, plus any additional bonuses for high Strength or magical effects that normally apply. If the holy liberator accidentally smites a creature that is not evil, the smite has no effect but it is still used up for that day. Smite evil is a supernatural ability.<\/p>\n\n\t<p><strong>Turn Undead (Su)<\/strong>: When a holy liberator reaches 3rd level, he gains the ability to turn undead. He turns undead as would a cleric of two levels lower.<\/p>\n\n\t<p><strong>Immune to Charm and Compulsion (Ex)<\/strong>: Beginning at 3rd level, the holy liberator gains immunity to all charm and compulsion effects. His mind is his own, and no other creature can control his thoughts or actions.<\/p>\n\n\t<p><strong>Subversion (Su)<\/strong>: By spending 5 minutes in conversation with a character who is under the influence of a charm or compulsion effect, a holy liberator of at least 7th level can help that character break free of the enchantment. As a full-round action, the holy liberator touches the enchanted character (making a melee touch attack roll, if necessary) and invokes the divine power within himself. The enchanted character immediately makes a new saving throw, using his own saving throw bonus plus the holy liberator&#39;s Charisma bonus. If the result equals or exceeds the DC of the original saving throw, the character is freed from the charm or compulsion effect.<\/p>\n\n\t<p><strong>Code of Conduct<\/strong>: Holy liberators must be of chaotic good alignment and lose all special class abilities if they ever willingly commit an act of evil. True to their alignment, holy liberators have no more formalized code of conduct than that.<\/p>\n\n\t<h4>Holy Liberator Spell List<\/h4>\n\n\t<p>Holy liberators choose their spells from the following list:<\/p>\n\n\t<p>1st&#8212;bless, bless weapon, cure light wounds, detect poison, detect undead, divine favor, endure elements, magic weapon, remove fear, resistance, virtue.<\/p>\n\n\t<p>2nd&#8212;aid, bull&#39;s strength, calm emotions, cure moderate wounds, delay poison, remove paralysis, resist elements, shield other.<\/p>\n\n\t<p>3rd&#8212;cure serious wounds, discern lies, dispel magic, greater magic weapon, magic circle against evil, prayer, remove curse.<\/p>\n\n\t<p>4th&#8212;cure critical wounds, death ward, dispel evil, freedom of movement, holy sword, neutralize poison.<\/p>\n\n\t<h4>Ex-Paladin Liberators<\/h4>\n\n\t<p>It is not altogether uncommon for paladins to slip away from the unswerving path of law in their overriding quest for good and become holy liberators. For the most part, the ex-paladin who adopts the holy liberator class does not regain any of his lost paladin abilities. However, in the case of smiting evil and turning undead, the former paladin&#39;s levels contribute to his ability in his new class. Both of these abilities function at a level equal to the character&#39;s paladin levels plus his holy liberator levels. Thus, the expaladin&#39;s smite evil ability deals extra damage equal to his combined levels, and he turns undead using this combined level as a base.<\/p>\n\n\t<h4>Celestial Companion<\/h4>\n\n\t<p>Upon or after reaching 5th level, a holy liberator can call a celestial cat, dog, eagle, hawk, horse, owl, pony, or wolf as a companion. (See Appendix 1 of the Monster Manual for these creatures&#39; basic statistics and Appendix 3 for the celestial template.) This creature may willingly act as a guardian (such as a hawk), a helper (such as a cat), or a mount (such as a horse). The holy liberator&#39;s companion further gains HD and special abilities based on the holy liberator&#39;s character level. The holy liberator may have only one celestial companion at a time. Should the holy liberator&#39;s companion die, he may call for another one after one day. The new celestial companion has all the accumulated abilities due a companion of the holy liberator&#39;s current level.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Character Level <\/th>\n\t\t\t<th> Bonus HD <\/th>\n\t\t\t<th>Natural Armor <\/th>\n\t\t\t<th>Str Adj. <\/th>\n\t\t\t<th>Int <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12 or less <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> Improved evasion, share spells, empathic link, share saving throws <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13&#8212;15 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> Speak with holy liberator <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16&#8212;18 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> Blood bond <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19&#8212;20 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> Spell resistance <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><em>Character Level<\/em>: The character level of the holy liberator (the total levels achieved in all his classes).<\/p>\n\n\t<p><em>Bonus HD<\/em>: These are extra d8 Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the companion&#39;s base attack bonus and base save bonuses, as normal.<\/p>\n\n\t<p><em>Natural Armor<\/em>: This is a bonus to the companion&#39;s natural armor rating.<\/p>\n\n\t<p><em>Str Adj.<\/em>: Add this figure to the companion&#39;s Strength score.<\/p>\n\n\t<p><em>Int<\/em>: The companion&#39;s Intelligence score (the celestial companion is smarter than normal animals of its kind).<\/p>\n\n\t<p><em>Improved Evasion (Ex)<\/em>: If the companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful saving throw and only half damage on a failed saving throw.<\/p>\n\n\t<p><em>Share Spells<\/em>: At the holy liberator&#39;s option, he may have any spell he casts on himself also affect his companion. The companion must be within 5 feet. If the spell has a duration other than instantaneous, the spell stops affecting the companion if it moves farther than 5 feet away and will not affect the companion again even if the companion returns to the holy liberator before the duration expires. Additionally, the holy liberator may cast a spell with a target of &quot;You&quot; on his companion (as a touch range spell) instead of on himself. The holy liberator and the companion can share spells even if the spells normally do not affect creatures of the companion&#39;s type (magical beast).<\/p>\n\n\t<p><em>Empathic Link (Su)<\/em>: The holy liberator has an empathic link with the companion out to a distance of up to one mile. The holy liberator cannot see through the companion&#39;s eyes, but they can communicate telepathically. Even intelligent companions see the world differently from humans, so misunderstandings are always possible. Because of the empathic link between the companion and the holy liberator, the holy liberator has the same connection to a place or an item that the companion does.<\/p>\n\n\t<p><em>Share Saving Throws<\/em>: The companion uses its own base save or the holy liberator&#39;s, whichever is higher.<\/p>\n\n\t<p><em>Speak with Holy Liberator<\/em>: The holy liberator and companion can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.<\/p>\n\n\t<p><em>Blood Bond<\/em>: The companion gains a +2 bonus on all attacks, checks, and saves if it witnesses the holy liberator being threatened or harmed. This bonus lasts as long as the threat is immediate and apparent.<\/p>\n\n\t<p><em>Spell Resistance<\/em>: The companion&#39;s spell resistance equals the holy liberator&#39;s level + 5. To affect the companion with a spell, a spellcaster must make a caster level check (1d20 + caster level) at least equal to the companion&#39;s spell resistance.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=4>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Detect evil, resist enchantment <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Divine grace, smite evil <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Turn undead, immune to charm and compulsion <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Celestial companion <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Subversion <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins 57<\/h5>","reference":"Usergen"},{"id":10360,"name":"Hospitaler","type":"prestige","alignment":"Any nonchaotic","hit_die":"8","full_text":"<div topic='titel'><p><h3>Hospitaler<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonchaotic.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Hospitalers are proficient with all simple and martial weapons, with all types of armor, and with shields.<\/p>\n\n\t<p><strong>Spells<\/strong>: A hospitaler casts spells as a cleric (see Table 3&#8212;6: The Cleric, page 30 of the Player&#39;s Handbook) and has full access to the general cleric spell list. Hospitaler levels are added to cleric levels to determine spells per day and spell effects. In addition, the hospitaler chooses two of the following domains: Healing, Protection, War, the prestige domain Glory (if she channels positive energy) or the prestige domain Domination (if she channels negative energy). Access to other domains is lost. Like a cleric, a hospitaler may spontaneously cast cure or inflict spells.<\/p>\n\n\t<p><strong>Spells per Day<\/strong>: A hospitaler continues advancing in divine spellcasting ability as well as learning the skills of the hospitalers. Thus, when a new hospitaler level is gained, the character gains new divine spells per day as if she had gained a level in the cleric class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, greater damage with the smite evil ability, and so on). This essentially means that she adds the level of hospitaler to the level of whatever other divine spellcasting class the character has, then determines spells per day accordingly. For example, if Alhandra, an 8th-level paladin, gains a level as a hospitaler, she gains new spells as if she had risen to 9th level as a paladin, but uses the other hospitaler aspects of level progression such as attack bonus and save bonuses. If she next gains a level of paladin, making her a 9th-level paladin\/1st-level hospitaler, she gains spells as if she had risen to 10th level as a paladin.<\/p>\n\n\t<p><strong>Lay on Hands (Sp)<\/strong>: A hospitaler can heal wounds by touch, as the paladin ability. Any paladin levels add to the hospitaler&#39;s level for this purpose.<\/p>\n\n\t<p><strong>Remove Disease (Sp)<\/strong>: A hospitaler can use remove disease as the paladin ability. Any paladin levels add to the hospitaler&#39;s level for this purpose.<\/p>\n\n\t<p><strong>Bonus Feats<\/strong>: At the indicated levels, a hospitaler may take a bonus feat. These feats are drawn from the following list: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Critical*, Improved Initiative, Improved Unarmed Strike (Deflect Arrows, Stunning Fist), Mounted Combat (Mounted Archery, Trample, Ride-By Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Two-Weapon Fighting (Improved Two-Weapon Fighting), Weapon Finesse*, Weapon Focus*.<\/p>\n\n\t<p>Feats dependent on other feats are listed parenthetically after the prerequisite feat. The hospitaler can select feats marked with an asterisk (*) more than once, but for a different weapon each time. The hospitaler must still meet all prerequisites for a feat, including ability score and base attack bonus minimums.<\/p>\n\n\t<p><em>Important<\/em>: These feats are in addition to the feat that a character of any class gets every three levels. The hospitaler is not limited to the list given here when choosing those feats.<\/p>\n\n\t<p><strong>Code of Conduct<\/strong>: Hospitalers take an oath of poverty, obedience, and defense of those in their care. This does not mean that hospitalers live mean, penny-pinching lives. They share their wealth among themselves and give any excess to their order. Obedience is not related to character or social rank, but rather to position assigned within the order, and often changes with the situation. Regardless of their relative ranks, all hospitalers defer to the head of a facility while on the grounds. Hospitalers must be willing to lay down their lives to protect the pilgrims or hospitaler facilities under their care, but should not do so recklessly.<\/p>\n\n\t<p><strong>Multiclass Note<\/strong>: A paladin who becomes a hospitaler may continue advancing as a paladin.<\/p>\n\n\t<h4>Ex-Hospitalers<\/h4>\n\n\t<p>A hospitaler who becomes chaotic, who willfully commits an evil act, or who grossly violates the hospitaler code of conduct loses all class features and spells and may not progress in levels as a hospitaler. She regains her abilities if she atones for her violations (see the atonement spell description, page 176 of the Player&#39;s Handbook).<\/p>\n\n\t<p>A hospitaler may be a multiclass character, but faces a special restriction. A hospitaler who gains a new class or, if already a multiclass character, gains a level in a class other than paladin may never again raise her hospitaler level, though she retains all her hospitaler abilities. The path of the hospitaler, like that of the paladin, requires a constant heart. Once you have turned off the path, you may never return.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Turn undead, lay on hands <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Remove disease, bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins 60<\/h5>","reference":"Usergen"},{"id":10361,"name":"Hunter of the Dead","type":"prestige","alignment":"Any nonevil","hit_die":"8","full_text":"<div topic='titel'><p><h3>Hunter of the Dead<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonevil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Ability to turn undead.<\/p>\n\n\t<p><strong>Scar of Unlife<\/strong>: The character must have lost one level or had an ability score point permanently drained by an undead creature. This is the scar of unlife that all hunters of the dead carry.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Hunters of the dead are proficient with all simple and martial weapons, with all types of armor, and with shields.<\/p>\n\n\t<p><strong>Spells per Day<\/strong>: A hunter of the dead has the ability to cast a small number of divine spells. To cast a spell, the hunter of the dead must have a Wisdom score of at least 10+ the spell&#39;s level, so a hunter of the dead with a Wisdom of 10 or lower cannot cast spells. Hunter of the dead bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + Wisdom modifier. When the hunter of the dead gets &quot;&#8212;&quot; spells of a given level, the character cannot cast any spells of that level. When the hunter of the dead gets 0 spells of a given level, such as 0 1st-level spells at 1st level, the hunter of the dead gets only bonus spells. A hunter of the dead without a bonus spell for that level cannot yet cast a spell of that level. The hunter of the dead&#39;s spell list appears below; she has access to any spell on the list and can freely choose which to prepare. A hunter of the dead prepares and casts spells just as a cleric does (though the hunter of the dead cannot lose a spell to cast a cure spell in its place).<\/p>\n\n\t<p><strong>Detect Undead (Sp)<\/strong>: At will, the hunter of the dead can detect undead as a spell-like ability. This ability duplicates the effect of the spell detect undead.<\/p>\n\n\t<p><strong>Smite Undead (Su)<\/strong>: Once per day, a hunter of the dead of 2nd level or higher can attempt to smite undead with one normal melee attack. She adds her Wisdom modifier (if positive) to her attack roll and inflicts 1 extra point of damage per level; for example, an 8th-level hunter of the dead armed with a longsword would inflict 1d8+8 points of damage, plus any additional bonuses for high Strength and magical effects that normally apply. If the hunter of the dead accidentally smites a creature that is not undead, the smite has no effect but it is still used up for that day. Note: A paladin\/hunter of the dead can both smite evil and smite undead in the same day, potentially against the same target (if it&#39;s an evil undead).<\/p>\n\n\t<p><strong>Spurn Death&#39;s Touch (Ex)<\/strong>: A 3rd-level hunter of the dead applies her Wisdom modifier (if positive) as an additional bonus on all saving throws against effects and spells used by undead. Will saves thus add double the normal Wisdom modifier.<\/p>\n\n\t<p><strong>True Death (Su)<\/strong>: Undead slain by a hunter of the dead, either by melee attacks or spells, can never rise again as undead. They are forever destroyed.<\/p>\n\n\t<p><strong>Extra Turning<\/strong>: At 6th level, a hunter of the dead receives Extra Turning as a bonus feat. This feat allows the hunter to turn undead four more times per day than normal.<\/p>\n\n\t<p><strong>Positive Energy Burst (Su)<\/strong>: In lieu of two normal turning attempts, a hunter of the dead of at least 8th level can create a positive energy burst that deals 1d6 points of damage to all undead creatures within 100 feet of the character for every class level of hunter of the dead the character has attained. Undead are allowed a Reflex save (DC 10 + the class level of the hunter) for half damage.<\/p>\n\n\t<p><strong>Sealed Life (Su)<\/strong>: Upon reaching 10th level, a hunter of the dead cannot lose levels due to energy draining effects (although death still results in level loss, as do other level- or experience-draining penalties).<\/p>\n\n\t<h4>Hunter of the Dead Spell List<\/h4>\n\n\t<p>Hunters of the dead choose their spells from the following list:<\/p>\n\n\t<p>1st&#8212;magic weapon, cure light wounds, invisibility to undead, remove fear.<\/p>\n\n\t<p>2nd&#8212;cure moderate wounds, continual flame, darkvision, bull&#39;s strength.<\/p>\n\n\t<p>3rd&#8212;cure serious wounds, protection from elements, searing light, halt undead.<\/p>\n\n\t<p>4th&#8212;cure critical wounds, death ward, freedom of movement.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=4>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Detect undead <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Smite undead <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Spurn death&#39;s touch <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> True death <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Extra turning <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Positive energy burst <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sealed life <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins 62<\/h5>","reference":"Usergen"},{"id":10362,"name":"Knight of the Chalice","type":"prestige","alignment":"Lawful good","hit_die":"12","full_text":"<div topic='titel'><p><h3>Knight of the Chalice<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 12.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Ability to cast divine spells, including protection from evil.<\/p>\n\n\t<p><strong>Equipment<\/strong>: Magic (+1 or better) full plate armor.<\/p>\n\n\t<p><strong>Special<\/strong>: Has demons as a favored enemy, and has defeated a demon or driven it back to its home plane.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Knights of the Chalice are proficient with all simple and martial weapons, with all types of armor, and with shields.<\/p>\n\n\t<p><strong>Demonslaying<\/strong>: Knights of the Chalice gain a number of special benefits in combat with demons. A 1st-level knight of the Chalice gets a +1 competence bonus on attack rolls against demons. On a successful attack, he deals an additional 1d6 points of damage due to his expertise in combating these creatures. These bonuses increase as the knight advances in level, as shown on Table 3&#8212;9.<\/p>\n\n\t<p>A 1st-level knight of the Chalice&#39;s +1 competence bonus also applies to Intimidate, Listen, Sense Motive, and Spot checks when he uses these skills against demons. He gets the same bonus on Will saving throws against attacks from demons, and to opposed ability checks he makes against demons.<\/p>\n\n\t<p>These bonuses all stack with the knight&#39;s favored enemy bonus.<\/p>\n\n\t<p><strong>Censure Demons (Su)<\/strong>: Knights of the Chalice can censure demons, much as clerics turn undead. Rather than channeling positive energy, the knight of the Chalice channels energy from the celestial planes of lawful good.<\/p>\n\n\t<p>Like a cleric, the knight makes a Charisma check and consults Table 8&#8212;16, page 140 of the Player &#39;s Handbook. Instead of using his class level, however, he uses his character level to determine the most powerful demon he can censure. He then rolls 2d6 + his knight of the Chalice level + his Charisma modifier for censuring damage. Using both his character level and his knight of the Chalice class level in this manner means that he is more likely to affect a single powerful demon, but unlikely to turn more than one of them.<\/p>\n\n\t<p>A censured demon is stunned by the knight&#39;s holy power. Stunned creatures lose their Dexterity bonus to AC (if any) and can take no actions. Foes gain a +2 circumstance bonus to hit stunned creatures. If a knight of the Chalice attacks a censured demon, the demon can act normally on its next turn.<\/p>\n\n\t<p>If the knight of the Chalice&#39;s character level is at least twice the demons&#39; Hit Dice, he banishes the demons back to their home plane. Like a cleric, a knight of the Chalice can make a number of censuring attempts per day equal to 3 + his Charisma modifier. These attempts are separate from any attempts to turn undead.<\/p>\n\n\t<p><strong>Spells per Day<\/strong>: A knight of the Chalice has the ability to cast a small number of divine spells. To cast a spell, the knight must have a Wisdom score of at least 10 + the spell&#39;s level, so a knight with a Wisdom of 10 or lower cannot cast these spells. Knight of the Chalice bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the knight&#39;s Wisdom modifier. When the knight gets 0 spells of a given level, such as 0 1st-level spells at 1st level, he gets only bonus spells. (A knight without a bonus spell for that level cannot yet cast a spell of that level.) The knight of the Chalice&#39;s spell list appears below. A knight has access to any spell on the list and can freely choose which to prepare, just like a cleric. A knight of the Chalice prepares and casts spells just as a cleric does (though the cannot spontaneously cast cure or inflict spells).<\/p>\n\n\t<p><strong>Spell Focus and Spell Penetration Feats<\/strong>: Knights of the Chalice automatically gain the benefits of the Spell Focus and Spell Penetration feats when casting a targeted spell against a demon. The saving throw DC for such spells is increased by +2, and the knight gets a +2 bonus on caster level checks to beat the demon&#39;s spell resistance.<\/p>\n\n\t<p><strong>Courage of Heaven (Su)<\/strong>: A knight of the Chalice of 2nd level or higher is immune to fear effects cast or created by demons. Allies within 10 feet of the knight of the Chalice gain a +4 morale bonus on saving throws against these effects as well.<\/p>\n\n\t<p><strong>Heavenly Devotion (Su)<\/strong>: At 5th level and above, a knight of the Chalice is immune to enchantment spells and effects cast or created by demons, including charms and suggestions. Allies within 10 feet of the knight of the Chalice gain a +4 morale bonus on saving throws against these effects as well.<\/p>\n\n\t<p><strong>Consecrated Aura (Su)<\/strong>: At 8th level and above, a knight of the Chalice exudes a permanent consecrate effect to a radius of 20 feet. If the knight is within the area of a desecrate spell, both effects are negated until the knight leaves the area or the desecrate spell expires. If the desecrate spell is enhanced by an altar or other permanent fixture dedicated to an evil deity, the knight&#39;s consecrate effect negates the enhancement while the knight remains in the area: Turning penalties are reduced to &#8212;3 and undead gain only a +1 profane bonus on their rolls.<\/p>\n\n\t<p><strong>Holy Aura (Su)<\/strong>: At 10th level, a knight of the Chalice gains the ability to create a holy aura around himself (only) when he is engaged in combat with one or more demons. The aura&#39;s effect is as the spell cast by a 10th-level cleric, but it wards the knight against the attacks, spells, and mental influence of demons only, and only demons can be blinded if they strike the knight.<\/p>\n\n\t<h4>Knight of the Chalice Spell List<\/h4>\n\n\t<p>Knights of the Chalice choose their spells from the following list:<\/p>\n\n\t<p>1st&#8212;bless water, bless weapon, detect chaos, detect evil, divine favor, doom, endure elements, magic weapon, protection from evil, remove fear, summon monster I.<\/p>\n\n\t<p>2nd&#8212;aid, bull&#39;s strength, consecrate, endurance, resist elements, sound burst, spiritual weapon, summon monster II, undetectable alignment, zeal\u2020.<\/p>\n\n\t<p>3rd&#8212;dispel magic, invisibility purge, magic circle against evil, magic vestment, prayer, protection from elements, searing light, shout, summon monster <span class=caps>III<\/span>.<\/p>\n\n\t<p>4th&#8212;dimensional anchor, discern lies, dismissal, dispel evil, holy smite, greater magic weapon, lesser aspect of the deity\u2020, lesser planar ally, weapon of the deity\u2020.<\/p>\n\n\t<p>\u2020New spell described in Chapter 4 of this book.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=4>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Demonslaying +1\/+1d6, censure demons <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Courage of heaven <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Demonslaying +2\/+2d6 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Heavenly devotion <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Demonslaying +3\/+3d6 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Consecrated aura <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Demonslaying +4\/+4d6 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Holy aura <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins 63<\/h5>","reference":"Usergen"},{"id":10363,"name":"Knight of the Middle Circle","type":"prestige","alignment":"Good. nonchaotic","hit_die":"10","full_text":"<div topic='titel'><p><h3>Knight of the Middle Circle<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Good. nonchaotic.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Knights of the Middle Circle are proficient with simple and martial weapons, with all types of armor, and with shields.<\/p>\n\n\t<p><strong>Spells per Day<\/strong>: To cast a spell, a knight of the Middle Circle must have a Wisdom score of at least 10 + the spell&#39;s level, so a knight with a Wisdom score of 10 or lower cannot cast spells. Knight bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier. When the knight gets 0 spells of a given level, such as 0 1st-level spells at 1st level, the knight gets only bonus spells. A paladin without a bonus spell for that level cannot yet cast a spell of the level. A knight has access to any spell on the list below and can freely choose which to prepare, just as a cleric can. A knight of the Middle Circle prepares and casts spells just as a cleric does (though the knight cannot use spontaneous casting to substitute a cure spell in place of a prepared spell).<\/p>\n\n\t<p>A knight of the Middle Circle&#39;s caster level is one half his knight class level.<\/p>\n\n\t<p><strong>Blind-Fight<\/strong>: A knight of the Middle Circle gains this bonus feat at 1st level.<\/p>\n\n\t<p><strong>Combat Sense (Ex)<\/strong>: A knight of the Middle Circle may designate a single opponent in combat. Against that opponent, the knight gains a +2 insight bonus to AC and a +2 insight bonus on attacks. At 5th level, these bonuses increase to +4. At 10th level, the bonuses increase to +6.<\/p>\n\n\t<p><strong>Tongues (Sp)<\/strong>: A knight of the Middle Circle must be able to communicate with those he meets, acting as the eyes and ears of the Stargazers. Beginning at 2nd level, he can invoke tongues (as the spell) a number of times per day equal to his knight class level plus his Charisma bonus.<\/p>\n\n\t<p><strong>True Strike (Sp)<\/strong>: At 3rd level, a knight of the Middle Circle can use true strike (as the spell) once per day. He can use this ability once more per three levels advanced (twice per day at 6th level, and three times per day at 9th level).<\/p>\n\n\t<p><strong>Multiclass Note<\/strong>: A paladin who becomes a knight of the Middle Circle may continue advancing as a paladin.<\/p>\n\n\t<h4>Knight of the Middle Circle Spell List<\/h4>\n\n\t<p>Knights of the Middle Circle choose their spells from the following list:<\/p>\n\n\t<p>1st&#8212;bless, bless weapon, cure light wounds, detect poison, detect undead, divine favor, magic weapon, protection from evil, read magic.<\/p>\n\n\t<p>2nd&#8212;augury, shield other, undetectable alignment.<\/p>\n\n\t<p>3rd&#8212;cure moderate wounds, discern lies, dispel magic, greater magic weapon, prayer.<\/p>\n\n\t<h4>The Inner Circle<\/h4>\n\n\t<p>Those who wish to advance to the Inner Circle must have at least one level as a paladin and must be able to gain more (they must be lawful good, have atoned for any violations, and must not have added levels of a class that forbids further advancement as a paladin).<\/p>\n\n\t<h4>The Stargazers<\/h4>\n\n\t<p>The Stargazers charge minimal dues of all Middle and Inner Circle members, but primarily funds itself through private donations made by wealthy knights in addition to their dues. In return, the Stargazers provide housing, food, training, and assistance (for instance, they might help a paladin discover where to find a special mounts). The Stargazers sometimes provide special equipment of magic items for truly important quests.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=3>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Combat sense +2, Blind-fight <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Tongues <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> True strike 1\/day <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Combat sense +4 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> True strike 2\/day <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> True strike 3\/day <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Combat sense +6 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins 65<\/h5>","reference":"Usergen"},{"id":10364,"name":"Master of Shrouds","type":"prestige","alignment":"Any nongood","hit_die":"8","full_text":"<div topic='titel'><p><h3>Master of Shrouds<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nongood.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Base Save Bonus<\/strong>: Will +5.<\/p>\n\n\t<p><strong>Spells<\/strong>: Ability to cast divine spells, and access to at least one of these domains: Death, Evil, Protection. A character who can cast at least one spell from a domain counts as having access for this purpose.<\/p>\n\n\t<p><strong>Special<\/strong>: Ability to channel negative energy.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Masters of shrouds are proficient with all simple weapons, with all types of armor, and with shields.<\/p>\n\n\t<p><strong>Spells<\/strong>: A master of shrouds casts spells as a cleric (see Table 3&#8212;6: The Cleric, page 30 of the Player&#39;s Handbook) and has full access to the general cleric spell list. Master of shrouds levels are added to cleric levels to determine spells per day and spell effects. In addition, a master of shrouds gains access to the domains of Death, Evil, and Protection.<\/p>\n\n\t<p><strong>Spells per Day<\/strong>: A master of shrouds continues advancing in divine spellcasting ability as well as learning the skills of the masters of shrouds. Thus, when a new master of shrouds level is gained, the character gains new divine spells per day as if she had gained a level in the cleric class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, wild shape ability, and so on). This means that she adds the level of master of shrouds to the level of another divine spellcasting class the character has, then determines spells per day accordingly.<\/p>\n\n\t<p><strong>Extra Turning Feat<\/strong>: A master of shrouds gains Extra Turning as a bonus feat. This adds four to the number of turning attempts she can make in a day.<\/p>\n\n\t<p><strong>Summon Undead I (Sp)<\/strong>: This spell-like ability works like the summon monster I spell, with the following exceptions: A master of shrouds may summon any combination of shadows and allips totaling no more than two creatures. At the instant the ability is used, the master of shrouds may set a shorter duration than the usual 1 round per master level. A master who can communicate with the summoned undead can direct them as per the summon monster spell. If the summoned creatures remain after the last enemy is gone, they will attack the master of shrouds unless she succeeds at a turning check for each creature every round until they disappear. The summon undead I ability can be used a number of times each day equal to three plus the master of shrouds&#39; Charisma bonus (minimum once).<\/p>\n\n\t<p><strong>Summon Undead II (Sp)<\/strong>: As summon undead I, but the master of shrouds may summon two wraiths, or any combination of shadows and allips totaling no more than four creatures.<\/p>\n\n\t<p><strong>Summon Undead <span class=caps>III<\/span> (Sp)<\/strong>: As summon undead I, but the master of shrouds may summon two spectres, or any combination of wraiths, shadows, and allips totaling no more than four creatures.<\/p>\n\n\t<p><strong>Summon Undead IV (Sp)<\/strong>: As summon undead I, but the master of shrouds may summon any combination of spectres, wraiths, shadows, and allips totaling no more than eight creatures.<\/p>\n\n\t<h4>Master of Shrouds Spell List<\/h4>\n\n\t<p>Masters of shrouds choose their divine spells from the following list:<\/p>\n\n\t<p>1st&#8212;disrupt undead, chill touch, ray of enfeeblement.<\/p>\n\n\t<p>2nd&#8212;ghoul touch, scare, spectral hand.<\/p>\n\n\t<p>3rd&#8212;contagion, gentle repose, halt undead, vampiric touch.<\/p>\n\n\t<p>4th&#8212;enervation, fear.<\/p>\n\n\t<p>5th&#8212;magic jar.<\/p>\n\n\t<p>Access to these spells does not increase the number of spells a master of shrouds can cast each day.<\/p>\n\n\t<h4>Ghosts and Vampires<\/h4>\n\n\t<p>The ability of the master of shrouds to summon ghosts and vampires is not linked to the progression of the summon undead spell-like abilities. Summoning them is counted as one use a undead summoning ability, whichever one the master of shroud chooses.<\/p>\n\n\t<h4>Summoning Undead<\/h4>\n\n\t<p>Once a master of shrouds summons undead creatures, only three outcomes are possible. The undead may be slain or driven off in combat. The undead may depart when the spell duration ends. The undead attack the master of shrouds when their no other enemies remain to be dealt with. In the last case, the master of shrouds must rely on other powers or allies to save her from the wrath of the summoned undead.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Extra Turning <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Summon undead I <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Summon undead II <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Summon undead <span class=caps>III<\/span> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Summon undead IV <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins 66<\/h5>","reference":"Usergen"},{"id":10365,"name":"Sacred Exorcist","type":"prestige","alignment":"Any good","hit_die":"8","full_text":"<div topic='titel'><p><h3>Sacred Exorcist<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Ability to cast dismissal or dispel evil.<\/p>\n\n\t<p><strong>Special<\/strong>: Adopting this prestige class requires the sanction of a church or order that ordains sacred exorcists. Only characters judged by their church to be exemplary in faith and devotion, strong of will and upright in morality, are made sacred exorcists.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Sacred exorcists are proficient with all simple weapons. They are not proficient with any type of armor or with shields, but usually carry these proficiencies from their previous class.<\/p>\n\n\t<p><strong>Spells per Day<\/strong>: A sacred exorcist advances in spellcasting ability as well as learning the skills of exorcism. Thus, when a new sacred exorcist level is gained, the character gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, more frequent remove disease, and so on). This means that she adds the level of sacred exorcist to the level of another spellcasting class the character has, then determines spells per day accordingly.<\/p>\n\n\t<p>For example, if Delliva, an 8th level cleric, gains a level as a sacred exorcist, she gains new spells as if she had risen to 9th level as a cleric, but uses the other sacred exorcist aspects of level progression such as base attack bonus and save bonuses. If she next gains a level as a cleric, making her a 9th-level cleric\/1st-level sacred exorcist, she gains spells as if she had risen to 10th level as a cleric.<\/p>\n\n\t<p>If a character had more than one divine spellcasting class before she became a sacred exorcist, the player must decide which class to assign each level of sacred exorcist for the purpose of determining spells per day.<\/p>\n\n\t<p><strong>Prestige Domain<\/strong>: Upon adopting the sacred exorcist class, the character gains access to the Exorcism domain (see Chapter 4: Divine Magic), including its granted power (the ability to force possessing spirits out of the bodies they inhabit). The Exorcism domain spells can be chosen as daily domain spells.<\/p>\n\n\t<p><strong>Chosen Foe (Ex)<\/strong>: A sacred exorcist designates either undead or outsiders as her chosen foe. Extensive study and special training in the proper techniques for combating this foe gives the sacred exorcist a +1 competence bonus on Bluff, Intimidate, Listen, Sense Motive, and Spot skill checks and caster level checks to overcome any spell resistance of the chosen foe. At 4th level the bonus increases to +2, and at 8th level it increases to +3.<\/p>\n\n\t<p><strong>Turn Undead (Su)<\/strong>: Sacred exorcists can turn undead as clerics do. A sacred exorcist who also has levels as a cleric or paladin adds her sacred exorcist level to her cleric level (or her paladin level &#8212;2) to determine her effective level with respect to turning attempts.<\/p>\n\n\t<p><strong>Resist Possession (Ex)<\/strong>: Sacred exorcists of at least 2nd level receive a +4 sacred bonus on their saving throws against magic jar spells or similar abilities (including a ghost&#39;s malevolence ability), and a +2 sacred bonus on dispel checks made to dispel such effects. They also get a +2 sacred bonus on their saving throws against all charm and compulsion spells and effects cast by evil outsiders or undead.<\/p>\n\n\t<p><strong>Detect Evil (Sp)<\/strong>: At will, a sacred exorcist of at least 2nd level can detect evil as a spell-like ability. This ability duplicates the effects of the spell detect evil.<\/p>\n\n\t<p><strong>Extra Turning<\/strong>: At 3rd, 6th, and 9th level, a sacred exorcist gains Extra Turning as a bonus feat. Each time a sacred exorcist gains this feat, she adds four to the number of turning attempts she can make in a day.<\/p>\n\n\t<p><strong>Dispel Evil (Sp)<\/strong>: At 4th level, the sacred exorcist gains the ability to use dispel evil as a spell-like ability once per week. At 7th level, she can use this ability twice per week. At 10th level, she can use it three times per week.<\/p>\n\n\t<p><strong>Consecrated Presence (Su)<\/strong>: At 5th level and higher, a sacred exorcist is surrounded by an aura of positive energy that extends 20 feet from her presence. This aura duplicates the effects of a consecrate spell, but it moves with the sacred exorcist. If the sacred exorcist enters an area affected by a desecrate spell, both effects are negated while the sacred exorcist remains in the area. If the sacred exorcist is the target of a desecrate spell, her aura is suppressed for the duration of the desecrate spell.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Prestige domain: Exorcism, chosen foe +1, turn undead <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Resist possession, detect evil <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Extra Turning <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Dispel evil 1\/week, chosen foe +2 <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Consecrated presence <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Extra Turning <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Dispel evil 2\/week <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Chosen foe +3 <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Extra Turning <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Dispel evil 3\/week <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins 68<\/h5>","reference":"Usergen"},{"id":10366,"name":"Sacred Fist","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Sacred Fist<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Ability to cast divine spells.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Sacred fists surrender the use of weapons and shields. They may use only light armor without breaking their religious discipline.<\/p>\n\n\t<p><strong>Code of Conduct<\/strong>: A member of a sacred fist order refuses to use any weapon. A sacred fist who knowingly carries or uses a weapon loses all class spells and features and advances no farther as a sacred fist until he atones for his action (see the atonement spell description, page 176 of the Player&#39;s Handbook).<\/p>\n\n\t<p><strong>Spells per Day<\/strong>: A sacred fist has the ability to cast a small number of divine spells. To cast a spell, the sacred fist must have a Wisdom score of at least 10 + the spell&#39;s level, so a sacred fist with a Wisdom of 10 or lower cannot cast spells. Sacred fist bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + Wisdom modifier. When the sacred fist gets &quot;&#8212;&quot; spells for a given level, the character cannot cast any spells of that level. When the sacred fist gets 0 spells of a given level, such as 0 1st-level spells at 1st level, the sacred fist gets only bonus spells. A sacred fist without a bonus spell for that level cannot yet cast a spell of that level. The sacred fist&#39;s spell list appears below; he has access to any spell on the list and can freely choose which to prepare. A sacred fist prepares and casts spells just as a cleric does (though he cannot lose a spell to cast a cure spell in its place).<\/p>\n\n\t<p><strong>Free Domain<\/strong>: Upon adopting the sacred fist class, the character chooses one domain from his deity&#39;s list.<\/p>\n\n\t<p><strong>Unarmed Fighting (Ex)<\/strong>: A sacred fist is highly trained in fighting unarmed, giving him considerable advantages when doing so. A sacred fist&#39;s attacks may be with either fist interchangeably or even with elbows, knees, and feet. There is no such thing as an off-hand attack for a sacred fist striking unarmed. He may choose to deal either subdual or normal damage with his attack. He deals more damage than normal, as summarized on the table below.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th style=text-align:center; colspan=3>Size of Sacred Fist <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th>Small <\/th>\n\t\t\t<th>Medium-size or larger <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> 1d4 <\/td>\n\t\t\t<td> 1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> 1d6 <\/td>\n\t\t\t<td> 1d8 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> 1d8 <\/td>\n\t\t\t<td> 1d10 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> 1d10 <\/td>\n\t\t\t<td> 1d12 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Flurry Attack (Ex)<\/strong>: The sacred fist may strike with a flurry of blows at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack, but this attack and each other attack made that round suffer a &#8212;2 penalty apiece. This penalty applies for 1 round, so it affects attacks of opportunity the sacred fist might make before his next action. The sacred fist must use the full attack action (see page 124 of the Player&#39;s Handbook) to strike with a flurry of blows.<\/p>\n\n\t<p><strong>Puissant Fists (Su)<\/strong>: A sacred fist ignores some damage resistance. At 1st level, treat his strikes as +1 weapons for the purposes of damage resistance. Starting at 3rd level, treat his strikes as +2 weapons for that purpose. Starting at 6th level, treat them as +3 weapons, and at 9th level, treat them as +4 weapons. This ability does not change the sacred fist&#39;s chance to hit or the damage dealt.<\/p>\n\n\t<p><strong>Evasion (Ex)<\/strong>: A sacred fist can dodge and avoid even magical and unusual attacks with great agility. If a sacred fist makes a successful Reflex saving throw against an attack that normally inflicts half damage on a successful save (such as a red dragon&#39;s fiery breath or a fireball spell), the sacred fist instead suffers no damage. Evasion can only be used if the sacred fist is wearing light armor or no armor.<\/p>\n\n\t<p><strong>Combat Casting (Ex)<\/strong>: At 2nd level, a sacred fist gains this feat as a bonus feat.<\/p>\n\n\t<p><strong>Uncanny Dodge (Ex)<\/strong>: Starting at 3rd level, a sacred fist gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses his Dexterity bonus to AC if immobilized.)<\/p>\n\n\t<p>At 5th level, the sacred fist can no longer be flanked, since he can react to opponents on opposite sides of his as easily as he can react to a single attacker. This defense denies other characters the ability to use flank attacks to sneak attack him. The exception to this defense is that another character at least four levels higher than the character can flank him (and thus sneak attack him, if a rogue). Uncanny dodge can only be used if the sacred fist is wearing light armor or no armor.<\/p>\n\n\t<p><strong>Blindsight (Ex)<\/strong>: This ability, gained at 6th level, grants sensitivity to vibrations, scent, and acute hearing so that the sacred fist maneuvers and fights as well as a sighted creature. His senses extend in a 30-foot radius. Invisibility and darkness are irrelevant, though he still can&#39;t discern ethereal beings. Sacred fists do not need to make Spot or Listen checks to notice creatures within range.<\/p>\n\n\t<p><strong>Sacred Flame (Sp)<\/strong>: At 7th level, a sacred fist may use a standard action to invoke sacred flames around his hands and feet. Instead of normal damage, a successful attack with these sacred flames deals damage as follows: 1d6 + Wisdom modifier if positive + sacred fist class level. The attack has a maximum possible damage of 1d6+15 points. At least half the damage is fire damage, and the rest is sacred energy (and thus not subject to effects that reduce fire damage). A sacred flame attack may be combined with a flurry attack.<\/p>\n\n\t<p><strong>No Shadow Blows (Ex)<\/strong>: Starting at 8th level, a sacred fist may add a positive Wisdom modifier to both attack and damage rolls. Also, for purposes of countering damage reduction, his unarmed blows are considered magic weapons with an enhancement bonus equal to his Wisdom bonus, and this bonus is cumulative with that of puissant fists. The sacred fist&#39;s mind, body, and will are forged into one instrument.<\/p>\n\n\t<p><strong>Inner Armor (Ex)<\/strong>: At 10th level, a sacred fist&#39;s inner tranquility protects him from external threats. He may invoke a +4 concentration bonus to AC, a +4 resistance bonus on all saves, and spell resistance equal to his class level for a number of rounds equal to his Wisdom modifier. If his Wisdom modifier is +0 or negative, he cannot use this ability. He may use inner armor a number of times per day equal to his class level.<\/p>\n\n\t<h4>Sacred Fist Spell List<\/h4>\n\n\t<p>Sacred fists have access to spells appropriate for their alignment, provided those spells have a range of touch or personal. This list excludes spells available only as domain spells. Such spells would be available to a sacred fist with access to the domain.<\/p>\n\n\t<p>0&#8212;cure minor wounds*, guidance, inflict minor wounds*, light, read magic, resistance, virtue.<\/p>\n\n\t<p>1st&#8212;bless water*, burial blessing\u2020, comprehend language, cure light wounds*, curse water*, divine favor, endure elements, entropic shield, inflict light wounds*, invisibility to undead, magic stone**, magic weapon**, protection from chaos\/evil\/good\/law*, sanctuary, shield of faith.<\/p>\n\n\t<p>2nd&#8212;aid, augury, brambles**\u2020, bull&#39;s strength, cure moderate wounds*, death knell, delay poison, endurance, gentle repose, inflict moderate wounds*, lesser restoration, resist elements, speak with animals, undetectable alignment.<\/p>\n\n\t<p>3rd&#8212;bestow curse*, chain of eyes\u2020, contagion*, continual flame, cure serious wounds*, curse of the brute\u2020, daylight, deeper darkness, flame of faith\u2020, glyph of warding, inflict serious wounds*, invisibility purge, magic circle against chaos\/evil\/good\/law*, magic vestment, meld into stone, negative energy protection, obscure object, protection from elements, remove curse*, remove disease*, speak with plants, spikes**\u2020, stone shape, water breathing, water walk.<\/p>\n\n\t<p>4th&#8212;air walk, beast claws\u2020, cure critical wounds*, death ward, divination, divine power, freedom of movement, imbue with spell ability, inflict critical wounds*, neutralize poison*, poison*, restoration, status, tongues, unfailing endurance\u2020.<\/p>\n\n\t<p>5th&#8212;atonement, blight\u2020, commune, dispel chaos\/evil\/good\/law*, divine agility\u2020, ethereal jaunt, hallow*, mark of justice, plane shift, raise dead*, righteous might, slay living*, spell resistance, true seeing, unhallow*.<\/p>\n\n\t<p>*DM decides which of these spells are appropriate for PC&#39;s organization.<\/p>\n\n\t<p>**While these spells technically can be cast, a careless sacred fist might break his discipline, depending on his subsequent actions.<\/p>\n\n\t<p>\u2020New spell described in Chapter 4 of this book.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=4>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Flurry attack, free domain, puissant fists <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Evasion, Combat Casting <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Uncanny dodge (Dex bonus to AC) <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Uncanny dodge (can&#39;t be flanked) <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Blindsight <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sacred flame <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> No shadow blows <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Inner armor <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins 70<\/h5>","reference":"Usergen"},{"id":10367,"name":"Templar","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Templar<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Templars are proficient with all simple and martial weapons, with all types of armor, and with shields.<\/p>\n\n\t<p><strong>Mettle (Su)<\/strong>: A templar&#39;s special blessing allows her to shrug off magical effects that would otherwise harm her. If a templar makes a successful Will or Fortitude saving throw that would normally reduce the spell&#39;s effect, she suffers no effect from the spell at all. Only those spells with a Saving Throw entry of &quot;Will partial,&quot; &quot;Fortitude half,&quot; or similar entries can be negated through this ability.<\/p>\n\n\t<p><strong>Weapon Specialization<\/strong>: A templar gains the Weapon Specialization feat with her deity&#39;s favored weapon.<\/p>\n\n\t<p><strong>Spells per Day<\/strong>: A templar has the ability to cast a small number of divine spells. To cast a spell, the templar must have a Wisdom score of at least 10 + the spell&#39;s level, so a templar with a Wisdom of 10 or lower cannot cast these spells. Templar bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the templar&#39;s Wisdom modifier. When the templar gets 0 spells of a given level, such as 0 1st-level spells at 1st level, she gets only bonus spells. (A templar without a bonus spell for that level cannot yet cast a spell of that level.) The templar&#39;s spell list appears below. A templar has access to any spell on the list and can freely choose which to prepare, just like a cleric. A templar prepares and casts spells just as a cleric does (though the templar cannot spontaneously cast cure or inflict spells).<\/p>\n\n\t<p><strong>Smite (Su)<\/strong>: Once per day, a templar of 2nd level or higher may make a single melee attack with a +4 attack bonus and a damage bonus equal to her templar level (if she hits). The templar must declare the smite before making the attack. At 7th level, the templar can smite twice per day.<\/p>\n\n\t<p>If the templar has a smite evil or smite ability (for being a paladin or a cleric with the Destruction domain) already, she can use the ability one extra time per day (two extra times at 7th level). The attack bonus does not increase, but the damage bonus is based on the character&#39;s combined level (templar level plus cleric or paladin level).<\/p>\n\n\t<p><strong>Damage Reduction (Ex)<\/strong>: Starting at 3rd level, templars have the ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the templar takes each time she is dealt damage. At 6th level, this damage reduction rises to 2, and at 9th level, it rises to 3.<\/p>\n\n\t<p><strong>Bonus Feat<\/strong>: At 4th level and again at 8th level, the templar gets a bonus feat. These bonus feats must be drawn from the following list: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency*, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Critcal*, Improved Initiative, Improved Unarmed Strike (Deflect Arrows, Stunning Fist), Mounted Combat (Mounted Archery, Trample, Ride-By Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Two-Weapon Fighting (Improved Two-Weapon Fighting), Weapon Finesse*, Weapon Focus*.<\/p>\n\n\t<p>Feats dependent on other feats are listed parenthetically after the prerequisite feat. A character can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. Characters must still meet all prerequisites for a feat, including ability score and base attack bonus minimums.<\/p>\n\n\t<h4>Templar Spell List<\/h4>\n\n\t<p>Templars choose their spells from the following list:<\/p>\n\n\t<p>1st&#8212;bless, cause fear, command, divine favor, entropic shield, magic weapon, mount, shield of faith.<\/p>\n\n\t<p>2nd&#8212;aid, bull&#39;s strength, calm emotions, endurance, enthrall, hold person, shield other, spiritual weapon.<\/p>\n\n\t<p>3rd&#8212;blindness\/deafness, daylight, dispel magic, invisibility purge, magic vestment, negative energy protection, prayer, searing light.<\/p>\n\n\t<p>4th&#8212;divine power, freedom of movement, greater magic weapon, status.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=4>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Mettle, Weapon Specialization <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Smite 1\/day <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Damage reduction 1\/&#8212; <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Damage reduction 2\/&#8212; <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Smite 2\/day <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Damage reduction 3\/&#8212; <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins 72<\/h5>","reference":"Usergen"},{"id":10368,"name":"Warpriest","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Warpriest<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Access to at least one of these domains: Destruction, Protection, Strength, War. A character who can cast at least one spell from a domain counts as having access for this purpose.<\/p>\n\n\t<p><strong>Special<\/strong>: Ability to channel positive or negative energy.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Warpriests have proficiency with all simple and martial weapons, with all types of armor, and all shields.<\/p>\n\n\t<p><strong>Spells<\/strong>: A warpriest casts spells as a cleric (see Table 3&#8212;6: The Cleric, page 30 of the Player&#39;s Handbook) and has full access to the general cleric spell list. Warpriest levels are added to cleric levels to determine spells per day and spell effects.<\/p>\n\n\t<p><strong>Spells per Day<\/strong>: A warpriest continues advancing in divine spellcasting ability. When a warpriest gains a new even-numbered level, the character gains new divine spells per day as if he had also gained a level in whatever divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, more frequent remove disease, and so on).<\/p>\n\n\t<p>For example, an 8th-level cleric\/2nd-level warpriest gains divine spells per day as if he had risen to 9th level as a cleric. When he next gains a level as a warpriest, making him an 8th-level cleric\/3rd-level warpriest, his number of divine spells per day does not change; but when he improves his warpriest level to 4th, he gains divine spells per day as if he had risen to 10th level as a cleric.<\/p>\n\n\t<p>If a character had more than one divine spellcasting class before he became a warpriest, the player must decide which class to assign each even-numbered level of warpriest for the purpose of determining divine spells per day.<\/p>\n\n\t<p><strong>Prestige Domain<\/strong>: A warpriest gains access to the prestige domain of Glory (if he channels positive energy) or Domination (if he channels negative energy).<\/p>\n\n\t<p><strong>Turn or Rebuke Undead (Su)<\/strong>: Levels of warpriest count toward cleric or paladin levels when turning or rebuking undead.<\/p>\n\n\t<p><strong>Rally (Ex)<\/strong>: A warpriest who currently is not suffering from a fear effect can use this ability as a standard action. Allies within 60 feet who are suffering from any fear effect and who can hear the warpriest are allowed an immediate Will saving throw at the DC of the fear effect, with a +1 morale bonus per warpriest level.<\/p>\n\n\t<p><strong>Inflame (Ex)<\/strong>: By giving a stirring speech for at least 5 minutes prior to battle, the warpriest provides those who listen a morale bonus on saving throws against any charm or fear effect. The bonus begins at +2 for a 2nd-level warpriest and increases by +2 at each even-numbered level thereafter (+4 at 4th level, +6 at 6th level, and so on). This effect lasts for 5 minutes after the speech ends, plus 1 minute per level of the warpriest. The warpriest also gains the bonus.<\/p>\n\n\t<p><strong>Healing Circle (Sp)<\/strong>: Once per day, the warpriest may use healing circle (as the spell).<\/p>\n\n\t<p><strong>Heroes&#39; Feast (Sp)<\/strong>: Once per day, the warpriest may use heroes&#39; feast (as the spell).<\/p>\n\n\t<p><strong>Fear Aura (Su)<\/strong>: Once per day the warpriest can project a fear aura to a radius of 20 feet for 1 round per warpriest level. Foes must make a Will save (DC 10 + warpriest level + Cha bonus) or be affected as if by a fear spell.<\/p>\n\n\t<p><strong>Mass Haste (Sp)<\/strong>: Once per day, the warpriest can use mass haste (as the spell).<\/p>\n\n\t<p><strong>Mass Healing (Sp)<\/strong>: Once per day, the warpriest can use mass healing (as the spell).<\/p>\n\n\t<p><strong>Implacable Foe (Sp)<\/strong>: At 10th level, the warpriest can channel enough positive energy to allies within a 100- foot radius that they will continue to fight even after suffering mortal wounds. Using this ability is a move-equivalent action and requires concentration. While in use, allies within the radius who take enough damage to become disabled or dying ignore the effects of that damage and continue fighting. Death occurs instantly at &#8212;20 hit points. When the ability ends, either because the warpriest stops concentrating, fails a Concentration check, or becomes disabled or worse, then the full effects of all damage take effect immediately.<\/p>\n\n\t<p><strong>Multiclass Note<\/strong>: Warpriest characters who gain levels outside the warpriest class must make an act of atonement (see the atonement spell description, page 176 of the Player&#39;s Handbook) before they can gain further levels as a warpriest.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Prestige domain, rally <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Inflame <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Healing circle <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Prestige domain <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Heroes&#39; feast <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Fear aura <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Mass haste <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Mass healing <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Fear aura (\u00d72) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Implacable foe <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Defenders of the Faith: A Guidebook to Clerics and Paladins 74<\/h5>","reference":"Usergen"},{"id":10369,"name":"Diamond Dragon","type":"prestige","alignment":"Neutral good, neutral evil, lawful neutral, chaotic neutral, or neutral","hit_die":"8","full_text":"<div topic='titel'><p><h3>Diamond Dragon<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Neutral good, neutral evil, lawful neutral, chaotic neutral, or neutral.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Language<\/strong>: Draconic<br \/><strong>Special<\/strong>: Ability to manifest 3rd-level psionic powers.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Manifesting<\/strong>: At every level except 1st and 6th, you gain new power points per day, access to new powers, and an increase in manifester level as if you had also attained a level in a manifesting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one manifesting class before becoming a diamond dragon, you must decide to which class to add each level for the purpose of determining maximum power level, manifester level, and new power access.<\/p>\n\n\t<p><strong>Dragon Augmentation (Ex)<\/strong>: Learning to think the way dragons think is more than a matter of mental training. Dragons are extremely fit creatures, and a psionic character must begin to match that fitness as part of learning their mental habits. At 1st level, as a result of such study and physical training, you gain a +1 bonus to Strength, Dexterity, or Constitution (your choice). Once this choice is made, it cannot be changed. At 5th level and again at 10th level, you have the choice of increasing the same ability score by another +1, or adding a +1 bonus to a different physical ability score.<\/p>\n\n\t<p><strong>Sleep\/Paralysis Neutralization (Su)<\/strong>: Starting at 1st level, you are capable of overcoming magical sleep and paralysis effects by drawing on the mental powers of gem dragons. As an immediate action, when you would magically be put to sleep or paralyzed, you can expend 1 power point to neutralize the effect.<\/p>\n\n\t<p><strong>Channel Dragon Claws (Su)<\/strong>: Starting at 2nd level, you can channel the power of the gem dragons to form claws made of psionic energy. They appear as shimmering, clear crystal claws that form around your own fingers. Manifesting the claws takes one standard action and 1 power point. The claws last for 1 minute per manifester level and deal 1d6 points of slashing damage (assuming you are Medium) plus your Strength bonus. You can attack with one claw as a standard action or both claws as a full-round action. In addition, in any round in which you take a standard action to manifest a psionic power, you can make a single claw attack as a swift action.<\/p>\n\n\t<p>For every 2 additional power points you spend to manifest your dragon claws, you gain a +1 enhancement bonus on attack rolls and damage rolls with the claws (maximum +5). You can spend a number of power points on this ability equal to or less than your manifester level.<\/p>\n\n\t<p><strong>Breath Weapon (Su)<\/strong>: At 4th level, you can manifest a breath weapon attack, similar to those of various dragons. Doing this costs 5 power points and deals cold, electricity, fire, or sonic damage (chosen at the time of manifestation; see below for details); a successful Reflex save (DC 10 + class level + your Int modifier) halves the damage. Each of the damage types acts slightly differently, as detailed below.<\/p>\n\n\t<p><em>Cold<\/em>: This 30-foot-long, cone-shaped breath weapon deals 5d8 points of cold damage and allows a Fortitude save (not a Reflex save) for half damage.<\/p>\n\n\t<p><em>Electricity<\/em>: This 60-foot-long, line-shaped breath weapon deals 5d6 points of electricity damage and adds 2 to the save DC.<\/p>\n\n\t<p><em>Fire<\/em>: This 30-foot-long, cone-shaped breath weapon deals 5d8 points of fire damage.<\/p>\n\n\t<p><em>Sonic<\/em>: This 30-foot-long, cone-shaped breath weapon deals 5d4 points of sonic damage and ignores objects&#39; hardness.<\/p>\n\n\t<p>For every additional power point you spend on your breath weapon, you deal an extra die of damage. You can spend a number of power points on this ability equal to or less than your manifester level.<\/p>\n\n\t<p><strong>Channel Dragon Wings (Su)<\/strong>: Starting at 6th level, you can form wings made of psionic energy. The wings form without damaging or being hampered by any armor or clothing worn. Manifesting the wings costs 7 power points. The wings grant you a fly speed of 30 feet with perfect maneuverability and last for 1 minute per manifester level. You cannot fly if you are carrying a heavy load. Flying with the wings takes only as much concentration as walking, leaving you free to fight or manifest psionic powers.<\/p>\n\n\t<p>For every 2 additional power points you spend, your fly speed increases by 5 feet. You can spend a number of power points on this ability equal to or less than your manifester level.<\/p>\n\n\t<p><strong>Channel Dragon Tail (Su)<\/strong>: Starting at 8th level, you can form a long dragon tail made of psionic energy. The tail appears to be a shimmering, clear, crystal appendage that grows from your own spine. Manifesting the tail costs 9 power points, and it lasts for 1 minute per level. The tail has twice your normal reach (thus, it has a reach of 10 feet if you are human but 20 feet if you are an ogre), and you can make a melee attack with it as a standard action, dealing 1d8 points of bludgeoning damage (assuming you are Medium) plus 1-1\/2 \u00d7 your Strength bonus. If you also have claws from your channel dragon claws ability, you can attack with the tail and both claws as a full-round action (treat the claws as secondary natural weapons for the purpose of your attack rolls). Your psychic tail can&#39;t make attacks of opportunity.<\/p>\n\n\t<p>For every 2 additional power points you spend on your dragon tail, you gain a +1 enhancement bonus on attack rolls and damage rolls with the tail (max +5). You can spend a number of power points on this ability equal to or less than your manifester level.<\/p>\n\n\t<p><strong>Frightful Presence Aura (Su)<\/strong>: At 10th level, you gain the ability to project a frightful presence aura similar to that of a dragon. Activating your frightful presence costs 11 power points; once activated, it remains active for 5 rounds. The frightful presence functions in a 60-foot radius. Any enemy within this area must make a Will save (DC 10 + class level + your Int modifier) or be shaken for the remainder of the frightful presence&#39;s duration. Creatures with fewer than half your Hit Dice are frightened rather than shaken.<\/p>\n\n\t<p>For every additional power point you spend on your frightful presence aura, the duration increases by 1 round. You can spend a number of power points on this ability equal to or less than your manifester level.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Powers Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Dragon augmentation, sleep\/paralysis neutralization <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Channel dragon claws <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Breath weapon <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Dragon augmentation <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Channel dragon wings <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Channel dragon tail <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Dragon augmentation, frightful presence aura <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dragon Magic 30<\/h5>","reference":"Usergen"},{"id":10370,"name":"Dragon Descendant","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Dragon Descendant<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Still mind class feature.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Monk Abilities<\/strong>: Throughout your career as a dragon descendant, your dragon descendant levels stack with your monk levels for determining your unarmed damage, Armor Class bonus, and unarmored speed bonus.<\/p>\n\n\t<p><strong>Ancestor<\/strong>: At every odd-numbered level, you can tap into the power of a specific, notable ancestor dragon to augment your own abilities. When you call an ancestor&#39;s spirit to you, your facial features shift to become a combination of your own face and that of your ancestor. Calling an ancestor spirit is a standard action.<\/p>\n\n\t<p>Until you reach 10th level, you can have only one ancestor spirit active at a time. When you call a new one, the old one automatically departs.<\/p>\n\n\t<p><em>Rampaging Ancestor<\/em>: Starting at 1st level, you can call a dragon ancestor known for its destructive rampages through the countryside. When you call that ancestor&#39;s spirit, you become immune to fear and gain a +1 insight bonus on attack rolls and damage rolls. At 5th level the insight bonus increases to +2, and at 9th level it increases to +3. In addition, your unarmed strikes are considered to be magic and chaotic aligned for the purpose of overcoming damage reduction.<\/p>\n\n\t<p><em>Subtle Ancestor<\/em>: Starting at 3rd level, you establish a connection to an ancestor dragon that was a puppet master, wielding influence among the lesser races with subterfuge. When you call that ancestor&#39;s spirit, you gain an insight bonus on Hide checks and Move Silently checks equal to your dragon descendant class level, and you don&#39;t take the standard &#8212;5 penalty for moving quickly while you sneak around. You can also make sneak attacks as a rogue of your dragon descendant level, dealing an extra 2d6 points of damage with each successful sneak attack (this stacks with any existing sneak attack or similar class feature you have).<\/p>\n\n\t<p><em>Eldritch Ancestor<\/em>: Starting at 5th level, you can connect to an ancestor dragon that was a powerful spellcaster. When you call on the eldritch ancestor&#39;s spirit, you gain the spelllike ability to emit a ray with a range of 60 feet. This ranged touch attack affects a single target, allows no saving throw, and deals 1d6 points of damage per two dragon descendant class levels. The ray is the equivalent of a spell whose level is equal to one-half your dragon descendant class level (round down). The ray is subject to spell resistance, and it deals half damage to objects.<\/p>\n\n\t<p><em>Enduring Ancestor<\/em>: Starting at 7th level, you connect to an ancestor dragon that survived such adversity as attacks from other dragons, would-be dragonslayers, and adventurers seeking to raid its hoard. When you call on this ancestor&#39;s spirit, you gain an insight bonus on saving throws equal to one-half your class level. You also gain damage reduction X\/cold iron, where X is equal to your dragon descendant class level.<\/p>\n\n\t<p><em>Ancient Ancestor<\/em>: Starting at 9th level, you reach an ancestor dragon known widely to sages and historians even today&#8212;one of the great ancient dragons of folklore. When you call on this ancestor&#39;s spirit, you can make an attack of opportunity against any foe who attempts a melee attack against you, until you have reached your limit of attacks of opportunity set by your Dexterity score and the Combat Reflexes feat. Furthermore, you gain an insight bonus to your Armor Class equal to one-half your dragon descendant class level.<\/p>\n\n\t<p><strong>Ancestral Lore<\/strong>: When you meditate, you sometimes hear the whispers of your ancestors, and if you concentrate hard enough, you can briefly communicate with them and benefit from their draconic lore. This contact functions like bardic knowledge (PH 28), except that you substitute a Concentration check for the bardic knowledge check. Starting at 2nd level, you can meditate in this way once per week.<\/p>\n\n\t<p>Slippery Mind: Starting at 4th level, the presence of an ancestor dragon&#39;s spirit can jar your mind free of magical effects that would otherwise control or compel you. For more details, see the rogue class feature (PH 51).<\/p>\n\n\t<p><strong>Rapid Calling<\/strong>: By 6th level, you have made such lasting connections to your ancestors that you&#39;re able to call them forth more quickly. From now on, connecting to an ancestor spirit takes only a swift action, not a standard action.<\/p>\n\n\t<p><strong>Detect Dragonblood (Sp)<\/strong>: Starting at 8th level, you can detect nearby dragons at will; their blood seems to sing to you faintly. See the detect dragonblood spell, page 65.<\/p>\n\n\t<p><strong>Double Synthesis<\/strong>: Starting at 10th level, your soul is such a welcome home for your ancestors that you can have two ancestor dragon spirits active at the same time, gaining the full benefit of each. If you call a third ancestor, the spirit that has been with you the longest departs to make room for the newcomer.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Monk abilities, rampaging ancestor <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Ancestral lore <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Subtle ancestor <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Slippery mind <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Eldritch ancestor <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Rapid calling <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Enduring ancestor <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <em>Detect dragonblood<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Ancient ancestor <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Double synthesis <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dragon Magic 34<\/h5>","reference":"Usergen"},{"id":10371,"name":"Dragon Lord","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Dragon Lord<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Draconic Aura<\/strong>: You know that the image and presence of a dragon can boost or destroy the morale of troops, an effect you study and build into your strategies. At 1st level, you gain the ability to project a single draconic aura chosen from those presented on page 86.<\/p>\n\n\t<p>At 4th, 7th, and 10th level, you can add another draconic aura to the list of those you can project.<\/p>\n\n\t<p>When you reach 5th level, the bonus granted by both of your auras increases to +2. At 9th level, the bonus granted by all three of your auras increases to +3. The aura gained at 10th level grants a +3 bonus, just as the other three auras you gained earlier.<\/p>\n\n\t<p><strong>Reckless Devotion (Su)<\/strong>: When soldiers learn that a dragon fights on their side, they have greater incentive to struggle valiantly against the enemy&#8212;when victory seems assured, all want a share of the glory. Starting at 2nd level, you learn to inspire this kind of zeal in your followers, granting them a temporary boost in their combat abilities driven by fanatical devotion. Once per day, you can select a number of allies equal to your Charisma modifier (minimum 1) to gain the benefit of this ability. The chosen allies gain 5 temporary hit points, a +1 morale bonus on melee attack rolls and melee damage rolls, and a +1 morale bonus on saves. Any character who is your cohort or follower (as per the Leadership feat) gains twice the normal benefit (10 temporary hit points and a +2 bonus). All benefits last for a number of rounds equal to your class level. At 6th level, you can use this ability twice per day, and at 10th level, you can use it three times per day.<\/p>\n\n\t<p><strong>Divide and Conquer (Ex)<\/strong>: Beginning at 3rd level, you gain the ability to fight even when assaulted from different sides, turning a disadvantage into a cunning strategy. Just as dragons can fight off foes when swarmed by lashing out in all directions, you learn to use your foes&#39; distance to your advantage. Whenever you are flanked by two or more creatures, you gain a bonus on melee damage rolls against each flanker equal to 1\/2 your dragon lord class level (rounded up). If you can&#39;t be flanked (such as if you have the improved uncanny dodge class feature), you still gain the benefit of this ability when opponents occupy flanking positions around you.<\/p>\n\n\t<p><strong>Dragon Leadership (Ex)<\/strong>: Starting at 4th level, you add 2 to your Leadership score for the purpose of attracting a cohort with the dragonblood subtype. Most dragon lords prefer the Dragon Cohort feat (see Draconomicon) to the Leadership feat, but this benefit applies equally well to any feat or other benefit that grants you a cohort.<\/p>\n\n\t<p><strong>Crushing Defeat (Ex)<\/strong>: Starting at 8th level, you gain the ability to demoralize your enemies by dealing with them harshly, ensuring that they know your power just as lesser beings know the power of true dragons. Whenever you slay or incapacitate an opponent (by reducing him to &#8212;1 or fewer hit points), you can make an Intimidate check as a free action to demoralize a number of foes equal to your Charisma modifier (minimum 1) within 60 feet (see the Intimidate skill, PH 76). This ability is a mind-affecting fear effect.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Draconic Auras Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Draconic aura +1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Reckless devotion 1\/day <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Divide and conquer <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Dragon leadership <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Draconic aura +2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Reckless devotion 2\/day <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Crushing defeat <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Draconic aura +3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Reckless devotion 3\/day <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dragon Magic 38<\/h5>","reference":"Usergen"},{"id":10372,"name":"Hand of the Winged Masters","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Hand of the Winged Masters<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Language<\/strong>: Draconic.<br \/><strong>Special<\/strong>: Sneak attack, sudden strike, or skirmish +2d6.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Draconic Senses<\/strong>: At 1st level, you gain Draconic Senses (see page 17) as a bonus feat, even if you don&#39;t meet its prerequisite. If you already have Draconic Senses, you can instead take any other draconic feat for which you meet the prerequisite.<\/p>\n\n\t<p><strong>Special Attack (Ex)<\/strong>: At 2nd level, 5th level, and 8th level, your sneak attack, skirmish, or sudden strike ability deals an extra 1d6 points of damage. If you have more than one of these abilities, you can improve any one ability of your choice (choose each time you gain this benefit).<\/p>\n\n\t<p><strong>Dragonfire Strike<\/strong>: At 3rd level, you gain Dragonfire Strike (see page 18) as a bonus feat, even if you don&#39;t meet its prerequisite. If you already have Dragonfire Strike, you can instead take any other draconic feat for which you do meet the prerequisite.<\/p>\n\n\t<p><strong>Master&#39;s Gift (Su)<\/strong>: Starting at 7th level, you are so attuned to the arcane powers of your dragon master that beneficial arcane spells have an improved effect on you. Any arcane spell that is harmless (those that include the word &quot;harmless&quot; in their saving throw entry) has twice the standard duration when cast on you. If the spell is cast on multiple targets, the duration is doubled only for you.<\/p>\n\n\t<p><strong>Improved Dragonfire Strike (Su)<\/strong>: At 9th level, you gain the ability to deal extra damage when using your Dragonfire Strike feat. Whenever you choose to convert your sneak attack, skirmish, or sudden strike damage to energy damage by using this feat, you can add an extra 1 point of damage per die rolled. For example, if you have sneak attack +6d6, you would deal 6d6+6 points of fire damage with your Dragonfire Strike feat.<\/p>\n\n\t<p><strong>True Stealth (Ex)<\/strong>: At 10th level, you gain a heightened awareness of the difficulties involved with concealing your presence from advanced senses. This ability helps you learn to avoid even the keenest senses. If you take a &#8212;10 penalty on Hide or Move Silently checks (as appropriate), you can use these skills to conceal yourself from scent, tremorsense, blindsense, and blindsight. Creatures using those sensory abilities must make an opposed Listen or Spot check to notice you.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Draconic Senses <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Special attack +1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Dragonfire Strike <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Special attack +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Master&#39;s gift <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Special attack +3d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Improved dragonfire strike <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> True stealth <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dragon Magic 43<\/h5>","reference":"Usergen"},{"id":10373,"name":"Pact-bound Adept","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Pact-bound Adept<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: Must be able to cast 3rd-level arcane spells.<br \/><strong>Special<\/strong>: Must have an active dragonpact (see page 87) with a dragon.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: At each level other than 1st and 4th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also attained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a pact-bound adept, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Improved Pact (Su)<\/strong>: You learn to alter the magic that flows through you so that you can gain greater benefits by way of your dragonpact. At 1st level, your caster level with spell-like abilities from your dragonpact improves by one. In addition, at 1st level choose a single dragonpact that you currently have; you gain spell-like abilities as if you had sacrificed a spell one level higher than the actual spell sacrificed.<\/p>\n\n\t<p>For example, a pact-bound adept who has sacrificed a 3rd level spell as part of the flames of crimson wrath dragonpact would gain three daily uses of burning hands and two daily uses of protection from energy (fire), as if she had sacrificed a 4th-level spell.<\/p>\n\n\t<p>At 4th level, your caster level with dragonpact spell-like abilities improves by another one, and the spell-like abilities from your chosen dragonpact improve as if you had sacrificed a spell two levels higher than the actual spell sacrificed. Each time you enter into a new dragonpact, you can choose to apply this benefit to the new dragonpact in place of the previous dragonpact.<\/p>\n\n\t<p><strong>Dragoncast (Su)<\/strong>: Starting at 2nd level, you become able to channel magical energy in much the same way that dragons do. Three times per day, you can cast any arcane spell (of a level equal to or less than your class level) as though it were affected by both the Silent Spell and Still Spell metamagic feats, removing the need for any verbal and somatic components. Neither the casting time of the spell nor the spell&#39;s level changes for this casting.<\/p>\n\n\t<p><strong>Eschew Materials<\/strong>: At 3rd level, you gain Eschew Materials as a bonus feat. If you already have this feat, you can choose any other feat for which you meet the prerequisite.<\/p>\n\n\t<p><strong>Bonus Dragonpact<\/strong>: At 5th level, you gain the ability to enter into a second dragonpact. The second dragonpact can be with the same dragon or another dragon, even of another kind. You can&#39;t enter into the same dragonpact twice.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Improved pact +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Dragoncast <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Eschew Materials <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Improved pact +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus dragonpact <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dragon Magic 46<\/h5>","reference":"Usergen"},{"id":10374,"name":"Swift Wing","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Swift Wing<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Languages<\/strong>: Draconic.<br \/><strong>Spellcasting<\/strong>: Ability to cast 3rd-level divine spells.<br \/><strong>Special<\/strong>: Ability to turn undead.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon Proficiency<\/strong>: You gain proficiency with your deity&#39;s favored weapon.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: At every level except 1st and 5th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a swift wing, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Dragon Affinity (Ex)<\/strong>: Your concept of yourself as part of a holy dragon that serves your church draws upon a mystic link to a particular kind of dragon you consider affiliated with your deity. At 1st level, select one kind of dragon (such as gold or red) that has an alignment within one step of your deity&#39;s alignment. Your affinity for this kind of dragon grants you a +5 circumstance bonus on Bluff, Diplomacy, Gather Information, and Sense Motive checks made regarding dragons of this variety.<\/p>\n\n\t<p><strong>Dragon Domain<\/strong>: At 1st level, you gain the granted power and spell access of the <a href=\/spells\/domains\/dragon\/>Dragon<\/a> domain. If your spellcasting doesn&#39;t normally allow domain access, you can add the spells of the Dragon domain to the spell list of your divine spellcasting class.<\/p>\n\n\t<p><strong>Draconic Senses<\/strong>: At 2nd level, you gain Draconic Senses (see page 17) as a bonus feat, even if you don&#39;t meet the prerequisite. If you already have this feat, you can select any other draconic feat for which you meet the prerequisite.<\/p>\n\n\t<p><strong>Breath of Life (Su)<\/strong>: At 3rd level, you gain the ability to channel positive energy into a breath weapon. As a standard action, you can spend one use of your turn undead ability to create a 30-foot-long, cone-shaped breath weapon. The breath weapon deals 1d6 points of damage per level to undead; a successful Reflex save (DC 10 + class level + Cha modifier) halves this damage. Living creatures within the area of the breath weapon are instead healed of 1 point of damage per level.<\/p>\n\n\t<p><strong>Energy Resistance (Ex)<\/strong>: At 4th level, your link to the dragon variety you have affinity with grows to grant you energy resistance. Choose one energy type (acid, cold, electricity, fire, or sonic) that your affiliated dragon kind either is immune to, resistant to, or deals as damage with a breath weapon. You gain resistance 20 to that energy type. If your chosen dragon variety has no energy immunity, energy resistance, or energy breath weapon, you gain resistance to fire 20.<\/p>\n\n\t<p><strong>Wings (Su)<\/strong>: At 5th level, you gain the ability to sprout and dismiss wings as a free action. The wings are supernatural effects, growing through clothing and armor without damaging them. The wings match the appearance of the wings of the dragon variety you have affinity with.<\/p>\n\n\t<p>With the wings, you can fly at a speed equal to your land speed with good maneuverability. You can fly in light, medium, or heavy armor, but not when carrying a heavy load. Flying with the wings takes only as much concentration as walking, leaving you free to cast spells, make ranged attacks, or take other actions.<\/p>\n\n\t<p>At 10th level, your fly speed increases to twice your base land speed.<\/p>\n\n\t<p>This ability counts as having a fly speed when qualifying for feats such as Flyby Attack (MM 303) and Wingover (MM 304).<\/p>\n\n\t<p><strong>Damage Reduction (Su)<\/strong>: At 7th level, your link to draconic energies gives you a hide as tough as a dragon&#39;s, though you look no different. You gain damage reduction 5\/magic.<\/p>\n\n\t<p><strong>Energy Immunity (Su)<\/strong>: At 9th level, your link to draconic energy is so complete that you gain immunity to the energy type you selected for resistance at 4th level.<\/p>\n\n\t<p><strong>Draconic Surge (Ex)<\/strong>: At 10th level, you become filled with draconic energy, making you physically and mentally more dragonlike. You gain a +1 bonus to Strength, Dexterity, or Constitution (your choice), and a +1 bonus to Intelligence, Wisdom, or Charisma (your choice). Once you have assigned these bonuses to two ability scores, they cannot be changed. Often, the draconic surge is accompanied by a slight physical change in your appearance&#8212;for example, your eyes might become more dragonlike, or your hair might change color to match the hue of the dragon variety you have affinity with.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Dragon affinity, Dragon domain <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Draconic Senses <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Breath of life <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Energy resistance <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Wings <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Damage reduction 5\/magic <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Energy immunity <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Draconic surge <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dragon Magic 50<\/h5>","reference":"Usergen"},{"id":10375,"name":"Wyrm Wizard","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Wyrm Wizard<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Languages<\/strong>: Draconic.<br \/><strong>Feats<\/strong>: Any metamagic feat.<br \/><strong>Spellcasting<\/strong>: Ability to prepare and cast 1st-level arcane spells.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: At every level other than 2nd, 4th, and 6th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefi t a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a wyrm wizard, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Knowledge of the Wyrm (Ex)<\/strong>: You spend a great deal of time exploring the depths of a dragon&#39;s magical knowledge, giving you a distinct advantage over spellcasters who do not have the benefi t of draconic tutelage. Starting at 1st level, by spending at least 1 hour doing nothing but performing research, you can add your class level as an insight bonus on Knowledge (arcana) checks made for the next 8 hours. You need not consult with a dragon to gain this insight, though if you do, the insight bonus improves by 2.<\/p>\n\n\t<p>At 5th level, you also gain this bonus on Spellcraft checks, for the same duration.<\/p>\n\n\t<p><strong>Spell Research (Ex)<\/strong>: One of the greatest advantages that you gain from consulting draconic lore is the ability to unlock magical secrets forbidden to other wizards. Starting at 2nd level, select one spell from any class&#39;s spell list (including divine spells), of a level equal to or lower than the highest-level arcane spell you can prepare and cast. You can add this spell to your arcane spellcasting class spell list as a spell of the same level; all other aspects of the spell remain unchanged. At every even-numbered level thereafter, you gain the knowledge and use of one additional spell in this manner.<\/p>\n\n\t<p><strong>Draconic Discovery (Ex)<\/strong>: At 3rd level, you make startling discoveries into the nature of magic thanks to the unique insight of your dragon mentors. Select any arcane spell of up to 2nd level that you are capable of preparing and casting, and any one metamagic feat you know (with a maximum spell slot adjustment of four). Once per day, you can apply the effect of that metamagic feat to the chosen spell without adjusting the spell slot of the spell or preparing it ahead of time.<\/p>\n\n\t<p>At 6th level, you can select a second arcane spell (of up to 4th level) to gain this benefi t (choosing either the same or a different metamagic feat that you know). At 9th level, you can select a third arcane spell (of up to 6th level) to gain this benefi t, again selecting either the same or a different metamagic feat that you know.<\/p>\n\n\t<p><strong>Convert Counterspell (Su)<\/strong>: Starting at 7th level, you can identify the components of an incoming spell instantaneously and convert stored arcane energy into a counterspell. You can lose any prepared spell of 3rd level or higher in order to cast <a href=\/spells\/players-handbook-v35--6\/dispel-magic--2315\/>dispel magic<\/a> as a counterspell, or you can lose any prepared spell of 6th level or higher in order to cast <a href=\/spells\/players-handbook-v35--6\/dispel-magic-greater--2316\/>greater dispel magic<\/a> as a counterspell. This ability does not allow you to convert spells for general use into <a href=\/spells\/players-handbook-v35--6\/dispel-magic--2315\/>dispel magic<\/a> and only applies to counterspelling. The normal rules for casting a counterspell still apply.<\/p>\n\n\t<p><strong>Break Spell Resistance (Su)<\/strong>: At 10th level, you gain great insight into the way creatures naturally resist magic by studying the magical defenses of dragons. Whenever you succeed on a caster level check to overcome a target&#39;s spell resistance, you can lose a prepared spell as a free action to negate the target&#39;s spell resistance. The target loses its spell resistance for a number of rounds equal to the level of the spell you expended.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Knowledge of the wyrm <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Spell research <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Draconic discover (2nd) <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Spell research <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Knowledge of the wyrm <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Draconic discovery (4th), spell research <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Convert counterspell <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Spell research <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Draconic discovery (6th) <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Break spell resistance, spell research <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dragon Magic 55<\/h5>","reference":"Usergen"},{"id":10376,"name":"Arcane Archer","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Arcane Archer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Ability to cast 1st level arcane spells.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: An arcane archer is proficient with all simple and martial weapons, light armor, medium armor, and shields.<\/p>\n\n\t<p><strong>Enhance Arrow (Su)<\/strong>: At 1st level, every nonmagical arrow an arcane archer nocks and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the archer need not spend experience points or gold pieces to accomplish this task. However, an archer\u2019s magic arrows only function for her. For every two levels the character advances past 1st level in the prestige class, the magic arrows she creates gain +1 greater potency (+1 at 1st level, +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level).<\/p>\n\n\t<p><em>Imbue Arrow (Sp)<\/em>: At 2nd level, an arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell\u2019s area is centered on where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow\u2019s range rather than the spell\u2019s range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted.<\/p>\n\n\t<p><em>Seeker Arrow (Sp)<\/em>: At 4th level, an arcane archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow\u2019s range prevents the arrow\u2019s flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action).<\/p>\n\n\t<p><em>Phase Arrow (Sp)<\/em>: At 6th level, an arcane archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (A <em>wall of force<\/em>, <em>a wall of fire<\/em>, or the like stops the arrow.) This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action).<\/p>\n\n\t<p><em>Hail of Arrows (Sp)<\/em>: In lieu of her regular attacks, once per day an arcane archer of 8th level or higher can fire an arrow at each and every target within range, to a maximum of one target for every arcane archer level she has earned. Each attack uses the archer\u2019s primary attack bonus, and each enemy may only be targeted by a single arrow.<\/p>\n\n\t<p><em>Arrow of Death (Sp)<\/em>: At 10th level, an arcane archer can create an <em>arrow of death<\/em> that forces the target, if damaged by the arrow\u2019s attack, to make a DC 20 Fortitude save or be slain immediately. It takes one day to make an <em>arrow of death<\/em>, and the arrow only functions for the arcane archer who created it. The <em>arrow of death<\/em> lasts no longer than one year, and the archer can only have one such arrow in existence at a time.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Enhance Arrow +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> <em>Imbue Arrow<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Enhance Arrow +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> <em>Seeker Arrow<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Enhance Arrow +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Phase Arrow<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Enhance Arrow +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Hail of Arrows<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Enhanse Arrow +5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Arrow of Death<\/em> <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dungeon Master's Guide v.3.5 176<\/h5>","reference":"Usergen"},{"id":10377,"name":"Arcane Trickster","type":"prestige","alignment":"any nonlawful","hit_die":"4","full_text":"<div topic='titel'><p><h3>Arcane Trickster<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> any nonlawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Ability to cast mage hand and at least one arcane spell of 3rd level or higher.<\/p>\n\n\t<p><strong>Special<\/strong>: Sneak attack +2d6.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Arcane tricksters gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day<\/strong>: When a new arcane trickster level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an arcane trickster, he must decide to which class he adds the new level for purposes of determining spells per day.<\/p>\n\n\t<p><strong>Ranged Legerdemain<\/strong>: An arcane trickster can perform one of the following class skills at a range of 30 feet: Disable Device, Open Lock, or Sleight of Hand. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less.<\/p>\n\n\t<p>An arcane trickster can use ranged legerdemain once per day initially, twice per day upon attaining 5th level, and three times per day at 9th level or higher. He can make only one ranged legerdemain skill check each day, and only if he has at least 1 rank in the skill being used.<\/p>\n\n\t<p><strong>Sneak Attack<\/strong>: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If an arcane trickster gets a sneak attack bonus from another source the bonuses on damage stack.<\/p>\n\n\t<p><strong>Impromptu Sneak Attack<\/strong>: Beginning at 3rd level, once per day an arcane trickster can declare one melee or ranged attack he makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).<\/p>\n\n\t<p>At 7th level, an arcane trickster can use this ability twice per day.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Ranged Legerdemain 1\/day <\/td>\n\t\t\t<td>  +1 Level of Existing Class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sneak Attack +1d6 <\/td>\n\t\t\t<td>  +1 Level of Existing Class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Impromptu Sneak Attack 1\/day <\/td>\n\t\t\t<td>  +1 Level of Existing Class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Sneak Attack +2d6 <\/td>\n\t\t\t<td>  +1 Level of Existing Class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Ranged Legerdemain 2\/day <\/td>\n\t\t\t<td>  +1 Level of Existing Class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Sneak Attack +3d6 <\/td>\n\t\t\t<td>  +1 Level of Existing Class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Impromptu Sneak Attack 2\/day <\/td>\n\t\t\t<td>  +1 Level of Existing Class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Sneak Attack +4d6 <\/td>\n\t\t\t<td>  +1 Level of Existing Class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Ranged Legerdemain 3\/day <\/td>\n\t\t\t<td>  +1 Level of Existing Class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Sneak Attack +5d6 <\/td>\n\t\t\t<td>  +1 Level of Existing Class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dungeon Master's Guide v.3.5 177<\/h5>","reference":"Usergen"},{"id":10378,"name":"Archmage","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Archmage<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Ability to cast 7th-level arcane spells, knowledge of 5th-level or higher spells from at least five schools.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Archmages gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: When a new archmage level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could cast 7th-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class in which he could cast 7th-level spells before he became an archmage, he must decide to which class he adds each level of archmage for the purpose of determining spells per day.<\/p>\n\n\t<p><strong>High Arcana<\/strong>: An archmage gains the opportunity to select a special ability from among those described below by permanently eliminating one existing spell slot (she cannot eliminate a spell slot of higher level than the highest-level spell she can cast). Each special ability has a minimum required spell slot level, as specified in its description.<\/p>\n\n\t<p>An archmage may choose to eliminate a spell slot of a higher level than that required to gain a type of high arcana.<\/p>\n\n\t<p><em>Arcane Fire (Su)<\/em>: The archmage gains the ability to change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (400 feet + 40 feet\/level of archmage) that deals 1d6 points of damage per class level of the archmage plus 1d6 points of damage per level of the spell used to create the effect. This ability costs one 9th-level spell slot.<\/p>\n\n\t<p><em>Arcane Reach (Su)<\/em>: The archmage can use spells with a range of touch on a target up to 30 feet away. The archmage must make a ranged touch attack. Arcane reach can be selected a second time as a special ability, in which case the range increases to 60 feet. This ability costs one 7th-level spell slot.<\/p>\n\n\t<p><em>Mastery of Counterspelling<\/em>: When the archmage counterspells a spell, it is turned back upon the caster as if it were fully affected by a <em>spell turning<\/em> spell. If the spell cannot be affected by <em>spell turning<\/em> (for example, if it is a spell that affects an area), then it is merely counterspelled. This ability costs one 7th-level spell slot.<\/p>\n\n\t<p><em>Mastery of Elements<\/em>: The archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell\u2019s casting time is unaffected. The caster decides whether to alter the spell\u2019s energy type and chooses the new energy type when he begins casting. This ability costs one 8th-level spell slot.<\/p>\n\n\t<p><em>Mastery of Shaping<\/em>: The archmage can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell\u2019s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet. This ability costs one 6th-level spell slot.<\/p>\n\n\t<p><em>Spell Power<\/em>: This ability increases the archmage\u2019s effective caster level by +1 (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only). This ability costs one 5th-level spell slot.<\/p>\n\n\t<p><em>Spell-Like Ability<\/em>: An archmage who selects this type of high arcana can use one of her arcane spell slots (other than a slot expended to learn this or any other type of high arcana) to permanently prepare one of her arcane spells as a spell-like ability that can be used twice per day. The archmage does not use any components when casting the spell, although a spell that costs XP to cast still does so and a spell with a costly material component instead costs her 10 times that amount in XP. This ability costs one 5th-level spell slot.<\/p>\n\n\t<p>The spell-like ability normally uses a spell slot of the spell\u2019s level, although the archmage can choose to make a spell modified by a metamagic feat into a spell-like ability at the appropriate spell level.<\/p>\n\n\t<p>The archmage may use an available higher-level spell slot in order to use the spell-like ability more often. Using a slot three levels higher than the chosen spell allows her to use the spell-like ability four times per day, and a slot six levels higher lets her use it six times per day.<\/p>\n\n\t<p>If spell-like ability is selected more than one time as a high arcana choice, this ability can apply to the same spell chosen the first time (increasing the number of times per day it can be used) or to a different spell.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells Per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> High Arcana <\/td>\n\t\t\t<td>  +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> High Arcana <\/td>\n\t\t\t<td>  +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> High Arcana <\/td>\n\t\t\t<td>  +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> High Arcana <\/td>\n\t\t\t<td>  +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> High Arcana <\/td>\n\t\t\t<td>  +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dungeon Master's Guide v.3.5 178<\/h5>","reference":"Usergen"},{"id":10379,"name":"Assassin","type":"prestige","alignment":"Any evil","hit_die":"6","full_text":"<div topic='titel'><p><h3>Assassin<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: The character must kill someone for no other reason than to join the assassins.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: An assassin&#39;s weapon training focuses on weapons suitable for stealth and sneak attacks. Assassins are proficient with the crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), and short sword. Assassins are proficient with light armor but not with shields.<\/p>\n\n\t<p><strong>Sneak Attack<\/strong>: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (1st, 3rd, 5th, 7th, and 9th). If an assassin gets a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack.<\/p>\n\n\t<p><strong>Death Attack<\/strong>: If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin&#39;s choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the assassin&#39;s class level + the assassin&#39;s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim&#39;s mind and body become enervated, rendering her helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim&#39;s saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt  another death attack.<\/p>\n\n\t<p><strong>Poison Use<\/strong>: Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.<\/p>\n\n\t<p><strong>Spells<\/strong>: Beginning at 1st level, an assassin gains the ability to cast a number of arcane spells. To cast a spell, an assassin must have an Intelligence score of at least 10 + the spell&#39;s level, so an assassin with an Intelligence of 10 or lower cannot cast these spells. Assassin bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the assassin&#39;s Intelligence bonus (if any). When the assassin gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 1st-level assassin), he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level. The assassin&#39;s spell list appears below. An assassin casts spells just as a bard does.<\/p>\n\n\t<p>Upon reaching 6th level, at every even-numbered level after that (8th and 10th), an assassin can choose to learn a new spell in place of one he already knows. The new spell&#39;s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level assassin spell the assassin can cast. For instance, upon reaching 6th level, an assassin could trade in a single 1st-level spell (two spell levels below the highest-level sorcerer spell he can cast, which is 3rd) for a different 1st-level spell. At 8th and 10th levels, he could trade in a single 1st-level or 2nd-level spell (since he now can cast 4th-level assassin spells) for a different spell of the same level. An assassin may swap only a single spell at any given level, and must choose whether or<br \/>not to swap the spell at the same time that he gains new spells known for that level.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th style=text-align:center; colspan=5>Assassin Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> 2 <sup>1<\/sup> <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <sup>1<\/sup> <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <sup>1<\/sup> <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <sup>1<\/sup> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th colspan=5><sup>1<\/sup> Provided the assassin has sufficient Intelligence to have a bonus spell of this level. <\/th>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Save Bonus against Poison<\/strong>: Assassins train with poisons of all types and slowly grow more and more resistant to their effects. This is reflected by a natural saving throw bonus to all poisons gained at 2nd level that increases by +1 for every two additional levels the assassin gains (+2 at 4th level, +3 at 6th level, and so on).<\/p>\n\n\t<p><strong>Uncanny Dodge (Ex)<\/strong>: Starting at 2nd level, an assassin gains the ability to react to danger before his senses would normally allow him to even be aware of it. He retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)<\/p>\n\n\t<p>If a character gains uncanny dodge from a second class (such as a barbarian\/rogue), the character automatically gains improved uncanny dodge (see below).<\/p>\n\n\t<p><strong>Improved Uncanny Dodge (Ex)<\/strong>: At 5th level, an assassin can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the assassin. The exception to this defense is that a rogue at least four levels higher than the assassin can flank him (and thus sneak attack him). If a character gains uncanny dodge (see above) from a second class (such as a barbarian\/rogue), the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.<\/p>\n\n\t<p><strong>Hide in Plain Sight (Su)<\/strong>: At 8th level, an assassin can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, an assassin can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=4>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Sneak attack +1d6, death attack, poison use, spells <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +1 save against poison, uncanny dodge <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sneak attack +2d6 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 save against poison <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Improved uncanny dodge, sneak attack +3d6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 save against poison <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sneak attack +4d6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 save against poison, hide in plain sight <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sneak attack +5d6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 save against poison <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dungeon Master's Guide v.3.5 180<\/h5>","reference":"Usergen"},{"id":10380,"name":"Blackguard","type":"prestige","alignment":"any evil","hit_die":"10","full_text":"<div topic='titel'><p><h3>Blackguard<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> any evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: The character must have made peaceful contact with an evil outsider who was summoned by him or someone else.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Blackguards are proficient with all simple and martial weapons, with all types of armor, and with shields.<\/p>\n\n\t<p><strong>Aura of Evil (Ex)<\/strong>: The power of a blackguard\u2019s aura of evil (see the detect evil spell) is equal to his class level plus his cleric level, if any.<\/p>\n\n\t<p><em>Detect Good (Sp)<\/em>: At will, a blackguard can use detect good as a spell-like ability, duplicating the effect of the detect good spell.<\/p>\n\n\t<p><strong>Poison Use<\/strong>: Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.<\/p>\n\n\t<p><strong>Dark Blessing (Su)<\/strong>: A blackguard applies his Charisma modifier (if positive) as a bonus on all saving throws.<\/p>\n\n\t<p><strong>Spells<\/strong>: A blackguard has the ability to cast a small number of divine spells. To cast a blackguard spell, a blackguard must have a Wisdom score of at least 10 + the spell\u2019s level, so a blackguard with a Wisdom of 10 or lower cannot cast these spells. Blackguard bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the blackguard\u2019s Wisdom modifier. When the blackguard gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 1st-level blackguard), he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The blackguard\u2019s spell list appears below. A blackguard has access to any spell on the list and can freely choose which to prepare, just as a cleric. A blackguard prepares and casts spells just as a cleric does (though a blackguard cannot spontaneously cast cure or inflict spells).<\/p>\n\n\t<p><strong>Smite Good (Su)<\/strong>: Once a day, a blackguard of 2nd level or higher may attempt to smite good with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. For example, a 9th-level blackguard armed with a longsword would deal 1d8+9 points of damage, plus any additional bonuses from high Strength or magical effects that normally apply. If a blackguard accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day. At 5th level, and again at 10th level, a blackguard may smite good one additional time per day.<\/p>\n\n\t<p><strong>Aura of Despair (Su)<\/strong>: Beginning at 3rd level, the blackguard radiates a malign aura that causes enemies within 10 feet of him to take a \u20132 penalty on all saving throws.<\/p>\n\n\t<p><strong>Command Undead (Su)<\/strong>: When a blackguard reaches 3rd level, he gains the supernatural ability to command and rebuke undead (see the Player\u2019s Handbook, page 159). He commands undead as would a cleric of two levels lower.<\/p>\n\n\t<p><strong>Sneak Attack<\/strong>: This ability, gained at 4th level, is like the rogue ability of the same name. The extra damage increases by +1d6 every third level beyond 4th (7th and 10th). If a blackguard gets a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack.<\/p>\n\n\t<h4>Corrupt Weapon<\/h4>\n\n\t<p>Blackguards have access to a special spell, <em>corrupt weapon<\/em>, which is the opposing counterpart of the paladin spell <em>bless weapon<\/em> (see page 205 of the Player\u2019s Handbook). Instead of improving a weapon\u2019s effectiveness against evil foes (as the paladin spell does), <em>corrupt weapon<\/em> makes a weapon more effective against good foes.<\/p>\n\n\t<h4>Fallen Paladins<\/h4>\n\n\t<p>Blackguards who have levels in the paladin class (that is to say, are now ex-paladins) gain extra abilities the more levels of paladin they have. Those who have tasted the light of goodness and justice and turned away make the foulest villains. A fallen paladin who becomes a blackguard gains all of the following abilities that apply, according to the number of paladin levels the character has.<\/p>\n\n\t<p>1\u20132: Smite good 1\/day. (This is in addition to the ability granted to all blackguards at 2nd level, so that a fallen paladin blackguard can smite good a total of twice per day.)<\/p>\n\n\t<p>3\u20134: Lay on hands. Once per day, the blackguard can use this supernatural ability to cure himself or his fiendish servant of damage equal to his Charisma bonus \u00d7 his level.<\/p>\n\n\t<p>5\u20136: Sneak attack damage increased by +1d6. Smite good 2\/day.<\/p>\n\n\t<p>7\u20138: Fiendish summoning. Once per day, the blackguard can use a summon monster I spell to call forth an evil creature. For this spell, the caster level is double the blackguard\u2019s class level.<\/p>\n\n\t<p>9\u201310: Undead companion. In addition to the fiendish servant, the blackguard gains (at 5th level) a Medium-size skeleton or zombie as a companion. This companion cannot be turned or rebuked and gains all special bonuses as a fiendish servant when the blackguard gains levels. Smite good 3\/day.<\/p>\n\n\t<p>11 or more: Favored of the dark deities. Evil deities like nothing more than to see a pure heart corrupted, and thus a fallen paladin of this stature immediately gains a blackguard level for each level of paladin he trades in. For example, a character who has twelve levels of paladin can immediately become a 10th-level blackguard with all abilities if he chooses to lose ten levels of paladin. The character level of the character does not change. This, of course, is in every way a profitable trade for the evil character, since he has already lost most of the benefits he gained from having those paladin levels. However, with the loss of paladin levels, the character no longer gains as many extra abilities for being a fallen paladin. Thus, a fallen 15th-level paladin could become a 10th-level blackguard\/5th-level paladin and gain the first three extra abilities on this chart because of the character\u2019s remaining five levels of paladin. Smite good 4\/day.<\/p>\n\n\t<h4>The Blackguard&#39;s Fiendish Servant<\/h4>\n\n\t<p>Upon or after reaching 5th level, a blackguard can call a fiendish bat, cat, dire rat, horse, pony, raven, or toad to serve him. (See the Monster Manual for these creatures\u2019 basic statistics.) This creature may be used as a guardian (such as a bat), a helper (such as a cat), or a mount (such as a horse). The blackguard\u2019s servant further gains HD and special abilities based on the blackguard\u2019s character level (see the table).<\/p>\n\n\t<p>A blackguard may have only one fiendish servant at a time. Should the blackguard\u2019s servant die, he may call for another one after a year and a day. The new fiendish servant has all the accumulated abilities due a servant of the blackguard\u2019s current level.<\/p>\n\n\t<p>The abilities mentioned in the \u201cSpecial\u201d column of the accompanying table are described below.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Character Level <\/th>\n\t\t\t<th>Bonus HD <\/th>\n\t\t\t<th>Natural Armor Adj. <\/th>\n\t\t\t<th>Str Adj. <\/th>\n\t\t\t<th>Int <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th or lower <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> Empathic link, improved evasion, share saving throws, share spells <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th-15th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> Speak with blackguard <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th-18th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> Blood bond <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th-20th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> Spell resistance <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><em>Character Level<\/em>: The character level of the blackguard (his blackguard level plus his original class level).<\/p>\n\n\t<p><em>Bonus HD<\/em>: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the servant\u2019s base attack and base save bonuses, as normal.<\/p>\n\n\t<p><em>Natural Armor Adj.<\/em>: This is an improvement to the servant\u2019s existing natural armor bonus.<\/p>\n\n\t<p><em>Str Adj.<\/em>: Add this figure to the servant\u2019s Strength score.<\/p>\n\n\t<p><em>Int<\/em>: The servant\u2019s Intelligence score. (A fiendish servant is smarter than normal animals of its kind.)<\/p>\n\n\t<p><strong>Empathic Link (Su)<\/strong>: The blackguard has an empathic link with his servant out to a distance of up to 1 mile. The blackguard cannot see through the servant\u2019s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content (such as fear, hunger, happiness, curiosity) can be communicated. Note that the low Intelligence of a lowlevel blackguard\u2019s fiendish servant limits what the creature is able to communicate or understand, and even intelligent servants see the world differently from humans, so misunderstandings are always possible.<\/p>\n\n\t<p>Because of the empathic link between the servant and the blackguard, the blackguard has the same connection to a place or an item that the servant does.<\/p>\n\n\t<p><strong>Improved Evasion (Ex)<\/strong>: If the servant is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful saving throw and only half damage on a failed saving throw. Improved evasion is an extraordinary ability.<\/p>\n\n\t<p><strong>Share Saving Throws<\/strong>: For each of its saving throws, the servant uses either its own base save bonus or the blackguard\u2019s, whichever is higher. The servant applies its own ability modifiers to saves, and it doesn\u2019t share any other bonuses on saves that the blackguard might have (such as from magic items or feats).<\/p>\n\n\t<p><strong>Share Spells<\/strong>: At the blackguard\u2019s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his servant. The servant must be within 5 feet at the time of casting to receive the benefit. If the spell has a duration other than instantaneous, it stops affecting the servant if it moves farther than 5 feet away and will not affect the servant again even if the servant returns to the blackguard before the duration expires. Additionally, the blackguard may cast a spell with a target of \u201cYou\u201d on his servant (as a touch range spell) instead of on himself. A blackguard and his servant can share spells even if the spells normally do not affect creatures of the servant\u2019s type (magical beast).<\/p>\n\n\t<p><strong>Speak with Blackguard (Ex)<\/strong>: If the blackguard\u2019s character level is 13th or higher, the blackguard and servant can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.<\/p>\n\n\t<p><strong>Blood Bond (Ex)<\/strong>: If the blackguard\u2019s character level is 16th or higher, the servant gains a +2 bonus on all attack rolls, checks, and saves if it witnesses the blackguard being threatened or harmed. This bonus lasts as long as the threat is immediate and apparent.<\/p>\n\n\t<p><strong>Spell Resistance (Ex)<\/strong>: If the blackguard\u2019s character level is 19th or higher, the servant gains spell resistance equal to the blackguard\u2019s level + 5. To affect the servant with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the servant\u2019s spell resistance.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=4>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Aura of evil, <em>detect good<\/em>, poison use <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Dark blessing, smite good 1\/day <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Command undead, aura of despair <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sneak attack +1d6 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Fiendish servant, smite good 2\/day <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td>   <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sneak attack +2d6 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td>   <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td>   <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sneak attack +3d6, smite good 3\/day <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dungeon Master's Guide v.3.5 181<\/h5>","reference":"Usergen"},{"id":10381,"name":"Dragon Disciple","type":"prestige","alignment":"","hit_die":"12","full_text":"<div topic='titel'><p><h3>Dragon Disciple<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 12.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race<\/strong>: Any nondragon (cannot already be a half-dragon).<\/p>\n\n\t<p><strong>Languages<\/strong>: Draconic.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: Ability to cast arcane spells without preparation.<\/p>\n\n\t<p><strong>Special<\/strong>: The player chooses a dragon variety when taking the first level in this prestige class, subject to the DM\u2019s approval.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Dragon disciples gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Bonus Spells<\/strong>: Dragon disciples gain bonus spells as they gain levels in this prestige class, as if from having a high ability score, as given on Table 6\u20137. A bonus spell can be added to any level of spells the disciple already has the ability to cast. If a character has more than one spellcasting class, he must decide to which class he adds each bonus spell as it is gained. Once a bonus spell has been applied, it cannot be shifted.<\/p>\n\n\t<p><strong>Natural Armor Increase (Ex)<\/strong>: At 1st, 4th, and 7th level, a dragon disciple becomes more draconic in appearance. His skin develops tiny iridescent scales, nearly invisible at first but becoming more noticeable at higher levels. This provides an increase to the character\u2019s existing natural armor (if any), as indicated on Table 6\u20137 (the numbers represent the total increase gained to that point). As his skin thickens, a dragon disciple takes on more and more of his progenitor\u2019s physical aspect.<\/p>\n\n\t<p><strong>Claws and Bite (Ex)<\/strong>: At 2nd level, a dragon disciple gains claw and bite attacks if he does not already have them. Use the values above or the disciple\u2019s base claw and bite damage values, whichever are greater.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Size <\/th>\n\t\t\t<th>Bite Damage <\/th>\n\t\t\t<th>Claw Damage <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Small <\/td>\n\t\t\t<td> 1d4 <\/td>\n\t\t\t<td> 1d3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Medium <\/td>\n\t\t\t<td> 1d6 <\/td>\n\t\t\t<td> 1d4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Large <\/td>\n\t\t\t<td> 1d8 <\/td>\n\t\t\t<td> 1d6 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>A dragon disciple is considered proficient with these attacks. When making a full attack, a dragon disciple uses his full base attack bonus with his bite attack but takes a \u20135 penalty on claw attacks. The Multiattack feat (see page 304 of the Monster Manual) reduces this penalty to only \u20132.<\/p>\n\n\t<p><strong>Ability Boost (Ex)<\/strong>: As a dragon disciple gains levels in this prestige class, his ability scores increase as noted on Table 6\u20137. These increases stack and are gained as if through level advancement.<\/p>\n\n\t<p><strong>Breath Weapon (Su)<\/strong>: At 3rd level, a dragon disciple gains a minor breath weapon, derived from his draconic ancestor. The type and shape depend on the dragon variety whose heritage he enjoys (see below). Regardless of the ancestor, the breath weapon deals 2d8 points of damage of the appropriate energy type. At 7th level, the damage increases to 4d8, and when a disciple attains dragon apotheosis at 10th level it reaches its full power at 6d8. Regardless of its strength, the breath weapon can be used only once per day. Use all the rules for dragon breath weapons (see page 69 of the Monster Manual) except as specified here. The DC of the breath weapon is 10 + class level + Con modifier. A line-shaped breath weapon is 5 feet high, 5 feet wide, and 60 feet long. A cone-shaped breath weapon is 30 feet long.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Dragon Variety <sup>1<\/sup> <\/th>\n\t\t\t<th>Breath Weapon <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Black <\/td>\n\t\t\t<td> Line of acid <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Blue <\/td>\n\t\t\t<td> Line of lightning <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Green <\/td>\n\t\t\t<td> Cone of corrosive gas (acid) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Red <\/td>\n\t\t\t<td> Cone of fire <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> White <\/td>\n\t\t\t<td> Cone of cold <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Brass <\/td>\n\t\t\t<td> Line of fire <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Bronze <\/td>\n\t\t\t<td> Line of lightning <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Copper <\/td>\n\t\t\t<td> Line of acid <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Gold <\/td>\n\t\t\t<td> Cone of fire <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Silver <\/td>\n\t\t\t<td> Cone of cold <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th colspan=2><sup>1<\/sup> Other varieties of dragon disciple are possible, using other dragon varieties as ancestors. <\/th>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Blindsense (Ex)<\/strong>: At 5th level, the dragon disciple gains blindsense with a range of 30 feet. Using nonvisual senses, such as acute smell or hearing, the dragon disciple notices things it cannot see. He usually does not need to make Spot or Listen checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect to that creature. Any opponent the dragon disciple cannot see still has total concealment against him, and the dragon disciple still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. At 10th level, the range of this ability increases to 60 feet.<\/p>\n\n\t<p><strong>Wings (Ex)<\/strong>: At 9th level, a dragon disciple grows a set of draconic wings. He may now fly at a speed equal to his normal land speed, with average maneuverability.<\/p>\n\n\t<p><strong>Dragon Apotheosis<\/strong>: At 10th level, a dragon disciple fully realizes his draconic heritage and takes on the half-dragon template (see page 146 of the Monster Manual). His breath weapon reaches full strength (as noted above), and he gains +4 to Strength and +2 to Charisma. His natural armor bonus increases to +4, and he acquires low-light vision, 60-foot darkvision, immunity to sleep and paralysis effects, and immunity to the energy type used by his breath weapon (see above).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Bonus Spells <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Natural armor increase (+1) <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Ability boost (Str +2), claws and bite <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Breath weapon (2d8) <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Ability boost (Str +2), natural armor increase (+2) <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Blindsense 30 ft. <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Ability boost (Con +2) <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Breath weapon (4d8), natural armor increase (+3) <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Ability boost (Int +2) <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Wings <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Blindsense 60 ft., dragon apotheosis <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dungeon Master's Guide v.3.5 183<\/h5>","reference":"Usergen"},{"id":10382,"name":"Duelist","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Duelist<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: The duelist is proficient with all simple and martial weapons, but no type of armor or shield.<\/p>\n\n\t<p><strong>Canny Defense (Ex)<\/strong>: When not wearing armor or using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level to her Dexterity bonus to modify Armor Class while wielding a melee weapon. For instance, a 2nd-level duelist with an Intelligence score of 16 (+3 bonus) can add +2 to her Armor Class. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.<\/p>\n\n\t<p><strong>Improved Reaction (Ex)<\/strong>: At 2nd level, a duelist gains a +2 bonus on initiative checks. At 8th level, the bonus increases to +4. This bonus stacks with the benefit provided by the Improved Initiative feat.<\/p>\n\n\t<p><strong>Enhanced Mobility (Ex)<\/strong>: When wearing no armor and not using a shield, a duelist gains an additional +4 bonus to AC against attacks of opportunity caused when she moves out of a threatened square.<\/p>\n\n\t<p><strong>Grace (Ex)<\/strong>: At 4th level, a duelist gains an additional +2 competence bonus on all Reflex saving throws. This ability functions for a duelist only when she is wearing no armor and not using a shield.<\/p>\n\n\t<p><strong>Precise Strike (Ex)<\/strong>: At 5th level, a duelist gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to her normal damage roll. When making a precise strike, a duelist cannot attack with a weapon in her other hand or use a shield. A duelist\u2019s precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits (including undead, constructs, oozes, plants, and incorporeal creatures) is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits (such as armor with the fortification special ability) also protects a creature from a precise strike. At 10th level, the extra damage on a precise strike increases to +2d6.<\/p>\n\n\t<p><strong>Acrobatic Charge (Ex)<\/strong>: At 6th level, a duelist gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. This enables her to run down steep stairs, leap down from a balcony, or to tumble over tables to get to her charge target. Depending on the circumstance, she may still need to make appropriate checks (Jump or Tumble checks in particular) to successfully move over the terrain.<\/p>\n\n\t<p><strong>Elaborate Parry (Ex)<\/strong>: At 7th level and higher, if a duelist chooses to fight defensively or use total defense in melee combat, she gains an additional +1 dodge bonus to AC for each level of duelist she has.<\/p>\n\n\t<p><strong>Deflect Arrows<\/strong>: At 9th level, a duelist gains the benefit of the Deflect Arrows feat (see page 93 of the Player\u2019s Handbook) when using a light or one-handed piercing weapon.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Canny defense <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Improved reaction +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Enhanced mobility <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Grace <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Precise strike +1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Acrobatic charge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Elaborate parry <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Improved reaction +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Deflect arrows <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Precise strike +2d6 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dungeon Master's Guide v.3.5 185<\/h5>","reference":"Usergen"},{"id":10383,"name":"Dwarven Defender","type":"prestige","alignment":"Any lawful","hit_die":"12","full_text":"<div topic='titel'><p><h3>Dwarven Defender<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 12.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any lawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>AC Bonus (Ex)<\/strong>: The dwarven defender receives a dodge bonus to Armor Class that starts at +1 and improves as the defender gains levels, until it reaches +4 at 10th level. <\/p>\n\n\t<p><strong>Weapon and Armor Proficiency<\/strong>: A dwarven defender is proficient with all simple and martial weapons, all types of armor, and shields.<\/p>\n\n\t<p><strong>Defensive Stance<\/strong>: When he needs to, a defender can become a stalwart bastion of defense. In this defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the defender\u2019s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a defender cannot use skills or abilities that would require him to shift his position, such as Move Silently or Jump. A defensive stance lasts for a number of rounds equal to 3 + the character\u2019s (newly improved) Constitution modifier. A defender may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the defender is winded and takes a \u20132 penalty to Strength for the duration of that encounter. A defender can only use his defensive stance a certain number of times per day as determined by his level (see Table 6\u20139). Using the defensive stance takes no time itself, but a defender can only do so during his action. (A defender can\u2019t, for example, use the stance when struck down by an arrow in order to get the extra hit points from the increased Constitution.)<\/p>\n\n\t<p><strong>Uncanny Dodge (Ex)<\/strong>: Starting at 2nd level, a dwarven defender gains the extraordinary ability to react to danger before his senses would normally allow him to even be aware of it. At 2nd level and above, he retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.) If a character gains uncanny dodge from a second class (such as rogue), the character automatically gains improved uncanny dodge (see below).<\/p>\n\n\t<p><strong>Trap Sense (Ex)<\/strong>: At 4th level, a dwarven defender gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 8th level, these bonuses rise to +2. These bonuses stack with trap sense bonuses gained from other classes.<\/p>\n\n\t<p><strong>Damage Reduction (Ex)<\/strong>: At 6th level, a dwarven defender gains the ability to shrug off some amount of injury from each blow or attack. Subtract 3 points from the damage the dwarven defender takes each time he is dealt damage. At 10th level, this damage reduction rises to 6\/\u2013. Damage reduction can reduce damage to 0 but not below 0. (That is, the defender cannot actually gain hit points in this manner.)<\/p>\n\n\t<p><strong>Improved Uncanny Dodge (Ex)<\/strong>: At 6th level, a dwarven defender can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the dwarven defender. The exception to this defense is that a rogue at least four levels higher than the dwarven defender can flank him (and thus sneak attack him). If a character gains uncanny dodge (see above) from a second class (such as rogue), the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.<\/p>\n\n\t<p><strong>Mobile Defense (Ex)<\/strong>: At 8th level, a dwarven defender can adjust his position while maintaining a defensive stance. While in a defensive stance, he can take one 5-foot step each round without losing the benefit of the stance.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>AC Bonus <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Defensive stance 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Uncanny dodge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Defensive stance 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Trap sense +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Defensive stance 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Damage reduction 3\/-, improved uncanny dodge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Defensive stance 4\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Mobile defense, trap sense +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Defensive stance 5\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Damage reduction 6\/- <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dungeon Master's Guide v.3.5 186<\/h5>","reference":"Usergen"},{"id":10384,"name":"Eldritch Knight","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Eldritch Knight<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Weapon Proficiency<\/strong>: Must be proficient with all martial weapons.<\/p>\n\n\t<p><strong>Spells<\/strong>: Able to cast 3rd-level arcane spells.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Eldritch knights gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Bonus Feat<\/strong>: At 1st level, an eldritch knight may choose a bonus feat from the list of feats available to fighters. This is in addition to the feats that a character of any class normally gets every three levels. The character must still meet any prerequisites for these bonus feats, including four levels of fighter for the Weapon Specialization feat.<\/p>\n\n\t<p><strong>Spells per Day<\/strong>: From 2nd level on, when a new eldritch knight level is gained, the character gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that she adds the level of eldritch knight to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one arcane spellcasting class before she became an eldritch knight, she must decide to which class she adds each level of eldritch knight for the purpose of determining spells per day.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dungeon Master's Guide v.3.5 187<\/h5>","reference":"Usergen"},{"id":10385,"name":"Hierophant","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Hierophant<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to cast 7th-level divine spells.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Hierophants gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells and Caster Level<\/strong>: Levels in the hierophant prestige class, even though they do not advance spell progression in the character\u2019s base class, still stack with the character\u2019s base spellcasting levels to determine caster level.<\/p>\n\n\t<p><strong>Special Ability<\/strong>: Every level, a hierophant gains a special ability of his choice from among the following.<\/p>\n\n\t<p><em>Blast Infidel (Su)<\/em>: A hierophant can use negative energy spells to their maximum effect on creatures with an alignment opposed to the hierophant. (See the table below for a list of which alignments are opposed to each alignment.) Any spell with a description that involves inflicting or channeling negative energy (<em>inflict<\/em> spells, <em>mass inflict light wounds<\/em>, <em>harm<\/em>) cast on a creature of the opposed alignment works as if under the effect of a Maximize Spell feat (without using a higher-level spell slot). Undead affected by this ability heal the maximized amount of damage.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Hierophant Alignment <\/th>\n\t\t\t<th>Opposed Alignment <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Lawful good <\/td>\n\t\t\t<td> Chaotic evil <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Neutral good <\/td>\n\t\t\t<td> Neutral evil <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Chaotic good <\/td>\n\t\t\t<td> Lawful evil <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Lawful neutral <\/td>\n\t\t\t<td> Chaotic neutral <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Neutral <\/td>\n\t\t\t<td> Lawful good, chaotic good, lawful evil, chaotic evil <sup>1<\/sup> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Chaotic neutral <\/td>\n\t\t\t<td> Lawful neutral <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Lawful evil <\/td>\n\t\t\t<td> Chaotic good <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Neutral evil <\/td>\n\t\t\t<td> Neutral good <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Chaotic evil <\/td>\n\t\t\t<td> Lawful good <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><em>Divine Reach (Su)<\/em>: A hierophant with this ability can use touch spells on targets up to 30 feet away. If the spell requires a melee touch attack, the hierophant must make a ranged touch attack instead. Divine reach can be selected a second time as a special ability, in which case the range increases to 60 feet.<\/p>\n\n\t<p><em>Faith Healing (Su)<\/em>: A hierophant can use healing spells to their maximum effect on creatures of the same alignment as the hierophant (including the hierophant himself ). Any spell with the healing descriptor cast on such creatures works as if under the effects of a Maximize Spell feat (without using a higher-level spell slot).<\/p>\n\n\t<p><em>Gift of the Divine (Su)<\/em>: Available only to hierophants with cleric levels, this ability allows a hierophant to transfer one or more uses of his turn undead ability to a willing creature. (Hierophants who rebuke undead transfer uses of rebuke undead instead.) The transfer lasts anywhere from 24 hours to one week (chosen at the time of transfer), and while the transfer is in effect, the number of turning attempts per day allowed to the hierophant is reduced by the number transferred. The recipient turns undead as a cleric of the hierophant\u2019s cleric level but uses her own Charisma modifier.<\/p>\n\n\t<p><em>Mastery of Energy (Su)<\/em>: Available only to hierophants with cleric levels, this ability allows a hierophant to channel positive or negative energy much more effectively, increasing his ability to affect undead. Add a +4 bonus to the hierophant\u2019s turning checks and turning damage rolls. This ability only affects undead, even if the hierophant can turn other creatures, such as with a granted power of a domain.<\/p>\n\n\t<p><em>Metamagic Feat<\/em>: A hierophant can choose a metamagic feat in place of one of the special abilities described here if desired.<\/p>\n\n\t<p><em>Power of Nature (Su)<\/em>: Available only to hierophants with druid levels, this ability allows a hierophant to temporarily transfer one or more of his druid class features to a willing creature. The transfer lasts anywhere from 24 hours to one week (chosen at the time of transfer), and while the transfer is in effect, the hierophant cannot use the transferred power. He can transfer any of his druid powers except spellcasting and the ability to have an animal companion. The druid\u2019s wild shape ability can be partially or completely transferred. For example, a hierophant may transfer the ability to use wild shape once per day to the recipient and retain the rest of his uses for himself. If the hierophant can assume the form of Tiny or Huge animals, the recipient can as well. As with the <em>imbue with spell ability<\/em> spell, the hierophant remains responsible to his deity for any use to which the recipient puts the transferred abilities.<\/p>\n\n\t<p><em>Spell Power<\/em>: This special ability increases a hierophant\u2019s effective caster level by 1 for purposes of determining level-dependent spell variables (such as damage or range) and for caster level checks. This ability can be selected more than once, and changes to effective caster level are cumulative.<\/p>\n\n\t<p><em>Spell-Like Ability<\/em>: A hierophant who selects this special ability can use one of his divine spell slots to permanently prepare one of his divine spells as a spell-like ability that can be used twice per day. The hierophant does not use any components when casting the spell, although a spell that costs XP to cast still does so, and a spell with a costly material component instead costs him 10 times that amount in XP. The spell normally uses a spell slot of the spell\u2019s level (or higher, if the hierophant chooses to permanently attach a metamagic feat to the spell chosen). The hierophant can use an available higher-level spell slot to use the spell-like ability more than once per day. Allocating a slot three levels higher allows him to cast the spell four times per day, and a slot six levels higher lets him cast it six times per day. For example, Lonafin the hierophant wants to be able to create undead whenever he has the opportunity, so he permanently uses a 9th-level spell slot to get <em>animate dead<\/em> as a spell-like ability usable six times per day. If selected more than one time as a special ability, this ability can apply to the same spell (increasing the number of times per day it can be used) or to a different spell.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Special ability <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Special ability <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Special ability <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Special ability <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Special ability <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dungeon Master's Guide v.3.5 188<\/h5>","reference":"Usergen"},{"id":10386,"name":"Horizon Walker","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Horizon Walker<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Horizon walkers gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Terrain Mastery<\/strong>: As horizon walkers travel, they gain a mystical connection with the very ground they walk on. At each level, they add a new terrain environment to their repertoire from those given below. Terrain mastery gives a horizon walker a bonus on checks involving a skill useful in that terrain, or some other appropriate benefit. A horizon walker also knows how to fight dangerous creatures typically found in that terrain, gaining a +1 insight bonus on attack rolls and damage rolls against creatures with that terrain mentioned in the Environment entry of their descriptions (see the Monster Manual). The horizon walker only gains the bonus if the Monster Manual description specifically lists the terrain type.<\/p>\n\n\t<p>Horizon walkers take their terrain mastery with them wherever they go. They retain their terrain mastery bonuses on skill checks, attack rolls, and damage rolls whether they\u2019re actually in the relevant terrain or not. For example, a horizon walker who has selected desert terrain mastery is immune to fatigue even if she\u2019s underground, in the mountains, or in a city.<\/p>\n\n\t<p><strong>Planar Terrain Mastery<\/strong>: Eventually a horizon walker\u2019s familiarity with terrain extends to her journeys to other planes of existence. Planar terrain mastery functions just like terrain mastery, except that the horizon walker can choose one of the planar categories at each level. The horizon walker can take a nonplanar terrain type instead, if she wishes.<\/p>\n\n\t<h4>Terrain Mastery Benefits<\/h4>\n\n\t<p><strong>Aquatic<\/strong>: You are naturally at home in the water, gaining a +4 competence bonus on Swim checks, or a +10-foot bonus to your swim speed if you have one. You gain a +1 insight bonus on attack and damage rolls against aquatic creatures.<\/p>\n\n\t<p><strong>Desert<\/strong>: You have endured where others perish, so you\u2019re good at conserving your body\u2019s resources. You resist effects that tire you. You are immune to fatigue, and anything that would cause you to become exhausted makes you fatigued instead. You gain a +1 insight bonus on attack and damage rolls against desert creatures.<\/p>\n\n\t<p><strong>Forest<\/strong>: You have an instinctive sense of camouflage from your time among the trees, granting you a +4 competence bonus on Hide checks. You gain a +1 insight bonus on attack and damage rolls against forest creatures.<\/p>\n\n\t<p><strong>Hills<\/strong>: The faintest echoes find their way to your ears, granting you a +4 competence bonus on Listen checks. You gain a +1 insight bonus on attack and damage rolls against hills creatures. <\/p>\n\n\t<p><strong>Marsh<\/strong>: You have learned to be quieter than the whispering rushes; your mystic connection to the marsh grants you a +4 competence bonus on Move Silently checks. You gain a +1 insight bonus on attack and damage rolls against marsh creatures. <\/p>\n\n\t<p><strong>Mountains<\/strong>: You naturally cling to surfaces others fall from. You gain a +4 competence bonus on Climb checks, or a +10-foot bonus to your climb speed if you have one. You gain a +1 insight bonus on attack and damage rolls against mountain creatures.<\/p>\n\n\t<p><strong>Plains<\/strong>: The wide-open spaces have sharpened your eyes, granting you a +4 competence bonus on Spot checks. You gain a +1 insight bonus on attack and damage rolls against plains creatures.<\/p>\n\n\t<p><strong>Underground<\/strong>: You have magically adapted to your time in the dark. You have 60-foot darkvision, or 120-foot darkvision if you already had darkvision from another source. You gain a +1 insight bonus on attack and damage rolls against underground creatures.<\/p>\n\n\t<p><strong>Fiery (Planar)<\/strong>: This kind of planar terrain mastery provides you with resistance to fire 20. You gain a +1 insight bonus on attack and damage rolls against outsiders and elementals with the fire subtype.<\/p>\n\n\t<p><strong>Weightless (Planar)<\/strong>: You gain a +30-foot bonus to your fly speed on planes with no gravity or subjective gravity, such as the Astral Plane or the Elemental Plane of Air (see Chapter 5). You gain a +1 insight on attack and damage rolls against creatures native to the Astral Plane, the Elemental Plane of Air, and the Ethereal Plane, such as githyanki and air elementals. (A creature native to a particular plane has this fact designated in its Environment entry in the Monster Manual.)<\/p>\n\n\t<p><strong>Cold (Planar)<\/strong>: This kind of planar terrain mastery provides you with resistance to cold 20. You gain a +1 insight bonus on attack and damage rolls against outsiders and elementals with the cold subtype.<\/p>\n\n\t<p><strong>Shifting (Planar)<\/strong>: You have the supernatural ability to use the ever-shifting nature of planes such as Limbo and the Plane of Shadow to travel faster. You instinctively anticipate shifts in the reality of the plane that bring you closer to your destination, giving you the spell-like ability to use dimension door (as the spell cast at your character level) once every 1d4 rounds. You gain a +1 insight bonus on attack and damage rolls against outsiders and elementals native to a shifting plane, such as slaadi and shadow mastiffs.<\/p>\n\n\t<p><strong>Aligned (Planar)<\/strong>: You have the instinctive ability to mimic the dominant alignment of the plane. You incur none of the penalties for having an alignment at odds with that of the plane, and spells and abilities that harm those of the opposite alignment (such as unholy blight) don\u2019t affect you. You have the dominant alignment of the plane with regard to magic, but your behavior and any alignment-related class features you have are unaffected.<\/p>\n\n\t<p><strong>Cavernous (Planar)<\/strong>: You gain tremorsense with a 30-foot range.<\/p>\n\n\t<p><strong>Other (Planar)<\/strong>: If your campaign uses planes you have invented yourself (see Creating a Cosmology, page 167), you should design additional planar terrains. A plane composed entirely of an immense black spiderweb suspended over a roiling ocean of insectoid vermin, for example, might have a +4 competence bonus on Balance checks and a +4 bonus on Fortitude saves against poison as the benefit for planar terrain mastery.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Terrain Mastery <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Terrain Mastery <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Terrain Mastery <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Terrain Mastery <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Terrain Mastery <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Planar Terrain Mastery <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Planar Terrain Mastery <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Planar Terrain Mastery <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Planar Terrain Mastery <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Planar Terrain Mastery <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dungeon Master's Guide v.3.5 189<\/h5>","reference":"Usergen"},{"id":10387,"name":"Loremaster","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Loremaster<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Feats<\/strong>: Any three metamagic or item creation feats, plus Skill Focus (Knowledge [any individual Knowledge skill]).<\/p>\n\n\t<p><strong>Spells<\/strong>: Able to cast seven different divination spells, one of which must be 3rd level or higher.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Loremasters gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: A loremaster continues training in magic as well as her field of research. Thus, when a new loremaster level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). This essentially means that she adds the level of loremaster to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.<\/p>\n\n\t<p><strong>Secret<\/strong>: In their studies, loremasters stumble upon all sorts of applicable knowledge and secrets. At 1st level and every two levels higher than 1st (3rd, 5th, 7th, and 9th), the loremaster chooses one secret from the table on the next page. Her level plus Intelligence modifier determines the total number of secrets she can choose. She can\u2019t choose the same secret twice.<\/p>\n\n\t<p><strong>Lore<\/strong>: Loremasters gather knowledge. At 2nd level, a loremaster gains the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. The loremaster adds her level and her Intelligence modifier to the lore check. See page 28 of the Player\u2019s Handbook for more information on bardic knowledge.<\/p>\n\n\t<p><strong>Bonus Languages<\/strong>: Loremasters, in their laborious studies, learn new languages in order to access more knowledge. A loremaster can choose any new language at 4th and 8th level.<\/p>\n\n\t<p><strong>Greater Lore (Ex)<\/strong>: At 6th level, a loremaster gains the ability to understand magic items, as with the identify spell.<\/p>\n\n\t<p><strong>True Lore (Ex)<\/strong>: At 10th level, once per day a loremaster can use her knowledge to gain the effect of a legend lore spell or an analyze dweomer spell.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th style=text-align:center; colspan=3>Loremaster Secrets <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level + Int Modifier <\/th>\n\t\t\t<th>Secret <\/th>\n\t\t\t<th>Effect <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> Instant mastery <\/td>\n\t\t\t<td> 4 ranks of skill in which the character has no ranks <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> Secret health <\/td>\n\t\t\t<td> +3 hit points <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> Secrets of inner strength <\/td>\n\t\t\t<td> +2 bonus on Will saves <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> The lore of true stamina <\/td>\n\t\t\t<td> +2 bonus on Fortitude saves <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> Secret knowledge of avoidance <\/td>\n\t\t\t<td> +2 bonus on Reflex saves <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> Weapon trick <\/td>\n\t\t\t<td> +1 bonus on attack rolls <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> Dodge trick <\/td>\n\t\t\t<td> +1 dodge bonus to AC <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> Applicable knowledge <\/td>\n\t\t\t<td> Any one feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> Newfound arcana <\/td>\n\t\t\t<td> 1 bonus 1st-level spell <sup>1<\/sup> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> More newfound arcana <\/td>\n\t\t\t<td> 1 bonus 2nd-level spell <sup>1<\/sup> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th colspan=3><sup>1<\/sup> As if gained through having a high ability score. <\/th>\n\t\t<\/tr>\n\t<\/table><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Secret <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Lore <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Secret <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus language <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Secret <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Greater lore <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Secret <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Bonus language <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Secret <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> True lore <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dungeon Master's Guide v.3.5 191<\/h5>","reference":"Usergen"},{"id":10388,"name":"Mystic Theurge","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Mystic Theurge<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to cast 2nd-level divine spells and 2nd-level arcane spells.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Mystic theurges gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day<\/strong>: When a new mystic theurge level is gained, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class and any one divine spellcasting class he belonged to previously. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that he adds the level of mystic theurge to the level of whatever other arcane spellcasting class and divine spellcasting class the character has, then determines spells per day and caster level accordingly. For example, a 3rd-level cleric\/3rd-level wizard who takes a level in mystic theurge has the same access to spells as a 4th-level cleric and a 4th-level wizard. But he continues to turn undead as a 3rdlevel cleric, and his wizard familiar won\u2019t gain any new abilities. If a character had more than one arcane spellcasting class or more than one divine spellcasting class before he became a mystic theurge, he must decide to which class he adds each level of mystic theurge for the purpose of determining spells per day.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class\/+1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class\/+1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class\/+1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class\/+1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class\/+1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class\/+1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class\/+1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class\/+1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class\/+1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class\/+1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dungeon Master's Guide v.3.5 192<\/h5>","reference":"Usergen"},{"id":10389,"name":"Red Wizard","type":"prestige","alignment":"Any nongood","hit_die":"4","full_text":"<div topic='titel'><p><h3>Red Wizard<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nongood.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Feats<\/strong>: Total of three metamagic feats or item creation feats.<\/p>\n\n\t<p><strong>Spells<\/strong>: Able to cast 3rd-level arcane spells.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Red Wizards gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day<\/strong>: A Red Wizard&#39;s training focuses on arcane spells. Thus, when a new Red Wizard level is gained, the character gains new spells per day as if he had also gained a level in whatever arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that he adds the level of Red Wizard to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one arcane spellcasting class before he became a Red Wizard, he must decide to which class he adds each level of Red Wizard for the purpose of determining spells per day.<\/p>\n\n\t<p><strong>Enhanced Specialization<\/strong>: Upon becoming a Red Wizard, a character increases his devotion to his wizard school of specialization. In exchange for this, the Red Wizard must sacrifice study in one or more schools. The Red Wizard must choose an additional prohibited school or schools using the rules in the Player&#39;s Handbook. He can never again learn spells from those prohibited schools. He cannot choose the same prohibited schools he chose as a 1st-level wizard. He can still use the prohibited spells he knew prior to becoming a Red Wizard, including using items that are activated by spell completion or spell trigger. For example, Ghorus Toth is specialized in the school of transmutation. His prohibited schools are abjuration and enchantment. When he becomes a Red Wizard, he must choose one other prohibited school. He decides to select conjuration as his additional prohibited school.<\/p>\n\n\t<p><strong>Specialist Defense<\/strong>: A Red Wizard gains a bonus on saving throws against spells from his specialist school. This bonus starts at +1 and increases at higher levels, as shown on Table 6&#8212;15.<\/p>\n\n\t<p><strong>Spell Power<\/strong>: At 2nd level, a Red Wizard gains a bonus that increases his effective caster level for purposes of determining level-dependent spell variables and for caster level checks. The bonus starts at +1 and increases at higher levels, as shown on Table 6&#8212;15. This ability stacks with other spell power benefits that affect spells from the Red Wizard&#39;s specialist school.<\/p>\n\n\t<p><strong>Bonus Feat<\/strong>: At 5th level, a Red Wizard gains a bonus feat, which must be either an item creation feat, a metamagic feat, or the Spell Mastery feat.<\/p>\n\n\t<p><strong>Circle Leader<\/strong>: At 5th level, a Red Wizard gains the ability to become a circle leader, who is the focus person for Red Wizard circle magic (see New Features of the Red Wizard, below).<\/p>\n\n\t<p><strong>Scribe Tattoo<\/strong>: At 7th level, a Red Wizard gains the ability to place the Thayan wizards&#39; magic tattoos upon willing and qualified novices, giving them the Tattoo Focus feat and inducting them into his circle.<\/p>\n\n\t<p><strong>Great Circle Leader<\/strong>: A 10th-level Red Wizard can be the leader of a great circle, which can have up to nine other participants instead of just five.<\/p>\n\n\t<h4>New Features of the Red Wizard<\/h4>\n\n\t<p>The Red Wizard prestige class was originally created for inclusion in the <span class=caps>FORGOTTEN<\/span> REALMS\u00ae Campaign Setting, and uses several rules specific to that setting. We&#39;ve reproduced them here so you can better see how the class works. Consider carefully before adding them to a campaign that does not use the <span class=caps>FORGOTTEN<\/span> <span class=caps>REALMS<\/span> setting.<\/p>\n\n\t<h4>Circle Magic<\/h4>\n\n\t<p>Some of the most powerful and spectacular spells worked across Faer\u00fbn are cast in the form of circle magic. Circle magic is a type of cooperative spellcasting that allows the spellcaster leading the circle to increase his caster level significantly and achieve results otherwise unavailable to the spellcasters composing the circle. The Red Wizards of Thay make frequent use of circle magic. Stories of other forms of circle magic abound in Faer\u00fbn.<\/p>\n\n\t<p><strong>Participation<\/strong>: The ability to participate in circle magic requires the possession of the Tattoo Focus feat (see above). One spellcaster, usually the most powerful or experienced character present, stands at the center of the circle. This character is the circle leader. A Red Wizard cannot be a circle leader unless he is at least a 5th-level Red Wizard. A circle requires a minimum of two participants plus the circle leader. Up to five partiicpants can aid a circle leader in a standard circle; a Red Wizard of 10th level can lead a great circle containing up to nine other participants. All participants in a circle must stand within 10 feet of the circle leader, who stands in the center.<\/p>\n\n\t<p><strong>Circle Powers<\/strong>: The first use of circle magic is to empower the circle leader with the strength of all the participants. This requires 1 full hour of uninterrupted concentration on the part of all participants and the circle leader. Each participant casts any single prepared spell, which is consumed by the circle and has no effect other than expending the prepared spell. The spell levels expended by the circle participants are totaled as circle bonus levels. Each bonus level may be used to accomplish the following effects.\n\t<ul>\n\t\t<li>Increase the circle leader&#39;s caster level by one for every circle bonus level expended (maximum caster level 40th). This benefit applies to level-dependent variables of a spell such as range or duration, and to level checks (dispel checks, checks to overcome spell resistance, and so on).<\/li>\n\t<\/ul><\/p>\n\n\t<ul>\n\t\t<li>Add Empower Spell, Maximize Spell, or Heighten Spell metamagic feats to spells currently prepared by the circle leader. Each circle bonus level counts as one additional spell level required by the application of a metamagic feat to a spell. The circle leader may add one of the three listed feats to a spell even if he does not know the feat or if the addition of the feat would raise the spell level past the circle leader&#39;s normal maximum spell level (maximum spell level 20th).<\/li>\n\t<\/ul>\n\n\t<p>These effects last for 24 hours or until expended. Circle bonus levels may be divided up as the circle leader sees fit. For example, the Red Wizard Hauth Var leads a circle in which four participants each cast a 2nd-level spell, so that Hauth Var gains eight circle bonus levels. Hauth Var chooses to use three circle bonus levels to maximize his cone of cold spell, three to increase his caster level from 10th to 13th for all level-based variables in his spells, and two to provide a +2 bonus on any level checks he needs to make. The maximized spell is used up whenever he casts his cone of cold, and the other two effects remain for the next 24 hours. Many high-level Red Wizards lead circles on a daily basis to exact magical power from their apprentices.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Enhanced specialization, specialist defense +1 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Spell power +1 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Specialist defense +2 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Spell power +2 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus feat, circle leader <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Spell power +3 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Specialist defense +3, scribe tattoo <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Spell power +4 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Specialist defense +4 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Great circle leader, spell power +5 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dungeon Master's Guide v.3.5 193<\/h5>","reference":"Usergen"},{"id":10390,"name":"Shadowdancer","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Shadowdancer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Shadowdancers are proficient with the club, crossbow (hand, light, or heavy), dagger (any type), dart, mace, morningstar, quarterstaff, rapier, sap, shortbow (normal and composite), and short sword. Shadowdancers are proficient with light armor but not with shields.<\/p>\n\n\t<p><strong>Hide in Plain Sight (Su)<\/strong>: A shadowdancer can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.<\/p>\n\n\t<p><strong>Evasion (Ex)<\/strong>: At 2nd level, a shadowdancer gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage (such as a fireball), she takes no damage with a successful saving throw. The evasion ability can only be used if the shadowdancer is wearing light armor or no armor.<\/p>\n\n\t<p><strong>Darkvision (Su)<\/strong>: At 2nd level, a shadowdancer can see in the dark as though she were permanently under the effect of a darkvision spell.<\/p>\n\n\t<p><strong>Uncanny Dodge (Ex)<\/strong>: Starting at 2nd level, a shadowdancer has the ability to react to danger before her senses would normally allow her to even be aware of it. She retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses any Dexterity bonus to AC if immobilized.) If a character gains uncanny dodge from a second class (such as barbarian or rogue), the character automatically gains improved uncanny dodge (see below).<\/p>\n\n\t<p><strong>Shadow Illusion (Sp)<\/strong>: When a shadowdancer reaches 3rd level, she can create visual illusions from surrounding shadows. This ability\u2019s effect is identical to that of the arcane spell silent image and may be employed once per day.<\/p>\n\n\t<p><strong>Summon Shadow (Su)<\/strong>: At 3rd level, a shadowdancer can summon a shadow, an undead shade (see the Monster Manual for the shadow\u2019s statistics). Unlike a normal shadow, this shadow\u2019s alignment matches that of the shadowdancer, and the creature cannot create spawn. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. Every third level gained by the shadowdancer adds +2 HD (and the requisite base attack and base save bonus increases) to her shadow companion. For example, a 9th-level shadowdancer can have a shadow companion with 6 HD. If a shadow companion is destroyed, or the shadowdancer chooses to dismiss it, the shadowdancer must attempt a DC 15 Fortitude save. If the saving throw fails, the shadowdancer loses 200 experience points per shadowdancer level. A successful saving throw reduces the loss by half, to 100 XP per prestige class level. The shadowdancer\u2019s XP total can never go below 0 as the result of a shadow\u2019s dismissal or destruction. A destroyed or dismissed shadow companion cannot be replaced for 30 days.<\/p>\n\n\t<p><strong>Shadow Jump (Su)<\/strong>: At 4th level, a shadowdancer gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A shadowdancer can jump up to a total of 20 feet each day in this way; this may be a single jump of 20 feet or two jumps of 10 feet each. Every two levels higher than 4th, the distance a shadowdancer can jump each day doubles (40 feet at 6th, 80 feet at 8th, and 160 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment. (A 6th-level shadowdancer who jumps 32 feet cannot jump again until the next day.)<\/p>\n\n\t<p><strong>Defensive Roll (Ex)<\/strong>: Starting at 5th level, a shadowdancer can roll with a potentially lethal blow to take less damage from it. Once per day, when a shadowdancer would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), she can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. She must be aware of the attack and able to react to it in order to execute her defensive roll. If she is in a situation that would deny her any Dexterity bonus to AC, she can\u2019t attempt a defensive roll.<\/p>\n\n\t<p><strong>Improved Uncanny Dodge (Ex)<\/strong>: At 5th level, a shadowdancer can no longer be flanked, since she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the shadowdancer. The exception to this defense is that a rogue at least four levels higher than the shadowdancer can flank her (and thus sneak attack her). If a character gains uncanny dodge (see above) from a second class (such as barbarian or rogue), the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.<\/p>\n\n\t<p><strong>Slippery Mind (Ex)<\/strong>: This ability, gained at 7th level, represents a shadowdancer\u2019s ability to wriggle free from magical effects that would otherwise control or compel her. If a shadowdancer is affected by an enchantment and fails her saving throw, 1 round later she can attempt her saving throw again. She only gets this one extra chance to succeed at her saving throw. If it fails as well, the spell\u2019s effects occur normally.<\/p>\n\n\t<p><strong>Improved Evasion (Ex)<\/strong>: This ability, gained at 10th level, works like evasion (see above). A shadowdancer takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage (breath weapon, fireball, and so on). What\u2019s more, she takes only half damage even if she fails her saving throw, since her reflexes allow her to get out of harm\u2019s way with incredible speed.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Hide in plain sight <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Evasion, darkvision, uncanny dodge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> <em>Shadow illusion<\/em>, summon shadow <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Shadow jump 20 ft. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Defensive roll, improved uncanny dodge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Shadow jump 40 ft., summon shadow <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Slippery mind <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Shadow jump 80 ft. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Summon shadow <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Shadow jump 160 ft., improved evasion <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dungeon Master's Guide v.3.5 194<\/h5>","reference":"Usergen"},{"id":10391,"name":"Thaumaturgist","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Thaumaturgist<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to cast <em>lesser planar ally<\/em>.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Thaumaturgists gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day<\/strong>: When a new thaumaturgist level is gained, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that he adds the level of thaumaturgist to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one spellcasting class before he became a thaumaturgist, he must decide to which class he adds each level of thaumaturgist for the purpose of determining spells per day.<\/p>\n\n\t<p><strong>Improved Ally<\/strong>: A thaumaturgist is adept at convincing creatures from other planes to do his bidding. When a thaumaturgist casts a planar ally spell (including the lesser and greater versions), he makes a Diplomacy check to convince the creature to aid him for a reduced payment. If the thaumaturgist\u2019s Diplomacy check adjusts the creature\u2019s attitude to helpful (see Influencing <span class=caps>NPC<\/span> Attitudes, page 72 of the Player\u2019s Handbook), the creature will work for 50% of the standard fee, as long as the task is one that is not against its nature. For example, a 1st-level thaumaturgist negotiating with an initially friendly planar ally that gets a Diplomacy check result of 15 can convince a 6 HD creature to perform a 7-hour task for only 1,500 gp per hour (a 6 HD creature would ordinarily ask for 3,000 gp per hour). The thaumaturgist\u2019s improved ally class feature only works when the planar ally shares at least one aspect of alignment with the thaumaturgist. A thaumaturgist can have only one such ally at a time, but he may bargain for tasks from other planar allies normally.<\/p>\n\n\t<p><strong>Augment Summoning<\/strong>: At 2nd level, a thaumaturgist gains the Augment Summoning feat (see page 89 of the Player\u2019s Handbook).<\/p>\n\n\t<p><strong>Extended Summoning<\/strong>: At 3rd level and higher, all spells from the summoning subschool that the thaumaturgist casts have their durations doubled, as if the Extend Spell feat had been applied to them. The levels of the summoning spells don\u2019t change, however. This ability stacks with the effect of the Extend Spell feat, which does change the spell\u2019s level.<\/p>\n\n\t<p><strong>Contingent Conjuration<\/strong>: A 4th-level thaumaturgist can prepare a summoning or calling spell ahead of time to be triggered by some other event. This functions as described for the contingency spell, including having the thaumaturgist cast the summoning or calling spell beforehand. The spell is cast instantly when the trigger event occurs. For example, a thaumaturgist could use the contingent conjuration ability to summon a barbed devil the next time he is attacked, or call a ghaele eladrin to act as messenger if the king falls ill. The conditions needed to bring the spell into effect must be clear, although they can be general. If complicated or convoluted condition as are prescribed, the contingent conjuration may fail when triggered. The conjuration spell occurs based solely on the stated conditions, regardless of whether the thaumaturgist wants it to, although most conjurations can be dismissed normally. A thaumaturgist can have only one contingent conjuration active at a time.<\/p>\n\n\t<p><strong>Planar Cohort<\/strong>: A 5th-level thaumaturgist can use any of the planar ally spells to call a creature to act as his cohort. The called creature serves loyally and well as long as the thaumaturgist continues to advance a cause important to the creature. For example, a 5th-level thaumaturgist could use planar ally to call a bralani eladrin to act as his cohort. As long as the thaumaturgist undertakes quests and missions to fight evil and uphold good, the eladrin will loyally serve. To call a planar cohort, the thaumaturgist must cast the relevant spell, paying the XP costs normally. It takes an offering of 1,000 gp \u00d7 the HD of the creature to convince it to serve as a planar cohort, and the improved ally class feature can\u2019t be used to reduce or eliminate this cost. The planar cohort can\u2019t have more Hit Dice than the thaumaturgist has, and must have an <span class=caps>ECL<\/span> no higher than the thaumaturgist\u2019s character level \u20132. A bralani eladrin has an <span class=caps>ECL<\/span> of 11 (6 Hit Dice and +5 level adjustment), so it might serve as a planar cohort to an 8th-level cleric\/5th-level thaumaturgist (character level 13th). A thaumaturgist can have only one planar cohort at a time, but he can continue to make agreements with other called creatures normally. A planar cohort replaces a thaumaturgist\u2019s existing cohort, if he has one by virtue of the Leadership feat (page 106).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day<\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Improved ally <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Augment Summoning <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Extended summoning <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Contingent conjuration <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Planar cohort <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dungeon Master's Guide v.3.5 196<\/h5>","reference":"Usergen"},{"id":10392,"name":"Bloodscaled Fury","type":"prestige","alignment":"Any chaotic","hit_die":"12","full_text":"<div topic='titel'><p><h3>Bloodscaled Fury<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 12.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any chaotic.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race<\/strong>: Any dragon.<\/p>\n\n\t<p><strong>Special<\/strong>: <em>Rage<\/em>: The dragon must have some sort of rage ability, most commonly derived from levels in the barbarian class, and must be able to enter this rage at least three times per day.<\/p>\n\n\t<p><em>Frightful Presence<\/em>: The dragon must have the frightful presence ability.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: A bloodscaled fury gains no proficiency with any weapons, armor, or shields.<\/p>\n\n\t<p><strong>Fearsome Presence (Ex)<\/strong>: A bloodscaled fury is a terror to behold, and the seething fury that churns in its heart inspires terror in all who lay eyes on it. The dragon&#39;s frightful presence becomes more powerful: The saving throw DC to resist the ability is increased by the dragon&#39;s class level. Creatures with Hit Dice equal to or less than 1\/2 the dragon&#39;s class level + 4 are panicked if they fail their saving throws, while creatures with more Hit Dice are shaken. Both fear effects last for 6d6 rounds (rather than the usual 4d6).<\/p>\n\n\t<p>strong>Draconic Fury (Ex)<\/strong>: At 2nd level, a bloodscaled fury&#39;s rage becomes more fearsome. While raging, its Strength and Constitution scores increase by an additional 2 points and it gains an additional +1 morale bonus on its Will saves. Thus, an 11th-level barbarian\/2nd-level bloodscaled fury gains +8 to its Strength and Constitution scores and +4 on its Will saves. (Its Armor Class penalty remains at &#8212;2.) At 6th level, and again at 10th, these bonuses increase by a similar amount. An 11th-level barbarian\/10th-level bloodscaled fury gains +12 to its Strength and Constitution scores and +6 on its Will saves.<\/p>\n\n\t<p><strong>Scales of Blood (Su)<\/strong>: Beginning at 3rd level, a bloodscaled fury earns its name. When it enters a rage, small quantities of blood ooze out around its scales, lining their edges and adding to the dragon&#39;s fearsome appearance. More important, the blood supernaturally wards the dragon from spells and weapon damage. For the duration of the dragon&#39;s rage, its spell resistance increases by its class level, and its damage reduction improves as well. The number before the slash in the dragon&#39;s damage reduction increases by 5 at 3rd level. In addition, at 7th level a bloodscaled fury&#39;s damage reduction can be overcome only by magic cold iron weapons, and at 11th level only by epic cold iron weapons. For example, an old white dragon with damage reduction 10\/magic who reaches 3rd level as a bloodscaled fury gains damage reduction 15\/magic while raging. At 7th level, it gains damage reduction 15\/magic and cold iron while raging, and at 11th level it gains damage reduction 15\/epic and cold iron while raging.<\/p>\n\n\t<p><strong>Rend<\/strong>: At 4th level, a bloodscaled fury gains Rend (see page 73) as a bonus feat, even if it doesn&#39;t have the rerequisites.<\/p>\n\n\t<p><strong>Extended Fury (Ex)<\/strong>: At 5th level, a bloodscaled fury can remain in a rage for a number of rounds equal to 6 + its Con modifier.<\/p>\n\n\t<p><strong>Incite Rage (Ex)<\/strong>: At 8th level, a bloodscaled fury gains the ability to incite rage in its allies whenever it enters a rage. The dragon can affect all willing allies within 60 feet, granting them a +4 morale bonus to Strength, a +4 morale bonus to Constitution, a +2 morale bonus on Will saves, and a &#8212;2 penalty to Armor Class for as long as the dragon remains raging. This ability is otherwise identical to normal barbarian rage, including the fatigue at the end of the rage.<\/p>\n\n\t<p><strong>Tireless Fury (Ex)<\/strong>: At 9th level, a bloodscaled fury no longer becomes fatigued at the end of its rage.<\/p>\n\n\t<p><strong>Blinding Speed (Ex)<\/strong>: A 12th-level bloodscaled fury can act as if under the effects of a haste spell for a total of 12 rounds each day. The duration of the effect need not be consecutive rounds. Activating this power is a free action.<\/p>\n\n\t<h4>Ex-Bloodscaled Furies<\/h4>\n\n\t<p>A bloodscaled fury that becomes lawful loses all class features and cannot gain more levels as a bloodscaled fury.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th> Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Fearsome presence <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Draconic fury +2\/+1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Scales of blood (spell resistance, damage reduction +5) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Rend <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Extended fury <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Draconic fury +4\/+2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Scales of blood ( damage reduction +0\/magic and cold iron) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Incite rage <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Tireless fury <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Draconic fury +6\/+3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Scales of blood (damage reduction +0\/epic and cold iron) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Blinding speed <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Draconomicon 86<\/h5>","reference":"Usergen"},{"id":10393,"name":"Disciple of Ashardalon","type":"prestige","alignment":"Any evil","hit_die":"8","full_text":"<div topic='titel'><p><h3>Disciple of Ashardalon<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race<\/strong>: Any dragon.<\/p>\n\n\t<p><strong>Special<\/strong>: <em>Initiation<\/em>: Before adopting the prestige class, a dragon must join the loose-knit cult of other disciples and undergo its initiation rites. This process includes the ritual scarring of the dragon&#39;s heart&#8212;an extremely dangerous practice that would claim the life of a dragon too weak to qualify for the class, and leaves even those that do robbed of 1 point of Constitution. (Dragons that progress to at least 6th level in this class regain the lost Constitution point eventually.)<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: A disciple of Ashardalon gains no proficiency with any weapons, armor, or shields.<\/p>\n\n\t<p><strong>Fiendbond (Su)<\/strong>: As part of its initiation, a disciple of Ashardalon binds a demonic spirit to its own heart, emulating the manner in which Ashardalon himself took a balor as his heart. The dragon&#39;s alignment changes to chaotic evil if it was not already of that alignment. The dragon gains bonus sorcerer spells as if its Charisma score were 2 points higher than actual.<\/p>\n\n\t<p><strong>Resistance (Ex)<\/strong>: A disciple of Ashardalon gains resistance to acid, cold, electricity, and fire. This resistance is 5 at 1st level, and increases by 5 at 4th level and every four levels thereafter (10 at 4th level, 15 at 8th level, and 20 at 12th level).<\/p>\n\n\t<p><strong>Spell-Like Abilities<\/strong>: A disciple of Ashardalon gains spell-like abilities as it increases in level. Its caster level is equal to its class level, and its saving throw DCs are 10 + its Cha modifier + spell level. Once an ability is gained, the disciple can use it a certain number of times per day, as follows: 3\/day&#8212; <em>darkness<\/em>, <em>poison<\/em>, <em>unholy aura<\/em>; 1\/day&#8212; <em>blasphemy<\/em>, <em>contagion<\/em>, <em>desecrate<\/em>, <em>destruction<\/em>, <em>horrid wilting<\/em>, <em>unhallow<\/em>, <em>unholy aura<\/em>, <em>unholy blight<\/em>.<\/p>\n\n\t<p><strong>Skill Point Increase<\/strong>: At 2nd level, and again at 10th level, a disciple of Ashardalon gains a pool of bonus skill points equal to the number of dragon Hit Dice it possesses. This pool represents a gradual transition from being a creature of the dragon type (with 6 skill points per HD) to being an outsider (with 8 skill points per HD). These bonus skill points are in addition to the skill points gained at every level, and are not modified by the dragon&#39;s Intelligence score.<\/p>\n\n\t<p><strong>Ability Increase<\/strong>: Every three levels, a disciple of Ashardalon&#39;s ability scores increase automatically. At 3rd, 6th, 9th, and 12th level, its Strength, Dexterity, and Intelligence all increase by 1 point. At 6th and 12th level, its Constitution and Charisma also increase by 1 point. By 12th level, a disciple of Ashardalon has the ability score adjustments of the half-fiend template.<\/p>\n\n\t<p><strong>Poison Immunity (Ex)<\/strong>: A disciple of Ashardalon of 6th level or higher is immune to all forms of poison.<\/p>\n\n\t<p><strong>Natural Armor Increase (Ex)<\/strong>: At 7th level, a disciple of Ashardalon&#39;s natural armor bonus improves by 1.<\/p>\n\n\t<p><strong>Fiendish Perfection (Ex)<\/strong>: At 12th level, a disciple of Ashardalon&#39;s bond with its demonic spirit is complete and perfect. The dragon now has the half-fiend template and becomes an outsider rather than a dragon.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Fiendbon, resistance 5, <em>darkness<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Desecrate<\/em>, skill point increase <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Unholy blight<\/em>, ability increase (Str, Dex, Int) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Resistance 10, <em>poison<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Contagion<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Poison immunity, <em>blasphemy<\/em>, ability increase (Str, Dex, Con, Int, Cha) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <em>Unhallow<\/em>, natural armor increase <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Resistance 15, <em>unholy aura<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <em>Horrid wilting<\/em>, ability increase (Str, Dex, Int) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Skill point increase <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> <em>Destruction<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Resistance 20, ability increase (Str, Dex, Con, Int, Cha), fiendish perfection <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Draconomicon 87<\/h5>","reference":"Usergen"},{"id":10394,"name":"Dispassionate Watcher of Chronepsis","type":"prestige","alignment":"Any neutral","hit_die":"8","full_text":"<div topic='titel'><p><h3>Dispassionate Watcher of Chronepsis<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any neutral.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race<\/strong>: Any dragon.<\/p>\n\n\t<p><strong>Spells<\/strong>: Able to cast divine spells.<\/p>\n\n\t<p><strong>Domain<\/strong>: Knowledge (or able to cast at least three Knowledge domain spells as arcane spells).<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: A dispassionate watcher gains no proficiency with any weapons, armor, or shields.<\/p>\n\n\t<p><strong>Divine Conversion<\/strong>: At 1st level, a dispassionate watcher loses any effective sorcerer level it had previously gained by virtue of its age and draconic variety. Its effective divine spellcasting level increases by the number of sorcerer levels it sacrificed. These effective levels apply only to the dragon&#39;s spellcasting, not to other class abilities (such as turning undead). For example, a very old amethyst dragon\/1st-level cleric adopts the dispassionate watcher of Chronepsis prestige class. Its sorcerer caster level of 11th converts into eleven effective cleric levels, giving the dragon the spellcasting ability of a 12th-level cleric.<\/p>\n\n\t<p><strong>Calming Aura (Su)<\/strong>: At 1st level, a dispassionate watcher loses its frightful presence ability (if it had one), gaining instead an infectious aura of calm detachment. This aura has the same radius and Will save DC as the dragon&#39;s frightful presence ability, if it had one. If it did not possess frightful presence, the radius is equal to 5 feet per 2 HD the dragon possesses (counting only its base dragon Hit Dice, not any class levels). The Will saving throw to resist the effect has a DC of 10 + 1\/2 dragon&#39;s base HD + its Cha modifier. The effect of the aura is the same as that of a calm emotions spell, but it lasts as long as the dispassionate watcher does not attack.<\/p>\n\n\t<p><strong>Draconic Knowledge<\/strong>: A dispassionate watcher gains Draconic Knowledge (see page 69) as a bonus feat. It uses its dispassionate watcher level as an additional modifier on its draconic knowledge checks.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: From 2nd level on, when a new dispassionate watcher level is gained, the dragon gains new spells per day as if it had also gained a level in a divine spellcasting class it belonged to before it added the prestige class. It does not, however, gain any other benefit a character of that class would have gained (an improved chance of turning or rebuking undead, wild shape, and so on). This essentially means that the dragon adds the level of dispassionate watcher to the level of whatever divine spellcasting class the dragon has, then determines spells per day and caster level accordingly. If the dragon had more than one divine spellcasting class before becoming a dispassionate watcher, the dragon must decide to which class it adds each level of dispassionate watcher for the purpose of determining spells per day. A very old amethyst dragon\/1st-level cleric\/2nd-level dispassionate watcher has the spellcasting ability of a 13th-level cleric: 11 from divine conversion of its sorcerer spellcasting levels, 1 from its single cleric level, and 1 from its two levels in the prestige class. If a dragon advances an age category after taking levels in this class, the added levels of spellcasting ability are added to its effective divine spellcasting level. If the very old amethyst dragon in the example above lives to be ancient, its spellcasting level would increase by 2, so it would cast spells as a 15th-level cleric.<\/p>\n\n\t<p><em><strong>Comprehend Languages (Sp)<\/strong><\/em>: At 2nd level, a dispassionate watcher gains the ability to use comprehend languages at will.<\/p>\n\n\t<p><strong>Stunning Rebuke (Su)<\/strong>: A 4th-level dispassionate watcher can deliver a thunderous rebuke that stuns one creature of its choice within 100 feet. If the target creature fails a Will saving throw (DC 10 + dispassionate watcher&#39;s class level + 1\/2 its Cha modifier), it is stunned for 1d4+1 rounds. This is a sonic effect, but is not language-dependent.<\/p>\n\n\t<p><em><strong>Tongues (Sp)<\/strong><\/em>: A 5th-level dispassionate watcher can use tongues at will.<\/p>\n\n\t<p><strong>Discern Lies (Su)<\/strong>: At 6th level, a dispassionate watcher knows when anyone (other than a deity) is deliberately lying. This ability is like the discern lies spell, except that it works continuously and applies to any creature the dragon can perceive.<\/p>\n\n\t<p><strong>Clearsight (Ex)<\/strong>: A 9th-level dispassionate watcher can see illusions, transmuted creatures and objects, and disguised creatures and objects for what they really are, provided they are within 30 feet of the dragon. This ability is similar to the true seeing spell, except that it also foils mundane disguises.<\/p>\n\n\t<p><em><strong>Vision (Sp)<\/strong><\/em>: At 10th level, a dispassionate watcher gains the ability to use vision three times per day. Using this ability is only a standard action for the dragon.<\/p>\n\n\t<p><em><strong>Analyze Dweomer (Sp)<\/strong><\/em>: A 12th-level dispassionate watcher can use <em>analyze dweomer<\/em> at will.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Divine conversion, calming aura, Draconic Knowledge <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Comprehend languages<\/em> <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Stunning rebuke <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Tongues<\/em> <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <em>Discern lies<\/em> <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Clearsight <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> <em>Vision<\/em> <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> <em>Analyze dweomer<\/em> <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Draconomicon 89<\/h5>","reference":"Usergen"},{"id":10395,"name":"Dracolyte","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Dracolyte<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race<\/strong>: Any nondragon.<\/p>\n\n\t<p><strong>Languages<\/strong>: Draconic.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: Able to cast 2nd-level divine spells.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: A dracolyte gains no proficiency with any weapons, armor, or shields.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: When a new dracolyte level is gained, the character gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, and so on). This essentially means that the character adds the level of dracolyte to the level of whatever divine spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one divine spellcasting class before he became a dracolyte, he must decide to which class he adds each level of dracolyte for the purpose of determining spells per day.<\/p>\n\n\t<p><strong>Prestige Domain (Ex)<\/strong>: At 1st level, a dracolyte gains access to a prestige domain based on his alignment. Good-aligned dracolytes (and neutral clerics who channel positive energy) gain access to the Glory prestige domain (and its granted power), while evil-aligned dracolytes (and neutral clerics who channel negative energy) gain access to the Domination prestige domain (and its granted power). Dracolytes who are neither good nor evil (and who don&#39;t channel positive or negative energy) can select either of these domains, but once made, the choice can never be altered. The spells associated with the prestige domain can be selected to fill any domain spell slots the dracolyte has available. If the prestige domain is the character&#39;s only domain, he gains the ability to cast a domain spell of each spell level to which he has access once per day, in addition to those spells he already casts. Prestige domains are presented and explained in the Cleric Domains section, beginning on page 107.<\/p>\n\n\t<p><strong>Alertness<\/strong>: At 3rd level, a dracolyte gains Alertness as a bonus feat.<\/p>\n\n\t<p><strong>Foster Dragon<\/strong>: At 5th level, a dracolyte is entrusted with the care of a wyrmling dragon. The kind of dragon is up to the DM, but the dragon&#39;s alignment should match the dracolyte&#39;s. The wyrmling dragon follows the dracolyte loyally, and will even accompany him on adventures (though it receives no XP and can&#39;t attain new levels). If the wyrmling dies, the dracolyte cannot gain any additional dracolyte levels until he receives an atonement spell from another dracolyte or a cleric who worships a draconic deity.<\/p>\n\n\t<p><strong>Immunities (Ex)<\/strong>: A 7th-level dracolyte gains immunity to magic sleep and paralysis effects.<\/p>\n\n\t<p><strong>Keen Senses (Ex)<\/strong>: At 9th level, a dracolyte gains darkvision out to 60 feet and low-light vision.<\/p>\n\n\t<p><strong>Summon Dragon (Sp)<\/strong>: A 10th-level dracolyte can, as a full-round action, summon a dragon once per day. This ability is similar to a summon monster spell, except that the dracolyte summons an adult dragon of the same kind as the wyrmling dragon entrusted to his care (see above). The summoned dragon remains for 10 rounds and follows the dracolyte&#39;s commands.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Prestige domain <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Alertness <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Foster dragon <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Immunities <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Keen senses <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> <em>Summon dragon<\/em> <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Draconomicon 122<\/h5>","reference":"Usergen"},{"id":10396,"name":"Dragon Ascendant","type":"prestige","alignment":"","hit_die":"12","full_text":"<div topic='titel'><p><h3>Dragon Ascendant<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 12.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race<\/strong>: Any true dragon.<\/p>\n\n\t<p><strong>Special<\/strong>: Consume Hoard: A would-be dragon ascendant must eat its hoard to begin the process of divine ascension. Its hoard must have a value of at least 100,000 gp, but the dragon cannot choose to eat just 100,000 gp and leave the rest alone&#8212;it must consume its entire hoard.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: A dragon ascendant gains no proficiency with any weapons, armor, or shields.<\/p>\n\n\t<p><strong>Awesome Aura (Ex)<\/strong>: A dragon ascendant loses its innate frightful presence, replacing it with a special fear aura. This aura surrounds the dragon at any radius it chooses up to the extent of its frightful presence (30 feet \u00d7 the dragon&#39;s age category), and is always active unless the dragon chooses to deactivate it. The dragon can choose to exclude its own allies from the effect of its aura. Creatures within the aura must make a Will save (DC equal to the dragon&#39;s frightful presence DC plus 1\/2 its dragon ascendant levels). Creatures that fail their saving throws are shaken, while those that succeed are immune to the effect of that dragon&#39;s aura for 24 hours. If the dragon attacks or charges, shaken creatures must attempt a second Will save (same DC) or become frightened. When a dragon ascendant reaches 5th level, it can choose to modify its aura to inspire resolve in its allies and dread in its enemies. All allies of the dragon within the radius of its aura receive a +4 morale bonus on attack rolls, saves, and checks. The dragon&#39;s foes must succeed on a Will saving throw or take a &#8212;4 penalty on attack rolls, saves, and checks. When a dragon ascendant reaches 10th level, it gains a third option for its aura. The dragon can cause affected creatures to become dazed, simply staring at the dragon in fascinated awe, if they fail their Will saves. As with the fear aspect of the aura, the dragon can choose to exclude its allies from the effects of the aura. All uses of a dragon&#39;s awesome aura are mind-affecting effects.<\/p>\n\n\t<p><strong>Hit Point Increase (Ex)<\/strong>: At 2nd level, and every two levels thereafter, a dragon ascendant gains 1 hit point per Hit Die it possesses, including all its dragon Hit Dice and those gained from class levels. This benefit can never increase a dragon&#39;s hit points above the maximum for its Hit Dice and Constitution bonus. At 12th level, a dragon ascendant&#39;s hit points are equal to the maximum for its Hit Dice and Constitution bonus.<\/p>\n\n\t<p><strong>Transmutation Immunity (Ex)<\/strong>: At 3rd level, a dragon ascendant gains immunity to polymorphing, petrification, and any other attack that would alter its form. Any shape-altering powers or spells the dragon has work normally on itself.<\/p>\n\n\t<p><strong>Increased Damage Reduction (Su)<\/strong>: At 4th level, a dragon ascendant&#39;s damage reduction can be overcome only by epic weapons. At 8th level, the amount of the dragon&#39;s damage reduction (the number before the slash) is increased by 5. For example, an ancient black dragon\/8th-level dragon ascendant has damage reduction 20\/epic.<\/p>\n\n\t<p><strong>Lifewarding (Ex)<\/strong>: At 6th level, a dragon ascendant is no longer vulnerable to attacks that cause energy drain, ability drain, or ability damage.<\/p>\n\n\t<p><strong>Deflection Bonus (Su)<\/strong>: At 7th level, a dragon ascendant gains a deflection bonus to its Armor Class equal to its Charisma bonus, if any.<\/p>\n\n\t<p><strong>Iron Mind (Ex)<\/strong>: At 9th level, a dragon ascendant becomes immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).<\/p>\n\n\t<p><strong>Resistance to Fire (Ex)<\/strong>: At 11th level, a dragon ascendant gains resistance to fire 20, if it does not already possess immunity to fire.<\/p>\n\n\t<p><strong>Spell Resistance (Ex)<\/strong>: At 11th level, a dragon ascendant&#39;s spell resistance increases to 33.<\/p>\n\n\t<p><strong>Immortality (Ex)<\/strong>: A 12th-level dragon ascendant is actually a quasi-deity, and can no longer die from natural causes. It does not need to eat, sleep, or breathe. It can still be slain in physical or magical combat, and it is still subject to death from massive damage.<\/p>\n\n\t<h4>Code of Conduct<\/h4>\n\n\t<p>A dragon ascendant must be absolutely true to the principles of its alignment, whatever they may be. A dragon ascendant loses its awesome aura if it ever willingly commits an act opposed to its alignment (and it does not regain its frightful presence), and it cannot gain more levels as a dragon ascendant. The dragon can regain its awesome aura and once more advance in the dragon ascendant prestige class if it atones for its violations (see the atonement spell in the Player&#39;s Handbook), as appropriate.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Awesome aura (fear) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Hit point increase <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Transmutation immunity <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Hit point increase, increased damage reduction <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Awesome aura (resolve) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Hit point increase, lifewarding <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Deflection bonus <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Hit point increase, increased damage reduction <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Iron mind <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Awesome aura (daze), hit point increase <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Resistance to fire, spell resistance <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Hit point increase, immortality <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Draconomicon 90<\/h5>","reference":"Usergen"},{"id":10397,"name":"Dragonkith","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Dragonkith<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Language<\/strong>: Draconic.<\/p>\n\n\t<p><strong>Special<\/strong>: Must be chosen by a dragon of the same alignment. If a dragonkith ever ceases its relationship with the dragon, or the dragon dies, the character loses all special abilities gained from this prestige class.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: A dragonkith gains no proficiency with any weapons, armor, or shields.<\/p>\n\n\t<p><strong>Scales (Ex)<\/strong>: A dragonkith, over time, develops crusty scales the same color as her dragon companion. At 1st level, this protection adds +1 to the natural armor bonus of the dragonkith, and its natural armor bonus improves by an additional +1 every three levels. If the dragonkith already has natural armor as an aspect of its creature kind (and not from a spell or magic item), this bonus stacks with its existing natural armor bonus.<\/p>\n\n\t<p><strong>Telepathic Plea (Su)<\/strong>: Wherever a dragonkith is, its dragon companion can send an instantaneous, telepathic plea for help at any time. No details are provided in the message, other than that the dragon is in danger. This communication does not work both ways (the dragonkith cannot alert the dragon).<\/p>\n\n\t<p><strong>Mighty Attack (Su)<\/strong>: At 2nd level, once per day, a dragonkith can call upon its dragon&#39;s might to deal an extra 1d6 points of damage on a single attack. The dragonkith must decide before an attack is resolved whether it will use this power. If the attack misses, that use of the mighty attack is wasted. For every three levels beyond 2nd, the damage increases by another 1d6.<\/p>\n\n\t<p><strong>Detect Treasure (Sp)<\/strong>: Once per day, a dragonkith of 3rd level or higher can use a detect treasure ability. This works like the detect magic spell, except that it senses Medium or smaller objects that are worth more than 100 gp. On the first round, the dragonkith detects the presence of such objects; on the second round, the power reveals the number of objects and the location of each. In each subsequent round, the dragonkith can make an Appraise check to estimate the value of one object.<\/p>\n\n\t<p><strong>Energy Resistance (Su)<\/strong>: A dragonkith develops an ever stronger resistance to the energy associated with its dragon companion&#39;s breath weapon. Beginning at 3rd level, it can ignore some damage of the type generated by its dragon companion&#39;s breath weapon. This ability applies to sources of the energy type other than the dragon companion&#39;s breath weapon. Thus, a dragonkith with a red dragon companion gains resistance to fire 5 at 3rd level, effective against fire from any source. This resistance improves to 10 at 7th level and to 15 at 9th level. In the case of dragons with multiple breath weapons, the dragonkith gains resistance to one type of damaging breath.<\/p>\n\n\t<p><strong>Telepathic Link (Su)<\/strong>: At 4th level, a dragonkith develops a telepathic link with its companion dragon out to a distance of up to 1 mile. The dragonkith and dragon can communicate telepathically. Because of this link, one has the same connection to an item or place that the other does. For instance, if the dragonkith has seen a room, its dragon companion can teleport into that room as if she had seen it too.<\/p>\n\n\t<p><em><strong>Sorcerous Knack (Sp)<\/strong><\/em>: At 6th level, a dragonkith acquires the ability to cast a single arcane spell once per day as a sorcerer of its class level. The dragonkith must choose a spell known to its dragon companion, and it must have a Charisma score of at least 10 + the spell&#39;s level to use the spell by means of the sorcerous knack ability. Once the spell is chosen, that decision can never be changed.<\/p>\n\n\t<p><strong>Share Spells (Su)<\/strong>: At either the dragon&#39;s or the dragonkith&#39;s option, any spell one casts on itself also affects the other. The two must be touching at the time. If the spell has a duration other than instantaneous, the spell stops affecting them if they move farther than 100 feet apart. The spell&#39;s effect will not be restored even if they return to each other before the duration would otherwise have ended. The dragon and dragonkith can share spells even if the spells normally do not affect creatures of their respective types.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Scales (natural armor +1), telepathic plea <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Mighty attack +1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> <em>Detect treasure<\/em>, energy resistance 5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Scales (natural armor +2), telepathic link <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Mighty attack +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Sorcerous knack<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Scales (natural armor +3), energy resistance 10 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Mighty attack +3d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Energy resistance 15, share spells <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Scales (natural armor +4) <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Draconomicon 123<\/h5>","reference":"Usergen"},{"id":10398,"name":"Dragonrider","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Dragonrider<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Language<\/strong>: Draconic.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: A dragonrider gains proficiency with the lance, longspear, short bow, and all simple weapons. Dragonriders are proficient with light, medium, and heavy armor and with shields.<\/p>\n\n\t<p><strong>Dragonriding (Ex)<\/strong>: A dragonrider may add his class level as a bonus to any Ride checks made in conjunction with riding a dragon. In addition, any dragon ridden by a dragonrider enjoys maneuverability of one grade better than normal (maximum perfect maneuverability). For instance, an adult green dragon with a dragonrider astride it has average maneuverability rather than poor.<\/p>\n\n\t<p><strong>Immune to Frightful Presence (Su)<\/strong>: While mounted on or within 10 feet of his dragon mount, a dragonrider is immune to the frightful presence of dragons.<\/p>\n\n\t<p><strong>Mounted Spellcasting (Ex)<\/strong>: A dragonrider has a +5 bonus on Concentration checks made to cast a spell while riding a mount.<\/p>\n\n\t<p><strong>Bonus Feat<\/strong>: At 3rd level, a dragonrider gains a bonus feat drawn from the following list: Mounted Archery, Ride-By Attack, Spirited Charge, Trample, Weapon Focus (lance), Weapon Specialization (lance). He must meet all the prerequisites for this bonus feat.<\/p>\n\n\t<p><strong>Flyby Attack (Ex)<\/strong>: Any dragon mount ridden by a dragonrider of at least 4th level is treated as having the Flyby Attack feat.<\/p>\n\n\t<p><strong>Spur Mount (Ex)<\/strong>: A 5th-level dragonrider can make a DC 20 Ride check to spur his dragon mount to greater speed. Success on this check increases the dragon&#39;s speed (flying and otherwise) by 50% (round down to the nearest 5-foot increment), for 5 rounds.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Dragonriding, immune to frightful presence <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Mounted spellcasting <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Flyby attack <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Spur mount <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Draconomicon 124<\/h5>","reference":"Usergen"},{"id":10399,"name":"Dragonslayer","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Dragonslayer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: A dragonslayer gains proficiency with all simple and martial weapons, with all types of armor, and with shields and tower shields.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: Each time a character attains an odd-numbered dragonslayer level, the character gains new spells per day and spells known as if he had also gained a level in a spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). This essentially means that the character adds the level of dragonslayer to the level of whatever spellcasting class the character has, then determines spells per day and caster level accordingly. If a character takes one or more levels in this class before having any levels in a spellcasting class, he does not receive this spellcasting benefit. If he thereafter takes levels in one or more spellcasting classes, he becomes eligible to receive the spellcasting benefit for any level in the dragonslayer class that he has not already attained. For example, a 5th-level fighter\/1st-level dragonslayer does not receive the spellcasting benefit for being a 1st-level dragonslayer because he did not belong to a spellcasting class before taking a level in the prestige class. If he then picks up one or more levels of wizard before advancing to 3rd level in the dragonslayer class, he receives the spellcasting benefit of a 3rd-level dragonslayer (when he attains that level) but does not receive the 1st-level benefit retroactively.<\/p>\n\n\t<p><strong>Aura of Courage (Su)<\/strong>: At 1st level, a dragonslayer gains immunity to fear (magical or otherwise). Allies within 10 feet of the dragonslayer gain a +4 morale bonus on saving throws against fear effects.<\/p>\n\n\t<p><strong>Damage Bonus (Ex)<\/strong>: A dragonslayer gains a bonus on weapon damage rolls against dragons equal to his class level.<\/p>\n\n\t<p><strong>Overcome Draconic Spell Resistance (Ex)<\/strong>: Beginning at 2nd level, a dragonslayer may add his class level to any caster level checks made to overcome a dragon&#39;s spell resistance.<\/p>\n\n\t<p><strong>Damage Reduction (Ex)<\/strong>: At 3rd level, a dragonslayer gains damage reduction 1\/&#8212;. This improves to damage reduction 2\/&#8212; at 6th level, and to damage reduction 3\/&#8212; at 9th level.<\/p>\n\n\t<p><strong>Energy Resistance (Su)<\/strong>: At 5th level, a dragonslayer gains resistance to acid 5, cold 5, electricity 5, fire 5, and sonic 5. These resistances improve to 10 at 10th level. These resistances don&#39;t stack with any other similar effects.<\/p>\n\n\t<p><strong>Lightning Reflexes<\/strong>: A dragonslayer gains Lightning Reflexes as a bonus feat at 6th level.<\/p>\n\n\t<p><strong>Improved Critical (Ex)<\/strong>: A 7th-level dragonslayer gains the effect of the Improved Critical feat for any weapon he uses against a dragon. This benefit does not stack with any other ability that increases the threat range of a weapon.<\/p>\n\n\t<p><em><strong>True Strike (Sp)<\/strong><\/em>: At 10th level, a dragonslayer may use true strike once per day as a move action.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting<\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Aura of courage, damage bonus <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Overcome draconic spell resistance <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Damage reduction 1\/&#8212; <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Energy resistance 5 <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Damage reduction 2\/&#8212;, Lightning Reflexes <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Improved Critical <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Damage reduction 3\/&#8212; <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Energy resistance 10, <em>true strike<\/em> <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Draconomicon 125<\/h5>","reference":"Usergen"},{"id":10400,"name":"Dragonsong Lyrist","type":"prestige","alignment":"Any nonevil","hit_die":"6","full_text":"<div topic='titel'><p><h3>Dragonsong Lyrist<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonevil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Languages<\/strong>: Draconic.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: A dragonsong lyrist gains no proficiency with any weapons, armor, or shields.<\/p>\n\n\t<p><strong>Greater Dragonsong (Su)<\/strong>: Once per day per class level, a dragonsong lyrist can use song or poetics to invoke the power of dragonsong. Invoking dragonsong requires a standard action. In the case of effects that require a saving throw, the DC is equal to 10 + lyrist&#39; class level + lyrist&#39;s Cha modifier. The bonus from the Dragonsong feat also applies to this save DC. In cases where the character continues a greater dragonsong effect over the course of multiple rounds (such as song of strength), the dragonsong lyrist can fight while using greater dragonsong but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by command word (such as wands). Maintaining a greater dragonsong effect does not require concentration. A deaf dragonsong lyrist has a 20% chance to fail when using greater dragonsong. If she fails, the attempt still counts against her daily limit.<\/p>\n\n\t<p><em>Song of Strength<\/em>: A 1st-level dragonsong lyrist can imbue herself and her allies with great physical power. The dragonsong lyrist and all allies within 30 feet who can hear her gain a +4 morale bonus to Strength for the duration of the lyrist&#39;s performance and for 5 rounds thereafter. This is a mindaffecting ability.<\/p>\n\n\t<p><em>Song of Compulsion<\/em>: At 2nd level, a dragonsong lyrist can use her greater dragonsong to make a suggestion to a single creature within 30 feet who can hear the lyrist. A Will save negates the effect. This is an enchantment (compulsion, mind-affecting, language-dependent effect. Dragons take a &#8212;2 penalty on this saving throw.<\/p>\n\n\t<p><em>Song of Flight<\/em>: A 3rd-level dragonsong lyrist can grant herself and her allies the ability to fly, as the spell of the same name. This song affects the character and a number of allies equal to her Charisma modifier (all of whom must be able to hear the lyrist) and lasts for 1 minute per level. This is a transmutation effect.<\/p>\n\n\t<p><em>Song of Fear<\/em>: At 4th level, a dragonsong lyrist can use her song or poetics to inspire fear in her foes. All enemies within a radius of 30 feet \u00d7 class level are subject to the effect if they have fewer HD than the dragonsong lyrist. A potentially affected creature that succeeds on a Will save remains immune to that dragonsong lyrist&#39;s frightful presence ability for 24 hours. On a failure, creatures with fewer than half the dragonsong lyrist&#39;s HD become panicked for 2d6 rounds and those with HD equal to or greater than half the dragonsong lyrist&#39;s become shaken for 2d6 rounds. Dragons are immune to this ability, as are any creatures immune to fear. This is a mind-affecting effect.<\/p>\n\n\t<p><em>Song of Healing<\/em>: A 5th-level dragonsong lyrist can use her greater dragonsong to heal herself and her allies. Each ally within 30 feet who can hear the dragonsong lyrist regains hit points and ability points as if he or she had rested for a full day. No character may benefit from this ability more than once per hour. This is a conjuration (healing) effect.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: Each time an even-numbered dragonsong lyrist level is gained, the character gains new spells per day and spells known as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). This essentially means that the character adds 1\/2 her dragonsong lyrist level to the level of whatever spellcasting class she has, then determines spells per day and caster level accordingly. If a character takes two or more levels in this class before having any levels in a spellcasting class, she does not receive this spellcasting benefit. If she thereafter takes levels in one or more spellcasting classes, she becomes eligible to receive the spellcasting benefit for any level in the dragonsong lyrist class that she has not already attained. For example, a 6th-level monk\/2nd-level dragonsong lyrist does not receive the spellcasting benefit for being a 2nd-level dragonsong lyrist because she did not belong to a spellcasting class before taking 2nd level in the prestige class. If she then picks up one or more levels of wizard before advancing to 4th level in the dragonsong lyrist class, she receives the spellcasting benefit of a 4th-level dragonsong lyrist (when she attains that level) but does not receive the 2nd-level benefit retroactively.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Greater dragonsong (song of strength) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Greater dragonsong (song of compulsion) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Greater dragonsong (song of flight) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Greater dragonsong (song of fear) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Greater dragonsong (song of healing) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Draconomicon 127<\/h5>","reference":"Usergen"},{"id":10401,"name":"Dragonstalker","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Dragonstalker<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>Language: Draconic.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: A dragonstalker gains proficiency with the longbow, longspear, net, shortbow, and all simple weapons. Dragonstalkers are proficient with light armor and with shields.<\/p>\n\n\t<p><strong>Hunting Bonus (Ex)<\/strong>: Starting at 1st level, a dragonstalker gains a bonus equal to her class level on Bluff, Listen, Search, Sense Motive, and Spot checks when using these skills against dragons.<\/p>\n\n\t<p><strong>Sneak Attack (Dragon)<\/strong>: Beginning at 2nd level, if a dragonstalker catches a dragon when it is unable to defend itself effectively from her attack, she can strike a vital spot for extra damage. Basically, any time the dragonstalker&#39;s target would be denied its Dexterity bonus to AC (whether it actually has a Dexterity bonus or not), the dragonstalker&#39;s attack deals an extra 2d6 points of damage. This extra damage increases by 2d6 points every other level (4d6 at 4th level, 6d6 at 6th level, and so on). Should the dragonstalker score a critical hit with a sneak attack, this extra damage is not multiplied. It takes precision and penetration to hit a vital spot, so ranged attacks can only count as sneak attacks if the dragon is 30 feet away or less. With a sap or an unarmed strike, a dragonstalker can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual &#8212;4 penalty, because she must make optimal use of her weapon to execute the sneak attack. A dragonstalker can only sneak attack living dragons with discernible anatomies. Any dragon immune to critical hits is similarly immune to sneak attacks. Also, the dragonstalker must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. A dragonstalker cannot sneak attack while striking at a dragon with concealment or by striking the limbs of a dragon whose vitals are beyond reach. If a dragonstalker gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack when the ability is used against dragons.<\/p>\n\n\t<p><strong>Ignore Natural Armor (Ex)<\/strong>: Once per day, a dragonstalker of 3rd level or higher can ignore a target&#39;s natural armor bonus (including any enhancement to that natural armor) for one attack (melee or ranged). You must declare that you are using this ability before you make the attack roll. At 7th level, a dragonstalker can use this ability twice per day.<\/p>\n\n\t<p><strong>Hide Scent (Ex)<\/strong>: At 5th level, a dragonstalker can use the Disguise skill to hide her (or someone else&#39;s) scent. This requires a Disguise check (with a &#8212;10 penalty) opposed by a Wisdom check made by any creature attempting to use the scent ability to discover the dragonstalker&#39;s presence. Hiding one&#39;s scent requires twice as long as a typical Disguise check (1d3\u00d720 minutes), and the effect lasts for 1 hour per class level. Magic that alters your form doesn&#39;t affect this Disguise check.<\/p>\n\n\t<p><strong>Foil Blindsense (Su)<\/strong>: Once per day, a 9th-level dragonstalker can render herself completely imperceptible to blindsense. This requires a standard action, and the effect lasts for 10 minutes. This ability has no effect on other forms of vision (whether mundane or magical). For instance, it doesn&#39;t keep someone from spotting or hearing the dragonstalker with normal senses, or from noticing an invisible dragonstalker by means of a true seeing spell.<\/p>\n\n\t<p><strong>Dragonstrike (Su)<\/strong>: At 10th level, the effective enhancement bonus of any weapon wielded by a dragonstalker against a dragon is +2 better than normal, and the weapon deals an extra 2d6 points of damage against dragons. This benefit stacks with the enhancement bonus increase and bonus damage dice from a weapon with the bane (dragons) special ability.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Hunting bonus <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sneak attack (dragon) +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Ignore natural armor (1\/day) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Sneak attack (dragon) +4d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Hide scent <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Sneak attack (dragon) +6d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Ignore natural armor (2\/day) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Sneak attack (dragon) +8d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Foil blindsense <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Dragonstrike, sneak attack (dragon) +10d6 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Draconomicon 128<\/h5>","reference":"Usergen"},{"id":10402,"name":"Elemental Master","type":"prestige","alignment":"","hit_die":"12","full_text":"<div topic='titel'><p><h3>Elemental Master<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 12.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race<\/strong>: Any dragon.<\/p>\n\n\t<p><strong>Feats<\/strong>: Any three metabreath feats.<\/p>\n\n\t<p><strong>Spells<\/strong>: Able to cast arcane spells.<\/p>\n\n\t<p><strong>Special<\/strong>: <em>Elemental Attunement<\/em>: The dragon must have an energy or elemental subtype, such as air, cold, earth, electricity, fire, or water.<\/p>\n\n\t<p><em>Breath Weapon<\/em>: The dragon must have a breath weapon that deals energy damage.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: An elemental master gains no proficiency with any weapons, armor, or shields.<\/p>\n\n\t<p><strong>Element Mastery (Ex)<\/strong>: At 1st level, an elemental master gains an additional attunement to the element type that corresponds to its subtype. <\/p>\n\n\t<p>Dragons with the air or electricity subtype (including emerald, green, crystal, fang, and song dragons) gain air mastery: Any airborne creature takes a &#8212;1 penalty on attack and damage rolls made against the dragon.<\/p>\n\n\t<p>Dragons with the earth subtype (including blue, copper, amethyst, brown, deep, and sapphire dragons) gain earth mastery: The dragon gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground.<\/p>\n\n\t<p>Dragons with the fire subtype (including red, gold, and brass dragons, as well as hellfire wyrms) gain fire mastery: The dragon gains a +1 bonus on attack and damage rolls if both it and its foe are touching fire or using weapons with the flaming or flaming burst special abilities.<\/p>\n\n\t<p>Dragons with the water subtype (including black, bronze, and topaz dragons) gain water mastery: The dragon gains a +1 bonus on its attack and damage rolls if both it and its opponent are touching water.<\/p>\n\n\t<p>Dragons with the cold subtype (silver and white dragons) gain cold mastery: The dragon gains a +1 bonus on attack and damage rolls if both it and its foe are touching ice or using weapons with the frost or icy burst special abilities.<\/p>\n\n\t<p><strong>Elemental Command (Su)<\/strong>: An elemental master can turn or destroy creatures of the elemental subtype opposed to its own subtype, just as a good cleric turns undead. It can rebuke or command creatures of its own elemental subtype, as an evil cleric rebukes undead. The dragon can use these abilities a total number of times per day equal to 3 + its Charisma modifier. Air and earth are opposed elemental subtypes; fire and water are opposed. Dragons with the cold subtype can rebuke cold creatures and turn fire creatures.<\/p>\n\n\t<p><strong>Energy Attunement (Ex)<\/strong>: An elemental master is attuned to the energy type that powers its breath weapon. Dragons with more than one breath weapon gain attunement to the one that deals energy damage, usually acid, cold, electricity, fire, or sonic energy. A dragon with multiple energy breath weapons can choose a single energy type it is attuned to. This ability grants the dragon no special powers, but determines the form of powers it gains later, including energy substitution, energy focus, energy burst, and energy storm.<\/p>\n\n\t<p><strong>Energy Substitution (Ex)<\/strong>: At 2nd level, an elemental master gains the ability to modify its spells that have an energy descriptor so that they use the dragon&#39;s attuned energy instead. The substituted spell works normally in all respects except the type of damage dealt.<\/p>\n\n\t<p><strong>Summon Elemental (Sp)<\/strong>: Once per day, starting at 2nd level, an elemental master can use its breath weapon to summon a Medium elemental corresponding to its elemental subtype. The dragon breathes as normal, but in the wake of its breath the elemental appears, attacking in the next round. If it chooses, the dragon can instead summon an adult arrowhawk (air or cold), average salamander (fire), adult tojanida (water), or average xorn (earth). This ability works like the summon nature&#39;s ally V spell, with the dragon&#39;s class level as its caster level. A dragon with the cold subtype can summon a Medium water elemental or an adult tojanida. At 5th level, an elemental master can summon one Large elemental or two Medium elementals. This ability works like the summon nature&#39;s ally VI spell. At 8th level, an elemental master can summon one Huge elemental, two Large elementals, or four Medium elementals. Instead, the dragon can summon one elder arrowhawk, noble salamander, elder tojanida, or elder xorn, or four Medium creatures of the appropriate kind. This ability works like the summon nature&#39;s ally <span class=caps>VII<\/span> spell. At 11th level, an elemental master can summon one greater elemental, two Huge elementals, or four Large or Medium elementals. This ability works like the summon nature&#39;s ally <span class=caps>VIII<\/span> spell.<\/p>\n\n\t<p><strong>Energy Focus (Ex)<\/strong>: At 3rd level, an elemental master adds 1 to the save DC of spells it casts with an energy descriptor corresponding to the dragon&#39;s attuned energy type. This bonus increases by +1 for every additional three levels the elemental master gains (+2 at 6th level, +3 at 9th level, and +4 at 12th level), and it stacks with the bonus from the Spell Focus feat.<\/p>\n\n\t<p><strong>Energy Burst (Su)<\/strong>: A 4th-level elemental master can create a burst of damaging energy around its body. The burst consists of energy corresponding to the dragon&#39;s attuned energy type and has a radius of 5 feet per class level of the dragon. Anything in the area takes 1d8 points of damage per class level of the dragon. A successful Reflex save (DC 10 + dragon&#39;s class level + its Con modifier) reduces the damage by half. Creating an energy burst counts as a use of the dragon&#39;s breath weapon. It cannot breathe or create another burst for 1d4 rounds after creating a burst.<\/p>\n\n\t<p><strong>Energy Storm (Su)<\/strong>: A 7th-level elemental master can surround itself with a vortex of swirling energy corresponding to the dragon&#39;s attuned energy type. The vortex extends from the dragon in an emanation with a radius of 5 feet per class level. The effect stops attacks with thrown weapons and projectiles. Such attacks fail if made by creatures inside the area, or if targeted at creatures within the area, or if their paths take them through the area. The storm deals 2 points of damage per class level to every unprotected creature within its area each round. The storm lasts for 1 round per class level (though the dragon can dismiss it as a move action), and counts as two uses of the dragon&#39;s breath weapon. The dragon cannot use its breath weapon (or its energy burst ability) while the storm is in place and for 2d4 rounds after it subsides.<\/p>\n\n\t<p><strong>Spell-Like Ability<\/strong>: At 10th level, an elemental master gains a spell-like ability associated with its elemental subtype. An air dragon can use <em>whirlwind<\/em>, an earth dragon <em>earthquake<\/em>, a fire dragon <em>incendiary cloud<\/em>, a water dragon <em>horrid wilting<\/em>, and a cold dragon <em>polar ray<\/em>. The dragon can use this ability three times per day, with a caster level of 20th.<\/p>\n\n\t<p><strong>Elemental Qualities (Ex)<\/strong>: A 12th-level elemental master is immune to poison, sleep effects, paralysis, and stunning. It is not subject to critical hits or flanking.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Element master, elemental command, energy attunement <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Energy substitution, <em>summon elemental I<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Energy focus +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Energy burst <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Summon elemental II<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Energy focus +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Energy storm <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <em>Summon elemental III<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Energy focus +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Spell-like ability <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> <em>Summon elemental IV<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Elemental qualities, energy focus +4 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Draconomicon 92<\/h5>","reference":"Usergen"},{"id":10403,"name":"Hidecarved Dragon","type":"prestige","alignment":"Any lawful","hit_die":"10","full_text":"<div topic='titel'><p><h3>Hidecarved Dragon<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any lawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race<\/strong>: Any dragon.<\/p>\n\n\t<p><strong>Natural Armor Bonus<\/strong>: +20.<\/p>\n\n\t<p><strong>Base Save Bonus<\/strong>: Will +12.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: A hidecarved dragon gains no proficiency with any weapons, armor, or shields.<\/p>\n\n\t<p><strong>Increased Spell Resistance (Ex)<\/strong>: A hidecarved dragon adds its class level to its natural spell resistance. Dragons without natural spell resistance do not gain spell resistance when they adopt this class. However, if a hidecarved dragon with no natural spell resistance ages to the point where it gains spell resistance, it adds its class level to the natural spell resistance it gains at its new age category.<\/p>\n\n\t<p><strong>Suppress Weakness<\/strong>: At 2nd level, a hidecarved dragon gains Suppress Weakness (see page 74) as a bonus feat.<\/p>\n\n\t<p><strong>Poison Resistance (Ex)<\/strong>: At 2nd level, a hidecarved dragon gains a +4 bonus on saving throws against poison.<\/p>\n\n\t<p><strong>Energy Resistance (Ex)<\/strong>: At 3rd level, a hidecarved dragon gains resistance 10 to two energy types it is not already immune, vulnerable, or resistant to. The dragon can choose from resistance to acid, cold, electricity, fire, or sonic energy. For example, a gold hidecarved dragon could gain resistance to acid 10 and electricity 10.<\/p>\n\n\t<p><strong>Still Mind (Ex)<\/strong>: At 4th level, a hidecarved dragon gains a +2 bonus on saving throws against spells and effects from the enchantment school.<\/p>\n\n\t<p><strong>Natural Armor (Ex)<\/strong>: At 4th level, a hidecarved dragon&#39;s natural armor bonus increases by +2. At 8th level the increase becomes +4, and at 12th level it becomes +6.<\/p>\n\n\t<p><strong>Increased Damage Reduction (Su)<\/strong>: At 5th level, the amount of a hidecarved dragon&#39;s natural damage reduction (the number before the slash) increases by 5, and its damage reduction can be overcome only by chaotic magic weapons. For example, a mature adult blue dragon\/5th-level hidecarved dragon has damage reduction 15\/magic and chaotic.<\/p>\n\n\t<p><strong>Extra Energy Immunity (Ex)<\/strong>: At 6th level, a hidecarved dragon gains immunity to an energy type it was already resistant to. Its resistance to one other energy type it has resistance 10 against increases to 20, and it gains resistance 10 against a third energy type. For this third energy type, a dragon with the fire subtype cannot choose cold, and a dragon with the cold subtype cannot choose fire. The gold hidecarved dragon from the earlier example could become immune to electricity at 6th level, increase its acid resistance to 20, and gain resistance to sonic 10. At 12th level, a hidecarved dragon&#39;s energy resistances and immunities improve again. Its resistance 20 becomes immunity, its resistance 10 becomes resistance 20, and it gains resistance 10 to all other energy types (acid, cold, electricity, fire, and sonic) that it is not already immune or resistant to. The gold hidecarved dragon example, at 12th level, would have immunity to fire (naturally), electricity (since 6th level), and acid. It would have resistance to sonic 20 and cold 10.<\/p>\n\n\t<p><strong>Overcome Weakness<\/strong>: At 7th level, a hidecarved dragon gains Overcome Weakness (see page 72) as a bonus feat.<\/p>\n\n\t<p><em><strong>Death Ward (Sp)<\/strong><\/em>: At 7th level, a hidecarved dragon gains the ability to use death ward on itself once per day as a cleric of its class level.<\/p>\n\n\t<p><strong>Wholeness of Body (Su)<\/strong>: At 9th level, a hidecarved dragon can cure its own wounds. It can cure up to three times its class level in hit points each day and can spread this healing out among several uses.<\/p>\n\n\t<p><strong>Poison Immunity (Ex)<\/strong>: At 10th level, a hidecarved dragon gains immunity to poison of all kinds.<\/p>\n\n\t<p><strong>Superior Damage Reduction (Su)<\/strong>: At 11th level, a hidecarved dragon&#39;s damage reduction can be overcome only by epic chaotic weapons. For example, a mature adult blue dragon\/11th-level hidecarved dragon has damage reduction 15\/epic and chaotic.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> + 2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Increased spell resistance <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> + 3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Suppress Weakness, poison resistance <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> + 3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Energy resistance <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> + 4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Still mind, natural armor +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> + 4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Increased damage reduction <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> + 5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Extra energy immunity <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> + 5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Overcome Weakness, <em>death ward<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> + 6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Natural armor +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> + 6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Wholeness of body <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> + 7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Poison immunity <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> + 7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Superior damage reduction <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> + 8 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Natural armor +6, extra energy immunity <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Draconomicon 94<\/h5>","reference":"Usergen"},{"id":10404,"name":"Hoardstealer","type":"prestige","alignment":"Any nonlawful","hit_die":"6","full_text":"<div topic='titel'><p><h3>Hoardstealer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonlawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: The character must have participated in the location and recovery of a treasure hoard (dragon or otherwise) valued at 5,000 gp or more.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: A hoardstealer is proficient with all simple weapons but gains no proficiency with armor or shields.<\/p>\n\n\t<p><strong>Spells<\/strong>: Beginning at 1st level, a hoardstealer gains the ability to cast a small number of arcane spells. To cast a spell, the hoardstealer must have an Intelligence score of at least 10 + the spell&#39;s level, so a hoardstealer with an Intelligence of 10 or lower cannot cast these spells. Hoardstealer bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the hoardstealer&#39;s Int modifier. When the hoardstealer gets 0 spells of a given level (for instance, 1st-level spells for a 1st-level hoardstealer), he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level. The hoardstealer&#39;s spell list appears below. A hoardstealer casts spells just as a wizard does.<\/p>\n\n\t<p><strong>Darkvision (Su)<\/strong>: At 1st level, a hoardstealer gains darkvision with a range of 30 feet, or the range of his existing darkvision improves by 30 feet if he already has the ability. At 5th level and at 9th level, the range of the hoardstealer&#39;s darkvision extends another 30 feet, to a maximum of +90 feet at 9th level.<\/p>\n\n\t<p><strong>Trapfinding (Ex)<\/strong>: Like a rogue, a hoardstealer can use the Search skill to locate traps when the task has a DC higher than 20. He may also use the Disable Device skill to disarm a magic trap. A hoardstealer who beats a trap&#39;s DC by 10 or more can study a trap, figure out how it works, and bypass it (with his party) without disarming it.<\/p>\n\n\t<p><strong>Hide from Dragons (Sp)<\/strong>: A 2nd-level hoardstealer can cast hide from dragons on himself once per day. This functions as the spell of the same name (see page 113), except that it only affects the hoardstealer and lasts for only 1 round per level. At 6th level, the hoardstealer may use this ability twice per day. At 10th level, he may use it three times per day.<\/p>\n\n\t<p><strong>Trap Sense (Ex)<\/strong>: Starting at 3rd level, a hoardstealer gains an intuitive sense that alerts him to danger from traps, giving him a +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks by traps. At 6th level these bonuses rise to +4, and at 9th level to +6. These bonuses stack with trap sense bonuses gained from other classes.<\/p>\n\n\t<p><strong>Deep Pockets (Su)<\/strong>: Once per day, a 3rd-level hoardstealer can turn any container&#8212;from a waistcoat pocket to a backpack to a barrel&#8212;into the equivalent of a bag of holding. The container&#39;s weight remains the same, but it becomes capable of holding up to 10 cubic feet (or 100 pounds) of material per level. The duration of this effect is 1 hour per level. If the effect ends prematurely (such as by being dispelled), everything within the container spills out onto the floor.<\/p>\n\n\t<p><strong>Treasure Dowsing (Su)<\/strong>: Once per day, a 4th-level hoardstealer can concentrate (a full-round action) to detect the location of the largest mass of metal or minerals within a range of 10 feet per level. If the hoardstealer concentrates on a specific metal or mineral (such as gold or diamonds), he detects the location of each such deposit within range. This is otherwise identical to the effect of a rod of metal and mineral detection (see page 236 of the Dungeon Master&#39;s Guide). At 7th level, the hoardstealer may use this ability twice per day. At 10th level, he may use it three times per day.<\/p>\n\n\t<p><strong>Skill Mastery (Ex)<\/strong>: At 8th level, a hoardstealer may select a number of skills equal to 3 + his Int modifier. When making a skill check with one of these skills, the hoardstealer may take 10 even if stress and distractions would normally prevent him from doing so. He becomes so certain in his ability that he can use his skill reliably under adverse conditions, such as when an angry dragon pursues him down a tunnel.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=4>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Darkvision +30 ft., trapfinding <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> <em>Hide from dragons<\/em> 1\/day <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Trap sense +2, deep pockets <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Treasure dowsing 1\/day <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Darkvision +60 ft. <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Trap sense +4, <em>hide from dragons<\/em> 2\/day <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Treasure dowsing 2\/day <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1<\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Skill mastery <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Darkvision +90 ft., trap sense +6 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Treasure dowsing 3\/day, <em>hide from dragons<\/em> 3\/day <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Draconomicon 130<\/h5>","reference":"Usergen"},{"id":10405,"name":"Initiate of the Draconic Mysteries","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Initiate of the Draconic Mysteries<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Language<\/strong>: Draconic.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: An initiate of the draconic mysteries gains no proficiency with any weapons, armor, or shields.<\/p>\n\n\t<p><strong>Evasion (Ex)<\/strong>: An initiate of the draconic mysteries can avoid even magical and unusual attacks with great agility. If an initiate makes a successful Reflex saving throw against an attack that normally deals half damage on a save (such as a red dragon&#39;s fiery breath or a <a href=\/spells\/players-handbook-v35--6\/fireball--2612\/>fireball<\/a>), the initiate instead takes no damage. Evasion can only be used if the initiate is wearing light armor or no armor.<\/p>\n\n\t<p><strong>Claws of the Dragon (Su)<\/strong>: At 2nd level, the unarmed strike of an initiate of the draconic mysteries is empowered with draconic might. The initiate&#39;s unarmed strike can overcome damage reduction as if it were a magic weapon. In addition, the unarmed strikes of an initiate of the draconic mysteries may deal slashing damage, at her option. Such damage cannot be nonlethal damage.<\/p>\n\n\t<p><strong>Keen Senses (Ex)<\/strong>: At 3rd level, an initiate gains darkvision out to 60 feet and low-light vision.<\/p>\n\n\t<p><strong>Increased Unarmed Damage (Ex)<\/strong>: At 4th level, the damage dealt by an initiate&#39;s unarmed attacks increases by one die step (such as from 1d3 to 1d4, or from 1d8 to 1d10). At 8th level, it increases another die step.<\/p>\n\n\t<p><strong>Frightful Presence (Ex)<\/strong>: A 5th-level initiate of the draconic mysteries can unsettle foes with her mere presence. The initiate can activate her frightful presence as a free action. Creatures within a radius of 30 feet per point of Charisma modifier (minimum 30 feet) are subject to the effect if they have fewer Hit Dice than the initiate (dragons are immune to the effect). A potentially affected creature that succeeds on a Will save (DC 10 + initiate&#39;s class level + initiate&#39;s Cha modifier) remains immune to that initiate&#39;s frightful presence for 24 hours. On a failure, creatures with 4 or fewer HD become panicked for 2d6 rounds and those with 5 or more HD become shaken for 2d6 rounds.<\/p>\n\n\t<p><strong>Improved Evasion (Ex)<\/strong>: At 6th level, an initiate&#39;s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks such as a dragon&#39;s breath weapon or a <a href=\/spells\/players-handbook-v35--6\/fireball--2612\/>fireball<\/a>, but henceforth she only takes half damage on a failed save.<\/p>\n\n\t<p><strong>Spell Resistance (Su)<\/strong>: Beginning at 7th level, an initiate of the draconic mysteries gains spell resistance equal to 15 + her class level.<\/p>\n\n\t<p><strong>Deadly Strike (Su)<\/strong>: A 9th-level initiate deals triple damage on a critical hit inflicted by her unarmed strike, regardless of whether it dealt bludgeoning or slashing damage.<\/p>\n\n\t<p><strong>Timeless Body (Ex)<\/strong>: After attaining 9th level, an initiate no longer takes ability score penalties for aging (see Table 6&#8212;5: Aging Effects, page 109 of the Player&#39;s Handbook) and cannot be magically aged. Any penalties she may have already taken, however, remain in place. Bonuses still accrue, and the initiate still dies of old age when her time is up.<\/p>\n\n\t<p><strong>Dragon Shape (Su)<\/strong>: At 10th level, an initiate of the draconic mysteries gains the ability to use a <a href=\/spells\/players-handbook-v35--6\/shapechange--2870\/>shapechange<\/a> ability once per day to take the form of a dragon, from Tiny to Huge size, for 1 hour. Once a form is assumed, it cannot be changed except to return to normal (which dismisses the effect). The effect is otherwise identical to the <a href=\/spells\/players-handbook-v35--6\/shapechange--2870\/>shapechange<\/a> spell, including the HD limitation of the new form and the abilities of the form gained.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Evasion <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Claws of the dragon <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Keen senses <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Increased unarmed damage <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Frightful presence <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Improved evasion <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Spell resistance <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Increased unarmed damage <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Deadly strike, timeless body <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Dragon shape <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Draconomicon 131<\/h5>","reference":"Usergen"},{"id":10406,"name":"Platinum Knight","type":"prestige","alignment":"Any good","hit_die":"8","full_text":"<div topic='titel'><p><h3>Platinum Knight<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Languages<\/strong>: Draconic.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: A platinum knight is proficient with all simple and martial weapons, with all types of armor, and with shields.<\/p>\n\n\t<p><strong>Smite Evil Dragon (Su)<\/strong>: Once per day, a platinum knight may attempt to smite an evil dragon with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 2 extra points of damage per level. If a platinum knight accidentally smites a creature that is not an evil dragon, the smite has no effect but it is still used up for that day. The bonuses from this ability don&#39;t stack with other smite abilities, such as the paladin&#39;s smite evil. Every three levels beyond 1st, the platinum knight gains one additional daily use of this ability.<\/p>\n\n\t<p><strong>Immune to Frightful Presence (Ex)<\/strong>: Platinum knights are treated as dragons for the purpose of being immune to the frightful presence of dragons and similar creatures.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: When an even-numbered platinum knight level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). This essentially means that he adds 1\/2 his platinum knight level to the level of some other spellcasting class he has, then determines spells per day and caster level accordingly. If a character takes two or more levels in this class before having any levels in a spellcasting class, he does not receive this spellcasting benefit. If he thereafter takes levels in one or more spellcasting classes, he becomes eligible to receive the spellcasting benefit for any level in the platinum knight class that he has not already attained. For example, a 6th-level fighter\/2nd-level platinum knight does not receive the spellcasting benefit for being a 2nd-level platinum knight because he did not belong to a spellcasting class before taking 2nd level in the prestige class. If he then picks up one or more levels of wizard before advancing to 4th level in the platinum knight class, he receives the spellcasting benefit of a 4th-level platinum knight (when he attains that level) but does not receive the 2nd-level benefit retroactively.<\/p>\n\n\t<p><strong>Platinum Scales (Ex)<\/strong>: At 3rd level, a platinum knight&#39;s skin takes on a slightly metallic sheen. He gains a +1 increase to his natural armor bonus. At 7th level, this increase improves to +2.<\/p>\n\n\t<p><strong>Bahamut&#39;s Grace (Su)<\/strong>: A 5th-level platinum knight adds his Charisma modifier (if positive) as a bonus on all saving throws against the attacks, special abilities, and spells cast by evil dragons. This effect stacks with the divine grace class feature of paladins and similar abilities.<\/p>\n\n\t<p><strong>Charisma Bonus (Ex)<\/strong>: At 9th level, a platinum knight&#39;s Charisma increases by 2 points.<\/p>\n\n\t<p><strong>True Seeing (Su)<\/strong>: At 10th level, a platinum knight gains the ability to see all things as they actually are. This ability is the equivalent of the <a href=\/spells\/players-handbook-v35--6\/true-seeing--2520\/>true seeing<\/a> spell and lasts for 1 hour. A platinum knight may use true seeing once per day.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Smite evil dragon 1\/day, immune to frightful presence <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Platinum scales +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Smite evil dragon 2\/day <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bahamut&#39;s grace <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Platinum scales +2, smite evil dragon 3\/day <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Charisma increase <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Smite evil dragon 4\/day, true seeing <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Draconomicon 133<\/h5>","reference":"Usergen"},{"id":10407,"name":"Sacred Warder of Bahamut","type":"prestige","alignment":"Lawful good or neutral good","hit_die":"10","full_text":"<div topic='titel'><p><h3>Sacred Warder of Bahamut<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful good or neutral good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race<\/strong>: Any dragon.<\/p>\n\n\t<p><strong>Spells<\/strong>: Able to cast divine spells.<\/p>\n\n\t<p><strong>Domain<\/strong>: Protection.<\/p>\n\n\t<p><strong>Special<\/strong>: Damage reduction 5\/magic.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: A sacred warder gains no proficiency with any weapons, armor, or shields.<\/p>\n\n\t<p><strong>Divine Conversion<\/strong>: At 1st level, a sacred warder loses any effective sorcerer level it had previously gained by virtue of its age and draconic variety. Its effective divine spellcasting level increases by the number of sorcerer levels it sacrificed, allowing the dragon to cast cleric spells much more effectively. These effective levels apply only to the dragon&#39;s spellcasting, not to other class abilities (such as turning undead or wild shape). For example, a very old gold dragon\/1st-level cleric adopts the sacred warder of Bahamut prestige class. Its sorcerer caster level of 13th converts into thirteen effective cleric levels, giving the dragon the spellcasting ability of a 14th-level cleric.<\/p>\n\n\t<p><strong>Smite Evil Dragons (Su)<\/strong>: Once per day, a sacred warder of Bahamut of at least 2nd level may attempt to smite an evil dragon with one normal melee attack. It adds its Charisma bonus to its attack roll and deals 1 extra point of damage per class level. If the sacred warder accidentally smites a dragon that is not evil, or a creature that is not a dragon, the smite has no effect but it is still used up for that day. A sacred warder can smite any creature of the dragon type that has an evil alignment. At 6th level, a sacred warder may smite evil dragons twice per day, and at 10th level it can do so three times per day.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: From 2nd level on, when a new sacred warder level is gained, the dragon gains new spells per day as if it had also gained a level in a divine spellcasting class it belonged to before it added the prestige class. It does not, however, gain any other benefit a character of that class would have gained (an improved chance of turning or rebuking undead, wild shape, and so on). This essentially means that the dragon adds the level of sacred warder to the level of whatever divine spellcasting class the dragon has, then determines spells per day and caster level accordingly. If the dragon had more than one divine spellcasting class before becoming a sacred warder, the dragon must decide to which class it adds each level of sacred warder for the purpose of determining spells per day. A very old gold dragon\/1st-level cleric\/2nd-level sacred warder has the spellcasting ability of a 15th-level cleric: 13 from divine conversion of its sorcerer spellcasting levels, 1 from its single cleric level, and 1 from its two levels in the prestige class. If a dragon advances an age category after taking levels in this class, the added levels of spellcasting ability are added to its effective divine spellcasting level. If the very old gold dragon in the example above lives to be ancient, its spellcasting level would increase by 2, so it would cast spells as a 17th-level cleric.<\/p>\n\n\t<p><strong>Aura of Courage (Ex)<\/strong>: At 3rd level, a sacred warder becomes immune to fear effects. In addition, the dragon&#39;s frightful presence ability alters so that it inspires allies as well as striking terror into enemies. Allies within the radius of the dragon&#39;s aura (30 feet \u00d7 its age category) are unaffected by the dragon&#39;s frightful presence and receive a morale bonus on their saving throws against fear equal to the dragon&#39;s class level + its Cha modifier. Allies within the aura cannot be panicked by an evil dragon&#39;s frightful presence, regardless of their Hit Dice. Enemies within the aura are affected normally by the dragon&#39;s frightful presence.<\/p>\n\n\t<p><strong>Sacred Shield (Su)<\/strong>: At 7th level, a sacred warder gains the ability to surround itself with a protective aura that lasts 10 minutes and protects the dragon&#39;s body and equipment from attacks. The shield absorbs 10 points of damage per class level. Once the shield absorbs that much damage, it collapses. The damage can be from any source&#8212;weapons, spells, any energy type, and so on. Damage the dragon would not take anyway (fire damage against a gold dragon, for example, or weapon damage blocked by the dragon&#39;s damage reduction) does not count against the damage absorbed by the shield. The dragon can use this ability three times per day.<\/p>\n\n\t<p><strong>Area Sacred Shield (Su)<\/strong>: At 12th level, a sacred warder of Bahamut can extend its sacred shield to protect an area with a radius of 30 feet. The dragon can place the barrier anywhere within its line of sight, and can choose to make it mobile with respect to an unattended object or willing creature (including the dragon itself ). The shield blocks incoming attacks, but creatures inside the shield can still attack out through the shield.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Divine conversion <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Smite evil dragons 1\/day <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Aura of courage <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Smite evil dragons 2\/day <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Sacred shield <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Smite evil dragons 3\/day <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Area sacred shield <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Draconomicon 96<\/h5>","reference":"Usergen"},{"id":10408,"name":"Talon of Tiamat","type":"prestige","alignment":"Any evil","hit_die":"8","full_text":"<div topic='titel'><p><h3>Talon of Tiamat<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Languages<\/strong>: Draconic.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: A talon of Tiamat is proficient with all simple and martial weapons, with all types of armor, and with shields.<\/p>\n\n\t<p><strong>Breath Weapon (Su)<\/strong>: At 1st level, a talon of Tiamat gains the ability to breathe out a cone of frost (size of the cone corresponds to the size of the character) that deals 3d6 points of cold damage. As the talon gains levels, additional versions of his breath weapon become available to him. At 3rd level, the talon can breathe a line of acid (8d4 acid damage). At 5th level, he can breathe a cone of corrosive gas (10d6 acid damage). At 7th level, he can expel a line of lightning (12d8 electricity damage). At 9th level, he can breathe a cone of fire (14d8 fire damage). In each case, a successful Reflex save halves the damage dealt. The DC for saves against the talon&#39;s breath weapon is 10 + talon class level + Con modifier. A talon of Tiamat can use each of his breath weapons once per day. Once a talon uses any of his breath weapons, he can&#39;t use any other breath weapon until 1d4 rounds have passed.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: When an even-numbered talon of Tiamat level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). This essentially means that he adds 1\/2 his talon of Tiamat level to the level of some other spellcasting class he has, then determines spells per day and caster level accordingly. If a character takes two or more levels in this class before having any levels in a spellcasting class, he does not receive this spellcasting benefit. If he thereafter takes levels in one or more spellcasting classes, he becomes eligible to receive the spellcasting benefit for any level in the talon of Tiamat class that he has not already attained. For example, a 7th-level fighter\/2nd-level talon of Tiamat does not receive the spellcasting benefit for being a 2nd-level talon of Tiamat because he did not belong to a spellcasting class before taking 2nd level in the prestige class. If he then picks up one or more levels of wizard before advancing to 4th level in the talon of Tiamat class, he receives the spellcasting benefit of a 4th-level talon of Tiamat (when he attains that level) but does not receive the 2nd-level benefit retroactively.<\/p>\n\n\t<p><strong>Voice of the Dragon (Ex)<\/strong>: At 2nd level, a talon of Tiamat gains a +2 bonus on Bluff and Intimidate checks. This bonus increases by +2 every four levels thereafter, to +4 at 6th level and +6 at 10th level.<\/p>\n\n\t<p><strong>Keen Senses (Ex)<\/strong>: A talon of Tiamat gains low-light vision at 4th level. He gains darkvision out to 60 feet at 8th level.<\/p>\n\n\t<p><strong>Immunities (Ex)<\/strong>: At 6th level, a talon of Tiamat gains immunity to magic sleep and paralysis effects. In addition, he gains immunity to one of the following forms of energy, at his option: acid, cold, electricity, or fire. Once an energy immunity is selected, the decision may never be changed.<\/p>\n\n\t<p><strong>Frightful Presence (Ex)<\/strong>: An 8th-level talon of Tiamat can unsettle foes with his mere presence. The talon of Tiamat can activate his frightful presence as a free action. Creatures within a radius of 30 feet per point of Charisma modifier (minimum 30 feet) are subject to the effect if they have fewer Hit Dice than the talon of Tiamat (dragons are immune to the effect). A potentially affected creature that succeeds on a Will save (DC 10 + talon&#39;s class level + talon&#39;s Cha modifier) remains immune to that talon&#39;s frightful presence for 24 hours. On a failure, creatures with 4 or fewer HD become panicked for 2d6 rounds and those with 5 or more HD become shaken for 2d6 rounds.<\/p>\n\n\t<p><strong>Dominate Dragon (Su)<\/strong>: A 10th-level talon of Tiamat can attempt to dominate any dragon (as <a href=\/spells\/players-handbook-v35--6\/dominate-monster--2546\/>dominate monster<\/a>, but it only applies to dragons) once per day. The target may attempt a Will save to negate the effect (DC 10 + talon&#39;s class level + talon&#39;s Cha modifier).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Breath weapon (cone of cold) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Voice of the dragon +2 <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Breath weapon (line of acid) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Keen senses <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Breath weapon (cone of corrosive gas) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Immunities, voice of the dragon +4 <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Breath weapon (line of lightning <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Keen senses, frightful presence <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Breath weapon (cone of fire) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Dominate dragon, voice of the dragon +6 <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Draconomicon 134<\/h5>","reference":"Usergen"},{"id":10409,"name":"Unholy Ravager of Tiamat","type":"prestige","alignment":"Lawful evil or neutral evil","hit_die":"10","full_text":"<div topic='titel'><p><h3>Unholy Ravager of Tiamat<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful evil or neutral evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race<\/strong>: Any dragon.<\/p>\n\n\t<p><strong>Spells<\/strong>: Able to cast divine spells.<\/p>\n\n\t<p><strong>Domain<\/strong>: Destruction.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: An unholy ravager gains no proficiency with any weapons, armor, or shields.<\/p>\n\n\t<p><strong>Divine Conversion<\/strong>: At 1st level, an unholy ravager loses any effective sorcerer level it had previously gained by virtue of its age and draconic variety. Its effective divine spellcasting level increases by the number of sorcerer levels it sacrificed, allowing the dragon to cast cleric spells much more effectively. These effective levels apply only to the dragon&#39;s spellcasting, not to other class abilities (such as turning undead or wild shape). For example, a very old red dragon\/1st-level cleric adopts the unholy ravager of Tiamat prestige class. Its sorcerer caster level of 13th converts into thirteen effective cleric levels in addition to its 1 level of cleric, giving the dragon the spellcasting ability of a 14th-level cleric.<\/p>\n\n\t<p><strong>Smite<\/strong>: An unholy ravager of Tiamat adds its class levels to its cleric levels to determine its bonus on damage when using its smite ability (the granted power of the Destruction domain). At 4th level, 8th level, and 12th level, an unholy ravager can use its smite ability one additional time per day.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: From 2nd level on, when a new unholy ravager level is gained, the dragon gains new spells per day as if it had also gained a level in a divine spellcasting class it belonged to before it added the prestige class. It does not, however, gain any other benefit a character of that class would have gained (an improved chance of turning or rebuking undead, wild shape, and so on). This essentially means that the dragon adds the level of unholy ravager to the level of whatever divine spellcasting class the dragon has, then determines spells per day and caster level accordingly. If the dragon had more than one divine spellcasting class before becoming an unholy ravager, the dragon must decide to which class it adds each level of unholy ravager for the purpose of determining spells per day. A very old red dragon\/1st-level cleric\/2nd-level unholy ravager has the spellcasting ability of a 15th-level cleric: 13 from divine conversion of its sorcerer spellcasting levels, 1 from its single cleric level, and 1 from its two levels in the prestige class. If a dragon advances an age category after taking levels in this class, the added levels of spellcasting ability are added to its effective divine spellcasting level. If the very old red dragon example above lives to be ancient, its spellcasting level would increase by 2, so it would cast spells as a 17th-level cleric.<\/p>\n\n\t<p><em><strong>Breath Weapon Substitution (Sp)<\/strong><\/em>: A 2nd-level unholy ravager of Tiamat can use breath weapon substitution at will. However, using this ability increases the number of rounds the dragon must wait before using its breath weapon again by 1 round, as if it were using a metabreath feat.<\/p>\n\n\t<p><strong>Aura of Despair (Su)<\/strong>: At 3rd level, an unholy ravager&#39;s frightful presence alters slightly. In addition to the fear effect, creatures within the radius of the dragon&#39;s frightful presence take a &#8212;2 penalty on all saving throws. This penalty is applied before creatures roll their saving throws against the frightful presence effect itself.<\/p>\n\n\t<p><strong>Profane Blast (Su)<\/strong>: At 7th level, an unholy ravager of Tiamat can unleash a narrow blast of raw profane energy from  its mouth three times per day. The blast is a ray, requiring a ranged touch attack, with a range of 400 feet + 40 feet per class level. The blast looks and feels like energy of the same type as the dragon&#39;s breath weapon. If it hits a target, it deals the same number of dice worth of damage as the dragon&#39;s breath weapon, but uses d12s. (So, a great wyrm blue dragon would deal 24d12 points of damage with its profane blast.) The damage it deals results directly from divine power and is therefore not subject to being reduced by protection from energy and similar magic. Each use of this ability counts as a use of the dragon&#39;s breath weapon, so it cannot use its breath weapon for 1d4 rounds after issuing a profane blast. An unholy ravager can target a creature behind a wall of force, prismatic wall, or prismatic sphere with its profane blast. The dragon makes a special dispel check, rolling 1d20 + its age category + its class level against a DC of 11 + the effect&#39;s caster level. If this check is successful, the effect is instantly negated (all layers in a prismatic effect are destroyed) and the ray goes on to strike the intended target (if the ranged touch attack roll is successful). A profane blast is stopped normally by a sacred warder of Bahamut&#39;s sacred shield.<\/p>\n\n\t<p><strong>Mass Profane Blast (Su)<\/strong>: At 12th level, an unholy ravager of Tiamat&#39;s profane blast occupies the same area as its breath weapon and affects all creatures within that area. The dragon can choose whether to use a ray profane blast or a mass profane blast, and can use both abilities no more than a total of three times per day. If a wall of force or prismatic effect is within the area of a mass profane blast, the dragon makes a special dispel check as described above for each such effect within the area.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Divine conversion, smite <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Breath weapon substitution<\/em> <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Aura of despair <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Smite 2\/day <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Profane blast <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Smite 3\/day <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Mass profane blast, smite 4\/day <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Draconomicon 97<\/h5>","reference":"Usergen"},{"id":10410,"name":"Black Dog","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Black Dog<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Must have received training from a black dog.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: As part of your training as a black dog, you gain proficiency with the hand crossbow. This small, concealable weapon can be an invaluable tool for delivering poisons in battle.<\/p>\n\n\t<p><strong>Heir&#39;s Mark<\/strong>: Levels in the black dog prestige class count as levels in the dragonmark heir prestige class when determining the caster level for the spell-like abilities of your dragonmark. You can have a maximum of fi ve effective levels in dragonmark heir for the purpose of determining the caster level of your dragonmark.<\/p>\n\n\t<p><strong>Improved Hospitality (Ex)<\/strong>: You can use the prestidigitation or purify food and drink power of the Mark of Hospitality an additional number of times per day equal to your class level.<\/p>\n\n\t<p><strong>Poison Use (Ex)<\/strong>: You are trained in the use of poison, and never risk harming yourself when applying poison to a weapon.<\/p>\n\n\t<p><strong>Death Attack (Ex)<\/strong>: From 2nd level on, if you study a victim for 3 rounds and then make a sneak attack with a melee weapon that successfully deals damage, your attack has the additional effect of possibly either paralyzing or killing the target (your choice).<\/p>\n\n\t<p>If you do not already have a sneak attack ability, this class feature does not grant you one. Rather, you can make a death attack whenever your opponent is f lanked or when he would be denied his Dexterity bonus to AC. (See the assassin&#39;s death attack class feature, <span class=caps>DMG<\/span> 180.<\/p>\n\n\t<p>The saving throw against your death attack is DC 10 + your black dog class level + your assassin class level (if any) + your Intelligence modifier.<\/p>\n\n\t<p><strong>Dhurinda&#39;s Trick (Su)<\/strong>: At 2nd level, you learn to magically apply an ingestible poison to nearby food or liquid by expending one use of your prestidigitation or purify food and drink ability. The poison you wish to use must be on your person, and the target object must be visible and within 25 feet + 5 feet per class level. Magic food or liquid (including potions) gets a Will save (DC 10 + your class level + your Cha modifier) to resist the effect, with the dose of poison expended whether used successfully or not. Dhurinda&#39;s trick is a full-round action. If anyone is directly observing you, you can conceal your action with a Sleight of Hand check opposed by the observer&#39;s Spot check.<\/p>\n\n\t<p><strong>Create Poison (Sp)<\/strong>: At 3rd level, you learn to produce poisons using the create food and water power of the lesser Mark of Hospitality. By sacrifi cing a single use of the power, you can create one dose of poison. The poisons available depend on your class level, as shown on the table below. Poison created in this manner radiates a faint aura of conjuration and becomes inert after 24 hours if not used.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Poison <\/th>\n\t\t\t<th>Class Level <\/th>\n\t\t\t<th>Type (Save) <\/th>\n\t\t\t<th>Initial\/Secondary Damage <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Arsenic <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> Ingested (DC 13) <\/td>\n\t\t\t<td> 1 Con\/1d8 Con <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Dhurinda&#39;s stench <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> Ingested (DC 14) <\/td>\n\t\t\t<td> 1d4 Cha\/2d4 Cha <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Oil of taggit <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> Ingested (DC 15) <\/td>\n\t\t\t<td> 0\/Unconsciousness <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Id moss <\/td>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> Ingested (DC 14) <\/td>\n\t\t\t<td> 1d4 Int\/2d6 Int <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Black adder venom <\/td>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> Injury (DC 11) <\/td>\n\t\t\t<td> 1d6 Con\/1d6 Con <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Bloody tal <\/td>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> Ingested (DC 15) <\/td>\n\t\t\t<td> 1d6 Con\/2d4 Con <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Medium spider venom <\/td>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> Injury (DC 14) <\/td>\n\t\t\t<td> 1d4 Str\/1d4 Str <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Refi ne Poison (Su)<\/strong>: At 3rd level, you learn to refi ne a single dose of poison in your possession by expending one use of your prestidigitation or purif y food and drink power. As a standard action, you increase the poison&#39;s saving throw DC by 2. The effect lasts for 1 minute per class level.<\/p>\n\n\t<p><strong>Empower Poison (Su)<\/strong>: From 4th level on, you can use a standard action to empower a single dose of poison in your possession by expending one use of your prestidigitation or purify food and drink power. The poison&#39;s variable numeric effects increase by 50%. The effect lasts for 1 minute per class level.<\/p>\n\n\t<p><strong>Lost in the Crowd (Ex)<\/strong>: From 4th level on, you are able to use the Hide skill while being observed. As long as at least three creatures larger than you stand within 10 feet in any direction, you can attempt to conceal yourself from view without having cover or concealment.<\/p>\n\n\t<p><strong>Dhurinda&#39;s Touch (Sp)<\/strong>: At 5th level, you can poison your foes with a touch. With a successful melee touch attack, you target a foe with one dose of poison currently in your possession (regardless of the poison&#39;s normal method of delivery) by expending one use of your prestidigitation or purif y food and drink ability. You can choose to delay the effect of the poison by up to 5 minutes. You can make a Bluff check opposed by your target&#39;s Sense Motive check to conceal the nature of your action, but if you do so in combat, you provoke attacks of opportunity.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Heir&#39;s mark, improved hospitality, poison use <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Death attack, Dhurinda&#39;s trick <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Create poison, refi ne poison <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Empower poison, lost in the crowd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Dhurinda&#39;s touch <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dragonmarked 95<\/h5>","reference":"Usergen"},{"id":10411,"name":"Blade of Orien","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Blade of Orien<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Heir&#39;s Mark<\/strong>: Levels in the blade of Orien prestige class count as levels in the dragonmark heir prestige class when determining the caster level for the spell-like abilities of your dragonmark. You can have a maximum of five effective levels in dragonmark heir for the purpose of determining the caster level of your dragonmark.<\/p>\n\n\t<p><strong>Improved Dimension Leap (Ex)<\/strong>: Dimension leap is the signature ability of the blade of Orien, and you can use it an additional number of times per day equal to one plus one-half your class level (minimum 1). When using dimension leap, you can move in 5-foot increments instead of being limited to 10-foot increments.<\/p>\n\n\t<p><strong>Swift Leap (Ex)<\/strong>: At 2nd level, you gain the ability to use dimension leap as a move action. When you make a swift leap, your maximum distance is reduced by half.<\/p>\n\n\t<p><strong>Korran&#39;s Strength (Ex)<\/strong>: At 3rd level, you gain the ability to transport one willing Medium or smaller creature when you use dimension leap. You can transport two creatures at 6th level and three creatures at 9th level. A Large creature counts as two Medium creatures. Huge or larger creatures cannot be transported in this manner. All creatures to be transported must be in contact with you at the time you use your dimension leap ability. If used on an unwilling creature, the effect automatically fails.<\/p>\n\n\t<p><strong>Orien&#39;s Grasp (Sp)<\/strong>: At 4th level, you learn to teleport small objects into your waiting hand. By expending one use of your dimension leap ability, you can target an object that weighs no more than 5 pounds and is within 25 feet. The object must either be carried on your person or in line of sight. An object on your person can be teleported as a swift action that does not provoke attacks of opportunity; teleporting any other object is a standard action that provokes attacks of opportunity. An object held or in use by another creature receives a Will save against this effect (DC 12 + your Cha modifier).<\/p>\n\n\t<p><strong>Olladra&#39;s Twist (Sp)<\/strong>: From 5th level on, you can expend one use of your dimension leap ability to swap positions with any one Medium or smaller ally, or to switch the positions of two Medium or smaller allies. The target or targets must be within 30 feet of you. If used on an unwilling ally, the effect automatically fails. Activating this effect is a standard action that provokes attacks of opportunity from enemies threatening you, but not from enemies threatening the ally or allies you target.<\/p>\n\n\t<p><strong>Dimensional Push (Sp)<\/strong>: At 6th level, you gain the ability to teleport an adjacent willing ally. By expending one use of your dimension leap ability, you can move a Medium or smaller creature the same distance you would normally move yourself. If used on an unwilling ally, the effect automatically fails. The effects of improved dimension leap and swift leap apply to your use of dimensional push.<\/p>\n\n\t<p><strong>Orien&#39;s Wrath (Sp)<\/strong>: At 7th level, you gain a truly fearsome power: the ability to teleport your foes. To use this power, you expend one use of your dimension door ability and target a Medium or smaller creature within 10 feet. Your target gets a Will save to resist the effect (DC 14 + your Cha modifier). On a failed save, you can teleport the target up to 20 feet in any direction. If this would place the target in a solid object, the effect automatically fails. Activating this ability is a full-round action that provokes attacks of opportunity.<\/p>\n\n\t<p><strong>Shadow Shift (Ex)<\/strong>: At 8th level, you learn to shift away from blows when teleporting. When you use your dimension leap or dimension door abilities, you no longer provoke attacks of opportunity.<\/p>\n\n\t<p><strong>Orien&#39;s Cloak (Sp)<\/strong>: From 9th level on, you can expend one use of your dimension door ability to use blink (PH 206) as a spell-like ability, at the same caster level as your other dragonmark powers.<\/p>\n\n\t<p><strong>Orien&#39;s Fury (Ex)<\/strong>: At 10th level, you learn to unleash lightning-swift attacks even as you shift through space. Whenever you use your swift leap ability to dimension leap as a move action, you can make a full attack at the end of your leap.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Heir&#39;s mark, improved dimension leap <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Swift leap <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Korran&#39;s strength <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Orien&#39;s grasp <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Olladra&#39;s twist <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Dimensional push <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Orien&#39;s wrath <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Shadow shift <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Orien&#39;s cloak <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Orien&#39;s fury <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dragonmarked 99<\/h5>","reference":"Usergen"},{"id":10412,"name":"Cyre Scout","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Cyre Scout<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Must be a member in good standing of House Cannith South.<br \/><strong>Special<\/strong>: An heir of Siberys with the Mark of Making can take this class without meeting the Least Dragonmark prerequisite.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Direction Sense (Ex)<\/strong>: You have an innate sense of direction, allowing you to find your way even in the mists of the Mournland. Add your class level to all Survival checks.<\/p>\n\n\t<p><strong>Dragonmark Conduit (Su)<\/strong>: As a Cyre scout, you establish a supernatural connection to the power of your dragonmark. This power can eventually overcome the wasting effects of the Mournland, but also provides benefits in other environments. You activate your dragonmark conduit abilities by expending one use of any of your dragonmark powers. The duration of the effect is based on the strength of the dragonmark whose power you expend.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Mark <\/th>\n\t\t\t<th>Duration <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Least <\/td>\n\t\t\t<td> 12 hours <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Lesser <\/td>\n\t\t\t<td> 24 hours <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Greater or Siberys <\/td>\n\t\t\t<td> 1 day\/class level <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><em>Preservation<\/em>: Beginning when you enter this class, you draw sustenance from your dragonmark, and no longer need to eat or drink. You thus avoid having to hunt the mutated beasts of the Mournland, and can travel the wilderness without weighing yourself down with provisions.<\/p>\n\n\t<p><em>Natural Healing<\/em>: From 5th level on, you heal naturally even in areas such as the Mournland where natural healing is suppressed. In other areas, you instead need to sleep only 2 hours to gain all the physical benefits of a night&#39;s rest, though you must rest as normal to regain spells or power points.<\/p>\n\n\t<p><em>Magical Healing<\/em>: At 10th level, spells and spell-like effects of the healing subschool function normally on you even in areas such as the Mournland where magical healing is suppressed. In other areas, you instead gain damage reduction 3\/magic because your body instantly heals minor wounds.<\/p>\n\n\t<p><strong>Heir&#39;s Mark<\/strong>: Levels in the Cyre scout prestige class count as levels in the dragonmark heir prestige class when determining the caster level for the spell-like abilities of your dragonmark. You can have a maximum of five effective levels in dragonmark heir for the purpose of determining the caster level of your dragonmark.<\/p>\n\n\t<p><strong>Infusions<\/strong>: At 2nd level, you gain the ability to imbue items with infusions like an artificer (<span class=caps>ECS<\/span> 31). To imbue an infusion, you must have an Intelligence score of at least 10 + the infusion&#39;s level, so if you have an Intelligence of 10 or lower, you cannot imbue infusions. Bonus infusions are based on Intelligence, and saving throws against these infusions have a DC of 10 + spell level + your Intelligence modifier. Your infusion list appears below. You can imbue an item with any infusion from the list without preparing the infusion ahead of time. Unlike a sorcerer or bard, you do not select a subset of the available infusions as your known infusions; you have access to every infusion on the list that is of a level you can use.<\/p>\n\n\t<p>At 1st level, a Cyre scout has no caster level. From 2nd level on, your caster level is your class level minus 1.<\/p>\n\n\t<p><strong>Shadow Fighter (Ex)<\/strong>: At 2nd level, you gain Blind- Fight as a bonus feat, the better to function in the mists of the Mournland. If you already have Blind-Fight, you reduce any miss chance from concealment by 20% (minimum 0%).<\/p>\n\n\t<p><strong>Detect Magic (Sp)<\/strong>: From 3rd level on, you can use detect magic (PH 219) as a spell-like ability, at the same caster level as your other dragonmark powers. You can use this ability a number of times per day equal to your class level.<\/p>\n\n\t<p><strong>Improved Direction Sense (Ex)<\/strong>: From 4th level on, an innate ability to sense misdirection makes it almost impossible for you to get lost. Though you still make Survival checks as normal to find your way, you are aware when you fail a check, and can reorient yourself by stopping for 1d4 hours. In the Mournland, stopping in this way prevents you from traveling in a random direction for 1d4 hours (see <span class=caps>ECS<\/span> 190).<\/p>\n\n\t<p><strong>Tireless (Ex)<\/strong>: From 6th level on, you are able to keep going long after other characters have faltered. You gain Endurance as a bonus feat. If you already have Endurance, the bonus to checks and saves is doubled. In addition, you become immune to fatigue, and any effects that would normally exhaust you only fatigue you.<\/p>\n\n\t<p><strong>Blindsense Mark (Su)<\/strong>: At 7th level, you learn to function even in full darkness. By expending one use of a dragonmark power, you gain the blindsense ability. The range and duration of the ability is based on the strength of the dragonmark whose power you expend.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Mark <\/th>\n\t\t\t<th>Range <\/th>\n\t\t\t<th>Duration <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Least <\/td>\n\t\t\t<td> 10 ft. <\/td>\n\t\t\t<td> 1 hr. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Lesser <\/td>\n\t\t\t<td> 20 ft. <\/td>\n\t\t\t<td> 2 hr. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Greater <\/td>\n\t\t\t<td> 40 ft. <\/td>\n\t\t\t<td> 4 hr. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Siberys <\/td>\n\t\t\t<td> 80 ft. <\/td>\n\t\t\t<td> 8 hr. <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Innate Detect Magic (Su)<\/strong>: From 7th level on, you automatically sense the presence of magical auras anywhere within 15 feet per class level. This improved ability does not give you the location, type, or strength of the auras, but merely warns you that magic is near. You must use a detect magic effect as normal to gain further information. Like detect magic, this ability can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.<\/p>\n\n\t<p><strong>Natural Survivor (Ex)<\/strong>: From 8th level on, you can take 10 on any Survival check, even when threatened or distracted.<\/p>\n\n\t<p><strong>Identify (Sp)<\/strong>: From 9th level on, you can use identify (PH 243) a number of times per day equal to your class level. You need not provide the material component, but the process still takes as long as normal.<\/p>\n\n\t<h4>Cyre Scout Infusions List<\/h4>\n\n\t<p>Cyre scouts gain their infusions from the following list:<\/p>\n\n\t<p><strong>1st Level<\/strong>: identif y, light, magic stone, magic vestment, magic weapon, resistance item*, shield of faith, skill enhancement*, personal weapon augmentation*.<\/p>\n\n\t<p><strong>2nd Level<\/strong>: bear&#39;s endurance, bull&#39;s strength, cat&#39;s grace, eagle&#39;s splendor, fox&#39;s cunning, owl&#39;s wisdom.<\/p>\n\n\t<p><strong>3rd Level<\/strong>: greater magic weapon, metamagic item*, power surge*, suppress requirement*.<\/p>\n\n\t<p><strong>4th Level<\/strong>: lesser globe of invulnerability, minor creation, rusting grasp, legion&#39;s shield of faith*.<\/p>\n\n\t<p>*Described in the <span class=caps>EBERRON<\/span> Campaign Setting.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=4>Infusions <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Direction sense, dragonmark conduit (preservation), heir&#39;s mark <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Shadow fighter <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Detect magic <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Improved direction sense <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Dragonmark conduit (natural healing) <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Tireless <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Blindsense mark, innate detect magic <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Natural survivor <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Identify <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Dragonmark conduit (magical healing) <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dragonmarked 101<\/h5>","reference":"Usergen"},{"id":10413,"name":"Deneith Warden","type":"prestige","alignment":"Any lawful","hit_die":"10","full_text":"<div topic='titel'><p><h3>Deneith Warden<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any lawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Must be a member of the Sentinel Marshals of House Deneith, or must have proven dedication to the house and been granted permission to petition to join the Sentinel Marshals.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Heir&#39;s Mark<\/strong>: Levels in the Deneith warden prestige class count as levels in the dragonmark heir prestige class when determining the caster level for the spell-like abilities of your dragonmark. You can have a maximum of five effective levels in dragonmark heir for the purpose of determining the caster level of your dragonmark.<\/p>\n\n\t<p><strong>Tracker<\/strong>: As a Deneith warden, you gain either Track or Urban Tracking (<span class=caps>ECS<\/span> 61) as a bonus feat.<\/p>\n\n\t<p><strong>Warden&#39;s Authority (Ex)<\/strong>: You have the weight of the Sentinel Marshals and House Deneith behind you, granting a +1 circumstance bonus on Diplomacy, Gather Information, and Intimidate checks. This bonus increases to +2 at 2nd level, and increases by 1 every two levels thereafter.<\/p>\n\n\t<p><strong>Subduing Strike (Ex)<\/strong>: From 2nd level on, you can choose to deal nonlethal damage with any melee weapon without taking the normal penalties for doing so.<\/p>\n\n\t<p><strong>Devoted Lawkeeper (Ex)<\/strong>: From 3rd level on, you gain an edge against those you know have broken the law. This grants you a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against known criminals, as well as a +2 bonus on weapon damage rolls against such characters.<\/p>\n\n\t<p>This bonus increases to +4 at 6th level, and to +6 at 9th level.<\/p>\n\n\t<p>For a foe to qualify as a known criminal for the purpose of this ability, you must either have witnessed the individual engaged in a criminal act, had the criminal act reported to you by a member of a legitimate law-enforcement agency, or made a successful Sense Motive check to ascertain the truth of the crime as reported by one of its victims. The crime must have occurred within a number of months equal to your level in this class for minor offenses (petty theft, vandalism, and so on), or within a number of years equal to your level in this class for major offenses (murder, rape, treason, and so on). If the individual has served the full punishment due for the crime, you do not gain the benefits of this ability against him.<\/p>\n\n\t<p><strong>Uncanny Dodge (Ex)<\/strong>: At 4th level, you react to danger before your senses would normally allow you to do so and cannot be caught flat-footed. (See the barbarian class feature, PH 26.)<\/p>\n\n\t<p><strong>Mettle (Ex)<\/strong>: At 5th level, your devotion and single-mindedness allow you to shrug off magical effects that would otherwise harm or impede you. If you make a successful Will or Fortitude saving throw against a spell or spell-like ability that normally has partial or reduced effects on a successful save, you instead suffer no effect at all.<\/p>\n\n\t<p><strong>Improved Subduing Strike (Ex)<\/strong>: At 6th level, your subduing strike becomes even more potent. Any time you deal 15 or more points of nonlethal damage with a single attack, your target must succeed on a Fortitude save (DC 5 + damage dealt) or be shaken for 1 round.<\/p>\n\n\t<p><strong>Improved Uncanny Dodge (Ex)<\/strong>: From 7th level on, you can no longer be flanked. (See the barbarian class feature, PH 26.)<\/p>\n\n\t<p><strong>Lie Detector (Ex)<\/strong>: At 8th level, you can take 10 on any Sense Motive check, even if threatened or distracted.<\/p>\n\n\t<p><strong>Greater Subduing Strike (Ex)<\/strong>: At 10th level, you can make a single attack to deal nonlethal damage that has the potential to stun your foe. You must declare the use of this ability before you roll the attack. If the attack hits, the target must attempt a Fortitude save (DC 10 + your Deneith warden level + your Strength modifier) or be stunned for 1 round, then shaken for 1d4 rounds. You can use this ability a number of times per day equal to your Deneith warden level, but no more than once per round.<\/p>\n\n\t<p>In addition, the saving throw DC for your improved subduing strike ability increases to 10 + damage dealt.<\/p>\n\n\t<p><strong>Implacable (Su)<\/strong>: At 10th level, if you have line of sight to a known lawbreaker (as defined by the devoted lawkeeper ability), you gain a +6 morale bonus on Will saves.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Heir&#39;s mark, tracker, warden&#39;s authority +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Subduing strike, warden&#39;s authority +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Devoted lawkeeper +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Uncanny dodge, warden&#39;s authority +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Mettle <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Devoted lawkeeper +4, improved subduing strike, warden&#39;s authority +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Improved uncanny dodge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Lie detector, warden&#39;s authority +5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Devoted lawkeeper +6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Greater subduing strike, implacable, warden&#39;s authority +6 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dragonmarked 105<\/h5>","reference":"Usergen"},{"id":10414,"name":"Duraak'ash","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Duraak'ash<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Catch the Scent (Ex)<\/strong>: When you use your locate creature ability, you can locate a specific creature you have never met. To do this, you must possess a piece of the target creature (hair, scale, nail, and so on) or an object the target has touched within one day per class level.<\/p>\n\n\t<p><strong>Heir&#39;s Mark<\/strong>: Levels in the duraak&#39;ash prestige class count as levels in the dragonmark heir prestige class when determining the caster level for the spell-like abilities of your dragonmark. You can have a maximum of five effective levels in dragonmark heir for the purpose of determining the caster level of your dragonmark.<\/p>\n\n\t<p><strong>Hunter&#39;s Insight (Ex)<\/strong>: While fighting a creature who is the current target of your locate creature ability, you gain a +1 insight bonus on attack rolls and damage rolls, and a +1 insight bonus to Armor Class against that creature. This bonus increases to +2 at 5th level, and to +3 at 10th level.<\/p>\n\n\t<p><strong>Swift Tracker (Ex)<\/strong>: You can move at your normal speed while following tracks. (See the ranger class feature, PH 48.)<\/p>\n\n\t<p><strong>Dragon&#39;s Guidance (Su)<\/strong>: From 2nd level on, you can expend one use of any of your dragonmark powers to gain an insight bonus on a Survival check made in conjunction with the Track feat or on a Gather Information check made in conjunction with the Urban Tracking feat. The bonus is based on the strength of the dragonmark whose power you expend.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Dragonmark <\/th>\n\t\t\t<th>Insight Bonus <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Least <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Lesser <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Greater <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Sharpened Senses (Ex)<\/strong>: At 2nd level, you double the range of all divination abilities associated with your Mark of Finding. In addition, when using your dragonmark, you can add your class level to a caster level check to overcome nondetection (PH 257) or as a bonus on a Will save made to overcome mislead (PH 255).<\/p>\n\n\t<p><strong>Improved Dragonmark (Ex)<\/strong>: At 3rd level and 8th level, you gain one additional daily use of your least and lesser dragonmark powers.<\/p>\n\n\t<p><strong>Favored Enemy (Ex)<\/strong>: At 4th level, you can select a type of creature as a favored enemy. (See the ranger class feature, PH 47.)<\/p>\n\n\t<p>If you already have a favored enemy from another class, you instead select an additional favored enemy. In addition, you can increase by 2 the bonus against any one favored enemy (including the one just selected, if so desired).<\/p>\n\n\t<p>At 9th level, you can select an additional favored enemy and once more increase a favored enemy bonus.<\/p>\n\n\t<p><strong>Trackless Step (Ex)<\/strong>: At 5th level and higher, you cannot be tracked in natural surroundings. (See the druid class feature, PH 36.)<\/p>\n\n\t<p><strong>Perfect Awareness (Ex)<\/strong>: From 6th level on, while fighting a creature who is the current target of your locate creature ability, you cannot be f lanked by the target. In addition, you suffer no miss chance from any concealment protecting him, including that of invisibility and darkness.<\/p>\n\n\t<p><strong>Track the Trackless (Ex)<\/strong>: At 7th level, you gain the ability to track creatures under the effect of pass without trace, trackless step, or similar abilities, though you take a &#8212;20 penalty on your Survival check when doing so.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Catch the scent, heir&#39;s mark, hunter&#39;s insight +1, swift tracker <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Dragon&#39;s guidance, sharpened senses <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Improved dragonmark <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Favored enemy <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Hunter&#39;s insight +2, trackless step <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Perfect awareness <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Track the trackless <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Improved dragonmark <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Favored enemy <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Hunter&#39;s insight +3 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dragonmarked 107<\/h5>","reference":"Usergen"},{"id":10415,"name":"Medani Prophet","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Medani Prophet<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: Ability to cast 2nd-level divine spells, including at least three divinations.<br \/><strong>Special<\/strong>: Must be a worshiper of Aureon, and must have received training from the Voice of Aureon.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefi t a character of that class would have gained. If you had more than one divine spellcasting class before becoming a Medani prophet, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Heir&#39;s Mark<\/strong>: Levels in the Medani prophet prestige class count as levels in the dragonmark heir prestige class when determining the caster level for the spell-like abilities of your dragonmark. You can have a maximum of five effective levels in dragonmark heir for the purpose of determining the caster level of your dragonmark.<\/p>\n\n\t<p><strong>Keen Insight (Su)<\/strong>: Your dragonmark gives you f lashes of intuition, granting you an insight bonus on Sense Motive checks equal to your class level.<\/p>\n\n\t<p><strong>Prophetic Vision (Su)<\/strong>: As you undertake your training as a Medani prophet, you begin to receive powerful visions of the past and future. These rare and cryptic revelations are a tool for the DM to advance the story, and the frequency and nature of these visions is determined by the needs of the campaign. These visions often connect to your current location, such that you are far more likely to see an image of the ancient battles between quori and giant if you are in Xen&#39;drik.<\/p>\n\n\t<p>If a vision strikes while you are awake, you must make a DC 15 Will save or be stunned for 1d4 rounds as the images wash over you.<\/p>\n\n\t<p><strong>Improved Dragonmark (Ex)<\/strong>: At 2nd level and 4th level, you gain one additional daily use of your least and lesser dragonmark powers.<\/p>\n\n\t<p><strong>Blood Augury (Sp)<\/strong>: From 2nd level on, you can expend one use of a least dragonmark power to use augury (PH 202) as a spell-like ability, at the same caster level as your other dragonmark powers.<\/p>\n\n\t<p><strong>Dragon&#39;s Shield (Su)<\/strong>: At 3rd level, you gain an insight bonus to your Armor Class by expending one use of any of your dragonmark powers as a swift action. The effect lasts for 1 minute per dragonmark power caster level. The bonus is based on the strength of the dragonmark whose power you expend.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Mark <\/th>\n\t\t\t<th>Insight Bonus <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Least <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Lesser <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Greater <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Medani Guidance (Sp)<\/strong>: From 4th level on, you can expend one use of a lesser dragonmark power to use divination (PH 224) as a spell-like ability, at the same caster level as your other dragonmark powers.<\/p>\n\n\t<p>Visions of the Past (Sp): At 5th level, you can expend one use of a dragonmark power to peer into the past. With each use of this ability, you can three questions regarding the past of the area you are in. This requires 6 minutes of concentration (2 minutes per question). You receive your answers as a combination of indistinct sensory impressions, as determined by the DM. For example, if you ask &quot;Who killed Borestes?&quot; you might learn that it was a male half-orc wielding an axe, but you will not learn the name of the killer. If you happen to be familiar with this particular half-orc, you might instinctively recognize him. In general, however, the imagery is vague and blurred; however, you might catch a particularly vivid image, such as a precise look at the killer&#39;s distinctive axe.<\/p>\n\n\t<p>The answers you receive come not from any deity, but from your dragonmark&#39;s supernatural connection to the past. As such, treat the answers as coming from an effectively omniscient being. However, you will only receive responses to questions regarding events that occurred within your line of sight, and any magical effect that would have interfered with scrying automatically conceals past events from this power. For example, you might ask a question regarding a crime committed at a particular site, but if the character who committed that crime was under the effect of nondetection at the time, the response will be completely indecipherable. This ability works best when you ask specifi c questions: The move vague the question you ask, the more vague the response will be.<\/p>\n\n\t<p>The maximum period you can look back through time is based on the strength of the dragonmark whose power you expend.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Dragonmark <\/th>\n\t\t\t<th>Maximum Period <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Least <\/td>\n\t\t\t<td> 5 hours <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Lesser <\/td>\n\t\t\t<td> 5 days <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Greater <\/td>\n\t\t\t<td> 1 month <\/td>\n\t\t<\/tr>\n\t<\/table><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Heir&#39;s mark, keen insight, prophetic vision <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Improved dragonmark, blood augury <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Dragon&#39;s shield <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Improved dragonmark, Medani guidance <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Visions of the past <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dragonmarked 110<\/h5>","reference":"Usergen"},{"id":10416,"name":"Nosomatic Chirurgeon","type":"prestige","alignment":"Any nongood","hit_die":"8","full_text":"<div topic='titel'><p><h3>Nosomatic Chirurgeon<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nongood.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Base Fortitude Save<\/strong>: +3.<br \/><strong>Special<\/strong>: An heir of Siberys with the Mark of Healing can take this class without meeting the Least Dragonmark prerequisite.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: At each level except 5th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a nosomatic chirurgeon, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p>If you have no levels in any spellcasting class, this class grants you the spellcasting ability of the adept (<span class=caps>DMG<\/span> 107) from 1st to 4th level. You do not gain levels in the adept class nor any of the other features of that class, but simply adopt that class&#39;s spellcasting progression and spell list as the spellcasting ability of this class.<\/p>\n\n\t<p><strong>Heir&#39;s Mark<\/strong>: Levels in the nosomatic chirurgeon prestige class count as levels in the dragonmark heir prestige class when determining the caster level for the spell-like abilities of your dragonmark. You can have a maximum of five effective levels in dragonmark heir for the purpose of determining the caster level of your dragonmark.<\/p>\n\n\t<p><strong>Nosomatic Chirurgy (Ex)<\/strong>: As a nosomatic chirurgeon, your understanding of sickness and disease grants you a bonus equal to your class level on saves against magical or mundane diseases (including the contagion spell). You gain this same bonus on saves against any magical or mundane effects that would change your condition to nauseated or sickened. If such effects also deal damage, you take that damage as normal.<\/p>\n\n\t<p>In addition, you receive a bonus equal to your class level on all Heal checks.<\/p>\n\n\t<p><strong>Pestilential Touch (Su)<\/strong>: A chirurgeon develops the supernatural ability to channel spell energy into debilitating harm. This ability allows you to spontaneously &quot;lose&quot; a single usage of any spell or spell-like ability to cast any inflict spell of the same spell level or lower. (An inflict spell is any spell with &quot;inflict&quot; in its name, such as inflict light wounds).<\/p>\n\n\t<p>Unlike with a normal casting of an inflict spell, the damage dealt by this ability is not negative energy, and so cannot be used to heal undead.<\/p>\n\n\t<p><strong>Plague Bearer (Sp)<\/strong>: Upon reaching 2nd level, a nosomatic chirurgeon can cultivate disease in living creatures with a touch. Once per day, you can invoke an effect similar to a contagion spell (PH 213). As with the spell, you must succeed on a melee touch attack to affect your target. You can gain additional uses of this ability by expending daily uses of any spell-like ability from your Mark of Healing.<\/p>\n\n\t<p>Upon acquiring this ability, you become immune to the contagion spell.<\/p>\n\n\t<p><strong>Isolate Pathogen (Ex)<\/strong>: From 3rd level on, your expertise allows you to expand your plague bearer ability to use any disease (including magical diseases) that you have personally diagnosed and successfully treated with the Heal skill. This allows you to use your plague bearer ability to infect subjects with a disease such as devil chills or mummy rot if you have successfully helped a character overcome the effect of that disease with a Heal check.<\/p>\n\n\t<p>In addition, you can always take 10 on Heal checks made to diagnose a patient or treat disease.<\/p>\n\n\t<p><strong>Nosomatic Touch (Su)<\/strong>: At 4th level, you can choose to combine your pestilential touch ability with your plague bearer ability, allowing you to deal damage and infect a subject with disease with a single melee touch attack. You lose a spell (for your pestilential touch) and expend any applicable usage of a dragonmark power (for plague bearer) as normal. Since this ability requires a touch attack, you cannot use your nosomatic touch with any mass inflict spell, regardless of level.<\/p>\n\n\t<p><strong>Ascendant Carrier (Ex)<\/strong>: At 5th level, your studies make you immune to all diseases, even those of magical or supernatural origin such as lycanthropy and mummy rot. If you are already afflicted with any such disease, you are automatically cured of that condition. You also become immune to any spell or effect that would cause you to become nauseated or sickened.<\/p>\n\n\t<p>In addition, you can extend your expertise to those in your care. This allows you to use remove disease as a spelllike ability once per day, at the same caster level as your other dragonmark powers.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Heir&#39;s mark, nosomatic chirurgy, pestilential touch <\/td>\n\t\t\t<td> +1 level of existing class\/see text <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Plague bearer <\/td>\n\t\t\t<td> +1 level of existing class\/see text <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Isolate pathogen <\/td>\n\t\t\t<td> +1 level of existing class\/see text <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Nosomatic touch <\/td>\n\t\t\t<td> +1 level of existing class\/see text <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Ascendant carrier <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dragonmarked 114<\/h5>","reference":"Usergen"},{"id":10417,"name":"Shadow Hunter","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Shadow Hunter<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Must be proficient with martial weapons.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Heir&#39;s Mark<\/strong>: Levels in the shadow hunter prestige class count as levels in the dragonmark heir prestige class when determining the caster level for the spell-like abilities of your dragonmark. You can have a maximum of five effective levels in dragonmark heir for the purpose of determining the caster level of your dragonmark.<\/p>\n\n\t<p><strong>Improved Darkness (Ex)<\/strong>: You can use the darkness power of the Mark of Shadow an additional number of times per day equal to your class level.<\/p>\n\n\t<p><strong>Deeper Shadows (Ex)<\/strong>: From 2nd level on, when you use the darkness power of your dragonmark, you can expend a second use to enhance its power. This produces an effect identical to deeper darkness that lasts for 24 hours or until dismissed.<\/p>\n\n\t<p><strong>Poison Use (Ex)<\/strong>: From 2nd level on, you are trained in the use of poison, and never risk harming yourself when applying poison to a weapon.<\/p>\n\n\t<p><strong>Shadow Sense (Sp)<\/strong>: At 2nd level, you gain an uncanny ability to sense members of your bloodline. To activate this power, you expend one use of any of your dragonmark powers. Thereafter, for the duration of the effect, if you come within 30 feet of a character who possesses the Mark of Shadow, you can sense his location and the level of his mark.<\/p>\n\n\t<p>This effect even allows you to pinpoint the location of invisible characters, although an invisible opponent still gains the benefits of concealment (20% miss chance). Misdirection is effective against your shadow sense, but you gain an insight bonus on your saving throw equal to your class level.<\/p>\n\n\t<p>The duration of the effect is based on the strength of the dragonmark whose power you expend.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Dragonmark <\/th>\n\t\t\t<th>Duration <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Least <\/td>\n\t\t\t<td> 10 min.\/class level <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Lesser <\/td>\n\t\t\t<td> 1 hour\/class level <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Greater <\/td>\n\t\t\t<td> 24 hours <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>Though it originally allowed allied shadow hunters to avoid accidentally attacking each other while fighting in magical darkness, this ability now allows shadow hunters to detect the presence of those of the opposing House of Shadow.<\/p>\n\n\t<p><strong>Shadowblind (Sp)<\/strong>: At 3rd level, you learn to use darkness as a weapon, blinding your enemy within a cluster of shadows. Using shadowblind is a standard action that provokes attacks of opportunity, and requires you to expend one use of your darkness power. Target a creature within 50 feet. That creature must make a Will save (DC 10 + your class level + your Cha modifier) or be blinded for 1 minute.<\/p>\n\n\t<p><strong>Shadowsight (Sp)<\/strong>: At 4th level, you can call on the power of your dragonmark to pierce the deepest shadows. To activate this ability, you expend one use of any of your dragonmark powers. For the duration of the effect, you gain darkvision with a range of 60 feet, and can ignore the effects of darkness and deeper darkness. The duration of the effect is based on the strength of the dragonmark whose power you expend.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Dragonmark <\/th>\n\t\t\t<th>Duration <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Least <\/td>\n\t\t\t<td> 10 min.\/class level <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Lesser <\/td>\n\t\t\t<td> 1 hour\/class level <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Greater <\/td>\n\t\t\t<td> 24 hours <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Cloak of Shadows (Sp)<\/strong>: At 5th level, you learn to wrap yourself in shadows, concealing yourself from your enemies. Using cloak of shadows is a swift action that does not provoke attacks of opportunity, and requires you to expend one use of your darkness power. You gain concealment (20% miss chance) for 1 minute per level, at the same caster level as your other dragonmark powers. In addition, you can use the Hide skill even while being observed.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Heir&#39;s mark, improved darkness <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Deeper shadows, poison use, shadow sense <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Shadowblind <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Shadowsight <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Cloak of shadows <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dragonmarked 117<\/h5>","reference":"Usergen"},{"id":10418,"name":"Silver Key","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Silver Key<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Must be a member of House Kundarak.<br \/><strong>Special<\/strong>: Trap sense +1.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Armored Abjuration<\/strong>: Silver keys who are also arcane spellcasters can cast spells of the abjuration school while wearing light armor without incurring the normal chance for arcane spell failure. Like other arcane spellcasters, however, a silver key wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.<\/p>\n\n\t<p><strong>Heir&#39;s Mark<\/strong>: Levels in the silver key prestige class count as levels in the dragonmark heir prestige class when determining the caster level for the spell-like abilities of your dragonmark (if any). You can have a maximum of five effective levels in dragonmark heir for the purpose of determining the caster level of your dragonmark.<\/p>\n\n\t<p><strong>Trap Master (Ex)<\/strong>: You gain a +1 insight bonus on Disable Device, Search, and Spellcraft checks, but only when pertaining specifically to traps, wards, and other security measures. This bonus rises by +1 every three levels thereafter (so +2 at 4th, +3 at 7th, and +4 at 10th).<\/p>\n\n\t<p><strong>Warder&#39;s Keys<\/strong>: As you take your first steps along the silver key path, you receive a special set of tools known as warder&#39;s keys. This masterwork set of picks, pry bars, hand hammers, hooks, saws, and skeleton keys is fashioned of a silver alloy refined so as to maintain its purity and hardness. The tools are held in a special lead-lined pouch designed to be strapped to the body beneath a tunic or cloak. Your warder&#39;s keys are thus almost impossible to either detect or remove. A set of warder&#39;s keys provides a +2 circumstance bonus on Craft (trapmaking), Disable Device, and Open Lock checks, and on Search checks made to find traps. Warder&#39;s keys also provide a +2 competence bonus on Open Lock checks and Disable Device checks (which stacks with the +2 circumstance bonus).<\/p>\n\n\t<p>An undamaged set of warder&#39;s keys is worth 1,000 gp, but silver keys are forbidden from selling them and losing a set is cause for disgrace. House Kundarak makes operatives purchase their second and subsequent sets of warder&#39;s keys at a cost of 1,200 gp. A silver key working within the house who chooses to go without a set of warder&#39;s keys can expect to receive precious few assignments.<\/p>\n\n\t<p><strong>Wardsense (Ex)<\/strong>: You can use the Search skill to locate traps with a DC higher than 20, and you can use Disable Device to bypass a trap or disarm magic traps. (See the trapfinding rogue class feature, PH 50.)<\/p>\n\n\t<p>If you already have the trapfinding ability, you instead gain a +2 bonus on Disable Device, Search, and Spellcraft checks involving traps.<\/p>\n\n\t<p>Your wardsense also allows you to use the Spellcraft skill to identify magic traps and wards within 60 feet as if you had cast detect magic or read magic. The DC of the Spellcraft check is increased by 2 over what it would be when using the appropriate spell.<\/p>\n\n\t<p>For example, you can use Spellcraft to identify a glyph of warding or symbol without first casting read magic, but at DCs of 15 and 21 instead of 13 and 19, respectively. You can also discern the school of magic in a magic trap or ward without first casting detect magic, at a DC of 17 + spell level.<\/p>\n\n\t<p>Wardsense does not grant you the ability to automatically detect magic traps or wards. You cannot use this ability for any purpose other than identifying magic traps and wards.<\/p>\n\n\t<p><strong>Crafty Hands (Su)<\/strong>: At 2nd level, you develop the ability to manipulate mechanical devices with your mind, allowing you to make Open Lock and Disable Device checks at a distance of up to 60 feet. Activating this ability is a move action, after which you make the appropriate check as normal. You can move and manipulate objects weighing up to 5 pounds (including your warder&#39;s keys), allowing you to use any bonuses that such objects add to your checks. However, you cannot manipulate those objects in any other way (such as hurling them at a foe).<\/p>\n\n\t<p>If you are distracted while making an Open Lock or Disable Device check at a distance, you must make a Concentration check as normal. On a failed check, you must use another move action to reactivate this ability.<\/p>\n\n\t<p><strong>Invisibility (Sp)<\/strong>: At 3rd level, you learn how to turn invisible as the invisibility spell; once\/day; caster level equals character level.<\/p>\n\n\t<p>If you possess a Mark of Warding, you can expend one use of any of your dragonmark powers to gain an additional use of this ability.<\/p>\n\n\t<p><strong>Sly Soul (Ex)<\/strong>: Upon reaching 5th level, a permanent strengthening of your spirit grants you spell resistance 15 + silver key level.<\/p>\n\n\t<p><strong>Cunning Body (Su)<\/strong>: By 6th level, a silver key&#39;s form has developed the ability to adapt to a number of dangerous environments:\n\t<ul>\n\t\t<li>If submerged in liquid, you automatically activate a water breathing effect.<\/li>\n\t\t<li>If you fall more than 5 feet, you automatically activate a feather fall effect.<\/li>\n\t\t<li>If you are paralyzed, you automatically activate a remove paralysis effect.<\/li>\n\t<\/ul><br \/>You cannot extend the benefit of this ability to any other creature, nor can you voluntarily activate these effects except under the stated conditions. Each effect can be invoked once per day. Your caster level for these effects is equal to your silver key level.<\/p>\n\n\t<p>If you possess a lesser or greater Mark of Warding, you gain one additional use of any of these effects by expending one use of a lesser or greater dragonmark power as an immediate action.<\/p>\n\n\t<p><strong>Slippery Mind (Ex)<\/strong>: Upon reaching 8th level, if you fail a save against a mind-affecting effect, you can attempt the save again 1 round later at the same DC. If this second save also fails and you possess a greater Mark of Warding, you can make a third saving throw 1 round later by expending one use of a greater dragonmark power.<\/p>\n\n\t<p><strong>Veiled Spirit (Su)<\/strong>: At 9th level, you gain a +2 bonus on all Hide checks, and become highly resistant to attempts to espy you or divine your location through scrying or other magical means. You gain a +4 bonus on Will saves made to resist divination effects.<\/p>\n\n\t<p><strong>Master of Doors (Su)<\/strong>: At 10th level, you have reached the pinnacle of a silver key&#39;s prowess, this potent ability allows you to make use of any magic door or portal you come across as though you had the specific ability to do so. In particular, you can bypass arcane lock spells as though you yourself had cast them, ignore glyphs of warding as though you knew the password (even glyphs that have no password), and bypass the magic of a hold portal as though you could cast knock at will.<\/p>\n\n\t<p>Your power even extends to portals created or maintained by magic. You can follow another character through a phase door, and can enter a Mordenkainen&#39;s magnificent mansion, a dragonmark demesne (see page 149), and similar structures regardless of whether the caster designated you as one of the creatures able to enter.<\/p>\n\n\t<p>This ability does not confer any advantage when dealing with mundane locks or doors.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Armored abjuration, heir&#39;s mark, trap master +1, warder&#39;s keys, wardsense <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Crafty hands <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Invisibility <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Trap master +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Sly soul <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Cunning body <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Trap master +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Slippery mind <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Veiled spirit <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Master of doors, trap master +4 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dragonmarked 120<\/h5>","reference":"Usergen"},{"id":10419,"name":"Storm Sentry","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Storm Sentry<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Heir&#39;s Mark<\/strong>: Levels in the storm sentry prestige class count as levels in the dragonmark heir prestige class when determining the caster level for the spell-like abilities of your dragonmark. You can have a maximum of five effective levels in dragonmark heir for the purpose of determining the caster level of your dragonmark.<\/p>\n\n\t<p><strong>Improved Gust (Ex)<\/strong>: You can use the gust of wind power of the Mark of Storm an additional number of times per day equal to your class level.<\/p>\n\n\t<p><strong>Wind&#39;s Embrace (Sp)<\/strong>: You can expend one use of any of your dragonmark powers to use feather fall as a spell-like ability, at the same caster level as your other dragonmark powers. This is a swift action that does not provoke attacks of opportunity.<\/p>\n\n\t<p><strong>Lyrandar&#39;s Shield (Sp)<\/strong>: From 2nd level on, you can expend one use of a least dragonmark power to use shield as a spell-like ability, at the same caster level as your other dragonmark powers. If you instead expend one use of a lesser or greater dragonmark power, the duration of the effect is extended to 10 minutes per level.<\/p>\n\n\t<p><strong>Powerful Winds (Ex)<\/strong>: Beginning at 2nd Level, you add your class level to the saving throw DC of the gust of wind and wind wall powers of the Mark of Storm.<\/p>\n\n\t<p><strong>Lyrandar&#39;s Fist (Sp)<\/strong>: From 3rd level on, you can target a single creature with an intense blast of wind by expending one use of any of your dragonmark powers as a standard action. This ability has a range of 25 feet + 5 feet per class level, and is resolved as a bull rush attack made by a Medium creature. The effective Strength modifier on the bull rush attack is based on the strength of the dragonmark whose power you expend.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Dragonmark <\/th>\n\t\t\t<th>Strength Modifier <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Least <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Lesser <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Greater <\/td>\n\t\t\t<td> +16 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>If you win the opposed Strength check, the target is forced back 5 feet plus an additional 5 feet for every 5 points by which your check result is greater than the defender&#39;s. Using Lyrandar&#39;s fist is a standard action that does not provoke attacks of opportunity.<\/p>\n\n\t<p><strong>Storm Strike (Su)<\/strong>: At 4th level, you learn to expend one use of any of your dragonmark powers to charge your current melee or ranged weapon (but not thrown weapons or ammunition) with the energy of the storm. This is a swift action that does not provoke attacks of opportunity.<\/p>\n\n\t<p>If you expend one use of a least mark power, this duplicates the effect of the shocking weapon special ability. If you expend one use of a lesser or greater mark power, the effect is that of shocking burst. A ranged weapon with these abilities bestows the ability on its ammunition, as normal. The effect lasts for 1 round per dragonmark power caster level, or until the weapon leaves your hand. This ability cannot be used on natural weapons, though a monk&#39;s unarmed strike is considered a manufactured weapon as normal.<\/p>\n\n\t<p><strong>Gale Force (Ex)<\/strong>: At 5th level, you can generate a more intense blast of wind when using your gust of wind power. You treat all targets in the path of the gust as if they were one size category smaller, so that Medium creatures can be knocked down, while Small creatures can be sent flying.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Heir&#39;s mark, improved gust, wind&#39;s embrace <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Lyrandar&#39;s shield, powerful winds <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Lyrandar&#39;s fist <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Storm strike <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Gale force <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dragonmarked 124<\/h5>","reference":"Usergen"},{"id":10420,"name":"Unbound Scroll","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Unbound Scroll<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: Ability to prepare 3rd-level arcane spells or imbue 3rd-level infusions.<br \/><strong>Special<\/strong>: Must have performed a task specified by the Viceroy of the Ninth College.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: At each level except 3rd, you gain new spells or infusions per day and an increase in caster level (and spells or infusions known, if applicable) as if you had also gained a level in an arcane spellcasting class or infusing class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one applicable class before becoming an unbound scroll, you must decide to which class to add each level for the purpose of determining spells or infusions per day, caster level, and spells or infusions known.<\/p>\n\n\t<p><strong>Heir&#39;s Mark<\/strong>: Levels in the unbound scroll prestige class count as levels in the dragonmark heir prestige class when determining the caster level for the spell-like abilities of your dragonmark. You can have a maximum of five effective levels in dragonmark heir for the purpose of determining the caster level of your dragonmark.<\/p>\n\n\t<p><strong>Master Scribe (Ex)<\/strong>: When you use Scribe Scroll, reduce the gp and XP costs by 5% for each level in this class. These bonuses stack with those of Legendary Artisan and Extraordinary Artisan, so that a 5th-level unbound scroll with the Legendary Artisan feat reduces the XP cost of scroll creation by 50%.<\/p>\n\n\t<p><strong>Scroll Mastery (Ex)<\/strong>: As an unbound scroll, you gain a bonus equal to your class level on Use Magic Device checks made to activate scrolls.<\/p>\n\n\t<p><strong>Improved Arcane Mark (Ex)<\/strong>: From 2nd level on, you can use the arcane mark power of the Mark of Scribing an additional number of times per day equal to your class level.<\/p>\n\n\t<p><strong>Strong Words (Su)<\/strong>: From 2nd level on, you can expend one use of any of your dragonmark powers as a swift action to increase the caster level of a scroll you activate, to a maximum of 2 + character level. The increase is based on the strength of the dragonmark whose power you expend.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Dragonmark <\/th>\n\t\t\t<th>Caster Level <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Least <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Lesser <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Greater <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Metamagic Scroll (Su)<\/strong>: From 3rd level on, you can expend one use of any of your dragonmark powers as a swift action to apply a single metamagic feat that you know to a scroll you activate. You cannot combine this ability with the metamagic scroll infusion (Magic of Eberron 99) or similar effects. You are limited in the feats you can apply by level modifier, based on the strength of the dragonmark whose power you expend.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Dragonmark <\/th>\n\t\t\t<th>Metamagic Level Modifier <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Least <\/td>\n\t\t\t<td> +2 levels <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Lesser <\/td>\n\t\t\t<td> +3 levels <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Greater <\/td>\n\t\t\t<td> +4 levels <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Charged Words (Su)<\/strong>: At 4th level, you learn to charge a scroll with mystical energy. When you activate a scroll, you can expend one use of any of your dragonmark powers as a swift action to increase the saving throw DC of the spell. The amount of the bonus is based on the strength of the dragonmark whose power you expend.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Dragonmark <\/th>\n\t\t\t<th>DC Bonus <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Least <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Lesser <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Greater <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Ghost Writing (Su)<\/strong>: At 5th level, you can expend one use of any of your dragonmark powers as a swift action to magically duplicate a single spell on a scroll. The spell is covered with shimmering writing that appears to f loat above the page. When you activate the spell from the scroll, this ghostly writing vanishes but the original spell remains, ready to be activated again. You cannot use this ability to duplicate any spell that has an XP cost or a material component over 1 gp in value. The maximum level of a spell that can be duplicated is based on the strength of the dragonmark whose power you expend.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Dragonmark <\/th>\n\t\t\t<th>Spell Level <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Least \/td>\n\t\t\t<td> 0&#8212;2nd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Lesser <\/td>\n\t\t\t<td> 3rd&#8212;4th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Greater <\/td>\n\t\t\t<td> 5th&#8212;6th <\/td>\n\t\t<\/tr>\n\t<\/table><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting\/Infusions <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Heir&#39;s mark, master scribe, scroll mastery <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Improved arcane mark, strong words <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Metamagic scroll <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Charged words <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Ghost writing <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dragonmarked 127<\/h5>","reference":"Usergen"},{"id":10421,"name":"Vadalis Beastkeeper","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Vadalis Beastkeeper<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Animal companion or special mount.<br \/><strong>Special<\/strong>: Must be a member of House Vadalis.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: You have the ability to cast a small number of divine spells. To cast a beastkeeper spell, you must have a Wisdom score of at least 10 + the spell&#39;s level, so a beastkeeper with a Wisdom of 10 or lower cannot cast these spells. Bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + your Wisdom modifier. When you get 0 spells per day of a given spell level, you gain only the bonus spells you would be entitled to based on your Wisdom score for that spell level. The beastkeeper&#39;s spell list appears below. You have access to any spell on the list and can freely choose which to prepare. You prepare and cast spells just as a ranger does.<\/p>\n\n\t<p><strong>Heir&#39;s Mark<\/strong>: Levels in the Vadalis beastkeeper prestige class count as levels in the dragonmark heir prestige class when determining the caster level for the spell-like abilities of your dragonmark (if any). You can have a maximum of five effective levels in dragonmark heir for the purpose of determining the caster level of your dragonmark.<\/p>\n\n\t<p><strong>Improved Companion or Mount (Ex)<\/strong>: Levels in Vadalis beastkeeper stack with levels in the class that grants you your animal companion or special mount for the purpose of determining the functional strength and level of that companion or mount. If you had more than one class that granted you an animal companion or special mount before becoming a beastkeeper, you must decide to which class to add each level for the purpose of determining the functional strength and level of your companion or mount.<\/p>\n\n\t<p><strong>Vadalis Instinct (Ex)<\/strong>: Your innate understanding of magical beasts grants you special insight. You gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using those skills against magical beasts, (including other characters&#39; animal companions, special mounts, or familiars), and a +2 bonus on weapon damage rolls against such creatures.<\/p>\n\n\t<p>You also gain a +2 bonus on Handle Animal and Ride checks made to control or handle magical beasts. Furthermore, your penalty when attempting to influence magical beasts with wild empathy is reduced to &#8212;2.<\/p>\n\n\t<p><strong>Wild Empathy (Ex)<\/strong>: You can improve the attitude of an animal. (See the druid class feature, PH 35.)<\/p>\n\n\t<p>If you already have wild empathy from another class, levels in the classes that grant wild empathy stack to determine your total effective wild empathy level.<\/p>\n\n\t<p><strong>Magebred Summoning (Su)<\/strong>: From 2nd level on, any animal you summon with summon nature&#39;s ally I is augmented with the magebred template (<span class=caps>ECS<\/span> 295). This applies to animals summoned with summon nature&#39;s ally II at 4th level, with summon nature&#39;s ally <span class=caps>III<\/span> at 7th level, and with summon nature&#39;s ally IV at 10th level.<\/p>\n\n\t<p>Applying a template on the fly can slow down game play. Consider applying the magebred template to your favorite animals before play begins.<\/p>\n\n\t<p><strong>Bonus Feat<\/strong>: At 3rd, 6th, and 9th level, you gain a bonus feat, which must be chosen from the following list: Animal Affinity, Endurance, Mounted Archery, Ride-By Attack, Self-Sufficient, Skill Focus, Spirited Charge, Trample. You must meet all the prerequisites for that feat.<\/p>\n\n\t<p><strong>Magebred Companion (Su)<\/strong>: At 5th level, your animal companion or special mount gains the magebred template, even though it is a magical creature, not an animal. Your companion or mount&#39;s Intelligence is not reduced by this ability.<\/p>\n\n\t<p><strong>Bestial Empathy (Ex)<\/strong>: At 8th level, you no longer take a when attempting to influence magical beasts with wild empathy.<\/p>\n\n\t<p><strong>Magebred Transformation (Ex)<\/strong>: At 10th level, your constant exposure to the arcane essence of magebred animals and magical beasts causes a transformation within your own form that mimics the magebred template. You gain a +2 bonus to one physical ability score of your choice (Strength, Dexterity, or Constitution), your base speed increases by 10 feet, and you gain a +2 natural armor bonus (a creature without natural armor has an effective natural armor bonus of +0). These changes are permanent.<\/p>\n\n\t<h4>Vadalis Beastkeeper Spell List<\/h4>\n\n\t<p>Vadalis beastkeepers choose their spells from the following list:<\/p>\n\n\t<p><strong>1st Level<\/strong>: animal messenger, calm animals, charm animal, delay poison, detect animals or plants, detect poison, endure elements, feather fall, hide from animals, jump, longstrider, magic fang, speak with animals, summon nature&#39;s ally I.<\/p>\n\n\t<p><strong>2nd Level<\/strong>: barkskin, bear&#39;s endurance, cat&#39;s grace, hold animal, owl&#39;s wisdom, spider climb, summon nature&#39;s ally II.<\/p>\n\n\t<p><strong>3rd Level<\/strong>: darkvision, heal mount*, greater magic fang, neutralize poison, remove disease, repel vermin, summon nature&#39;s ally <span class=caps>III<\/span>.<\/p>\n\n\t<p><strong>4th Level<\/strong>: animal growth, freedom of movement, polymorph, summon nature&#39;s ally IV.<\/p>\n\n\t<p>*Can be cast on an animal companion as well as a<br \/>special mount.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=4>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Heir&#39;s mark, improved companion or mount, Vadalis instinct, wild empathy <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Magebred summoning 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Magebred summoning 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Magebred companion <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Magebred summoning 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bestial empathy <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Magebred summoning 4, magebred transformation <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dragonmarked 130<\/h5>","reference":"Usergen"},{"id":10422,"name":"Wearer of Purple","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Wearer of Purple<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Dragons of Faerun 67<\/h5>","reference":"Usergen"},{"id":10423,"name":"Arachnomancer","type":"prestige","alignment":"Any evil","hit_die":"6","full_text":"<div topic='titel'><p><h3>Arachnomancer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells:<\/strong> Ability to cast <em>spider climb<\/em>, <em>summon swarm<\/em>, or <em>web<\/em> as an arcane spell.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting:<\/strong> At 1st, 3rd, 4th, 6th, and 7th level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an arachnomancer, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Poison Save Bonus (Ex):<\/strong> You gain a bonus on saving throws against poison equal to your class level.<\/p>\n\n\t<p><strong>Handle Spiders (Ex):<\/strong> You gain a +5 bonus on skill checks to use the Handle Animal skill with spiders (see page 46).<\/p>\n\n\t<p><strong>Spider Domain:<\/strong> You gain access to the Spider domain and the granted power associated with the domain (rebuke spiders as an evil cleric rebukes undead, a number of times per day equal to 3 + your Cha modifier). If you already have access to one or more domains, you can now choose spells from this domain as your daily domain spells. If you do not already have a domain, each day you can prepare one domain spell for each level you can cast, from 1st on up. See the deity, domains, and domain spells cleric class feature, PH 32.<\/p>\n\n\t<p><strong>Spider Shape (Su):<\/strong> At 2nd level, you can change into a Small, Medium, or Large monstrous spider (either hunting or web-spinning) and back again three times per day. At 5th level, you can also take the form of a Tiny or Huge monstrous spider, and at 8th level, you can take the form of a Gargantuan monstrous spider. The effect lasts for 1 hour per arachnomancer level. This ability functions as wild shape, so you can select and use the Natural Spell feat. See the wild shape druid class feature, PH 37.<\/p>\n\n\t<p><strong>Tremorsense (Ex):<\/strong> Starting at 3rd level, you  can detect and pinpoint any creature or object within 20 feet. At 6th level, your tremorsense extends to 60 feet. You can use this ability five times per day. Activating this ability is a swift action, and it lasts for a number of rounds equal to your arachnomancer class level.<\/p>\n\n\t<p><strong>Webwalking (Su):<\/strong> Starting at 4th level, you can ignore webs (magical or nonmagical) as if you were under the effect of a freedom of movement spell. You can climb webs at your normal land speed without needing to make Climb checks and walk along webs without needing to make Balance checks.<\/p>\n\n\t<p><strong>Climb Speed (Ex):<\/strong> At 7th level, you gain a climb speed equal to your normal land speed. In addition, you gain a +8 bonus on Climb checks and you can always choose to take 10 on these checks, even if rushed or threatened.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spellcasting<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Poison save bonus, handle spiders, Spider domain <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Spider shape <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Tremorsense 20 ft. <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Webwalking <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Spider shape (Tiny, Huge) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Tremorsense 60 ft. <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Climb speed <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Spider shape (Gargantuan) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Drow of the Underdark 65<\/h5>","reference":"Usergen"},{"id":10424,"name":"Cavestalker","type":"prestige","alignment":"Any","hit_die":"8","full_text":"<div topic='titel'><p><h3>Cavestalker<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> The candidate must have natural darkvision to allow successful navigation of Underdark tunnels.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Advanced Spelunker (Ex):<\/strong> As a cavestalker, your familiarity with the environs of the Underdark allows you to move through it easily, even in the most difficult conditions. As a result, you gain a +2 circumstance bonus on Balance, Climb, Escape Artist, and Jump checks in natural subterranean surroundings.<\/p>\n\n\t<p><strong>Underdark Affinity (Ex):<\/strong> At 2nd level, your adaptation to the Underdark allows you to use your nature-themed class abilities in natural subterranean surroundings as well. These include the druid and ranger abilities of camouflage, hide in plain sight, trackless step, and woodland stride. If you already have wild empathy, you can now use it to affect vermin. If you have the wild shape ability, add vermin to the types of creatures you can become (subject to all the size and frequency limitations provided by that ability). If you do not already have these underlying abilities, Underdark affinity does not grant them to you; it only augments those you already have.<\/p>\n\n\t<p><strong>Hide of Stone (Ex):<\/strong> As you gain levels in the cavestalker class, your body embraces the rigors of the Underdark and takes on something of its hue and toughness. Your skin hardens and becomes flinty, granting you a natural armor bonus in addition to a circumstance bonus on Hide checks when in natural subterranean surroundings. These bonuses increase as you progress through the cavestalker class, at 6th level and again at 10th level.<\/p>\n\n\t<p><strong>Lesser Cavesense (Ex):<\/strong> At 3rd level, you are gifted with a mystical connection to the Underdark, giving you darkvision out to 120 feet. If you already have darkvision out to 120 feet, your darkvision extends an additional 60 feet. Due to your familiarity with the acoustic qualities of the Underdark, you also gain a +4 competence bonus on Listen checks made in subterranean surroundings.<\/p>\n\n\t<p><strong>Exotic Combat Style (Ex):<\/strong> At 4th level, you gain mastery of a specific exotic combat style, either the spiked chain style or the hand crossbow style.<\/p>\n\n\t<p>If you are not a ranger or have not already selected a ranger combat style, choose one of these two styles. You gain proficiency in that exotic weapon &#8211; either the spiked chain or the hand crossbow &#8211; if you do not already have it.<\/p>\n\n\t<p>If you already have selected two-weapon combat as a ranger combat style, then the exotic combat style provides you with the Exotic Weapon Proficiency (spiked chain) feat and permits the use of a spiked chain as a one-handed weapon.<\/p>\n\n\t<p>If you already have selected archery as a ranger combat style, then the exotic combat style provides you with the Exotic Weapon Proficiency (hand crossbow) feat and grants you the Rapid Reload feat, even if you do not have the normal prerequisites for the feat.<\/p>\n\n\t<p>If you acquire a ranger combat style after gaining an exotic combat style, then the two styles must correspond in a similar fashion: You must select two-weapon combat after choosing the spiked chain style, or archery after choosing the hand crossbow style.<\/p>\n\n\t<p>The benefits of your chosen exotic combat style apply only when you wear light or no armor. You lose all benefits of your exotic combat style when wearing medium or heavy armor.<\/p>\n\n\t<p><strong>Expert Spelunker (Ex):<\/strong> Upon reaching 5th level, your familiarity with the tight confines of the Underdark allows you to retain your Dexterity bonus even when climbing or when in a cramped space. Furthermore, you&#39;re better able to negotiate cramped spaces, lowering Escape Artist DCs, move penalties, and attack penalties by one category.<\/p>\n\n\t<p><strong>Gaseous Form (Sp):<\/strong> At 6th level, you gain the ability to traverse the treacherous and confined terrain of the Underdark by assuming <a href=\/spells\/players-handbook-v35--6\/gaseous-form--2819\/>gaseous form<\/a> once per day (caster level 12th).<\/p>\n\n\t<p><strong>Improved Exotic Combat Style (Ex):<\/strong> Your aptitude for your chosen exotic combat style increases at 7th level. If you do not already have a combat style from the ranger class, then the improved exotic combat style grants you one of those ranger combat styles. If you already have the hand crossbow exotic combat style, you must select archery; if you already have the spiked chain exotic combat style, you must choose two-weapon combat.<\/p>\n\n\t<p>If you select archery, then you are treated as having the Rapid Shot feat, even if you do not have the normal prerequisites for that feat.<\/p>\n\n\t<p>If you select two-weapon combat, then you are treated as having the Two-Weapon Fighting feat, even if you do not have the normal prerequisites for that feat.<\/p>\n\n\t<p>If you already have the ranger two-weapon combat style and the spiked chain exotic combat style, then the improved exotic combat style allows you to treat a spiked chain as one size category smaller for the purpose of use in a cramped space (see Expert Spelunker, above).<\/p>\n\n\t<p>If you already have the ranger archery combat style and the hand crossbow exotic combat style, then you are treated as having the Manyshot feat even if you do not have the normal prerequisites for that feat. You are able to use this feat in conjunction with a hand crossbow.<\/p>\n\n\t<p>As before, the benefits of your chosen style apply only when you wear light or no armor. You lose the benefit of your exotic combat style when wearing medium or heavy armor.<\/p>\n\n\t<p><strong>Greater Cavesense (Ex):<\/strong> When you reach 8th level, your mystical connection to the Underdark increases, granting you tremorsense out to 30 feet.<\/p>\n\n\t<p><strong>Void in Space (Su):<\/strong> When you reach 9th level, your attunement to the particular atmosphere of the Underdark allows you to warp the sounds, scents, and vibrations you give off, making you invisible to creatures that rely on senses other than sight to detect others. This effectively makes you undetectable to blindsense, blindsight, and tremorsense. You still make noises and vibrations (though a successful Move Silently check can mask the sounds), but creatures that cannot see are incapable of determining your true location and believe that you are 30 feet in a random direction from where you are actually located.<\/p>\n\n\t<p>In addition, this ability nullifies the effect of the Blind-Fight feat against you.<\/p>\n\n\t<p><strong>Master Spelunker (Su):<\/strong> By the time you reach 10th level, your affinity for the terrain of the Underdark has become so great that you can negotiate it without difficulty and even merge with it at times. This grants you the ability to use <em>spider climb<\/em> (as the spell) on any natural stone surface at will. In addition, you can use <em>meld into stone<\/em> (as the spell) with any surface of unworked stone three times per day.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Advanced spelunker <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Underdark affinity, hide of stone +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Lesser cavesense <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Exotic combat style <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Expert spelunker <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Gaseous form, hide of stone +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Improved exotic combat style <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Greater cavesense <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Void in space <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Master spelunker, hide of stone +3 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Drow of the Underdark 68<\/h5>","reference":"Usergen"},{"id":10425,"name":"Demonbinder","type":"prestige","alignment":"Chaotic evil","hit_die":"4","full_text":"<div topic='titel'><p><h3>Demonbinder<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Chaotic evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Language:<\/strong> Abyssal.<br \/><strong>Invocations:<\/strong> <em>Baleful utterance<\/em> plus any two others.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Invocations Known:<\/strong> At each level above 1st, you gain new invocations as if you had also gained a level in the warlock class. You do not gain any other benefits a warlock would have otherwise gained.<\/p>\n\n\t<p><strong>Damnation Points (Ex):<\/strong> You gain a number of damnation points equal to your Charisma modifier plus your class level. You use damnation points to activate your demonbind abilities. You cannot spend damnation points when in the area of a <em>consecrate, hallow,<\/em> or <em>magic circle against evil<\/em> spell. You regain all spent damnation points after 5 minutes of rest.<\/p>\n\n\t<p><strong>Demonbind (Sp):<\/strong> Once per day per class level, you can spend damnation points to invoke the essence of a demon and bind it to your soul. This changes your general appearance (which has no significant game effect unless stated otherwise) and also grants you certain benefits. Binding a demon in this way is a full-round action and lasts for 10 rounds.<\/p>\n\n\t<p>If you invoke a second demonbind when another is still active, the new one replaces the old one. Temporary hit points granted by a demonbind vanish when the demonbind ends (or is replaced by a new demonbind).<\/p>\n\n\t<p>Some demonbinds allow you to spend additional damnation points to gain an extra benefit. You can use this option only when affected by the demonbind, and the benefit lasts until the start of your next turn or until the demonbind ends, whichever comes first. Any saving throw allowed has a DC of 10 + class level + Cha modifier.<\/p>\n\n\t<p>When under the effect of a demonbind, you gain <em>telepathy<\/em> out to 100 feet (MM 316) and the evil subtype if you don&#39;t have it already. If you are targeted by a <em>banishment<\/em> or <em>dismissal<\/em> spell, you instantly lose your demonbind. If you enter an area protected by a <em>hallow<\/em> or <em>consecrate<\/em> spell, the demonbind is suppressed for as long as you remain in the area.<\/p>\n\n\t<p>Each demonbind is the equivalent of a spell whose level equals the damnation point cost for invoking the demonbind.<\/p>\n\n\t<p><em>Dretch (1 point):<\/em> Your body becomes flabby and grotesque, and your limbs become thin and spindly.<\/p>\n\n\t<p>You gain 5 temporary hit points and resistance to acid 5, cold 5, and fire 5.<\/p>\n\n\t<p><em>Babau (2 points):<\/em> A sheen of red ectoplasm covers your hands. You gain 10 temporary hit points and sneak attack +1d6 (as the rogue class feature).<\/p>\n\n\t<p>In addition, you can spend 1 damnation point as a swift action to lace your <em>eldritch blast<\/em> with caustic slime, dealing an extra 5 points of acid damage.<\/p>\n\n\t<p><em>Succubus (3 points):<\/em> Small, useless black wings erupt from your back.<\/p>\n\n\t<p>You gain 15 temporary hit points and the benefits of the <em>tongues<\/em> spell.<\/p>\n\n\t<p>You can spend 1 damnation point as a swift action to gain a +5 competence bonus on Bluff and Diplomacy checks.<\/p>\n\n\t<p><em>Yochlol (4 points):<\/em> Your flesh takes on a slightly amorphous appearance, occasionally forming tiny vestigial tendrils that wave about as if searching for something.<\/p>\n\n\t<p>You gain 20 temporary hit points, and you have a 25% chance to ignore the extra damage from a critical hit or sneak attack.<\/p>\n\n\t<p>Also, you can spend one damnation point as a swift action to use <em>gaseous form<\/em> on yourself.<\/p>\n\n\t<p><em>Bebilith (4 points):<\/em> Your skin turns a dark shade of blue and your eyes redden. Six vestigial limbs that flap uselessly for the duration emerge from your ribs.<\/p>\n\n\t<p>You gain 20 temporary hit points and the scent ability. You can spend 1 damnation point as a swift action to gain a climb speed equal to your land speed.<\/p>\n\n\t<p><em>Vrock (5 points):<\/em> A down of gray and white feathers covers your body. Your face twists and contorts, forming a hard beak in place of your mouth. As you move, puffs of harmless dust rise from your body.<\/p>\n\n\t<p>You gain 25 temporary hit points.<\/p>\n\n\t<p>In addition, you can spend 1 damnation point as a swift action to augment your <em>eldritch blast<\/em> with screeching sonic energy. A target struck by this <em>eldritch blast<\/em> takes an additional 10 points of sonic damage and becomes deafened for 5 rounds (Fort negates deafness).<\/p>\n\n\t<p><em>Glabrezu (6 points):<\/em> Your hands twist into crab-claws.  You gain 30 temporary hit points and a +5 competence bonus on Bluff checks.<\/p>\n\n\t<p>In addition, you can spend 1 damnation point as a swift action to gain the benefit of a <em>true seeing<\/em> spell.<\/p>\n\n\t<p><em>Nalfeshnee (7 points):<\/em> Your body swells with corruption, the skin stretching taut from the profound pressure created by the possessing fiend.<\/p>\n\n\t<p>You gain 35 temporary hit points and resistance to acid 5, cold 5, and fire 5.<\/p>\n\n\t<p>Additionally, you can spend 1 damnation point as a swift action to lace your <em>eldritch blast<\/em> with a nalfeshnee&#39;s smite. Non-evil targets with fewer HD than your character level who are struck by the <em>eldritch blast<\/em> are dazed for 1 round, overwhelmed by horrid visions (Will negates).<\/p>\n\n\t<p><em>Marilith (8 points):<\/em> An extra two sets of arms grow from the sides of your body, your legs fuse into a green serpent&#39;s tail, and your eyes burn with an unholy light.<\/p>\n\n\t<p>You gain 40 temporary hit points.<\/p>\n\n\t<p>Your original arms (if any) are your primary arms, and the new limbs are secondary limbs. You can wield extra weapons with these new limbs, but all such attacks are treated as off-hand attacks.<\/p>\n\n\t<p>Also, you can spend 1 damnation point as a swift action to use one of your new limbs to fire an <em>eldritch blast<\/em> at a -5 penalty on the attack roll; you can&#39;t apply any eldritch essence or blast shape invocations (or any other modifications) to this <em>eldritch blast<\/em>.<\/p>\n\n\t<p><em>Balor (9 points):<\/em> Massive wings tear out of your back, and angry red flames wreathe your body. You gain 45 temporary hit points and a fly speed equal to your land speed (good maneuverability).<\/p>\n\n\t<p>Also, you can spend 1 damnation point as a swift action to make a melee touch attack that deals fire damage equal to the damage normally dealt by your <em>eldritch blast<\/em>.<\/p>\n\n\t<p><strong>Damage Reduction (Su):<\/strong> Starring at second level, you gain damage reduction 2\/good. At 6th and 10th level, your damage reduction improves to 4\/good and 6\/good, respectively.<\/p>\n\n\t<p><strong>Resistance to Electricity (Su):<\/strong> Beginning at 3rd level, you gain resistance to electricity 5. At 5th level, this resistance increases to 10. This resistance stacks with the energy resistance class feature gained by the warlock.<\/p>\n\n\t<p><strong>Immunity to Poison (Su):<\/strong> At 7th level, you gain immunity to all types of poison, even magical poison.<\/p>\n\n\t<p><strong>Immunity to Electricity (Su):<\/strong> At 9th level, your resistance to electricity is replaced by immunity to electricity.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Invocations Known<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Damnation points, demonbind <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Damage reduction 2\/good <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Resistance to electricity 5 <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Resistance to electricity 10 <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Damage reduction 4\/good <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Immunity to poison <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Immunity to electricity <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Damage reduction 6\/good <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Drow of the Underdark 72<\/h5>","reference":"Usergen"},{"id":10426,"name":"Dread Fang of Lolth","type":"prestige","alignment":"Lawful evil","hit_die":"8","full_text":"<div topic='titel'><p><h3>Dread Fang of Lolth<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Evasion, Sneak attack +2d6.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Lolth&#39;s Will (Su):<\/strong> Your racial bonus on Will saves against spells and spell-like abilities increases to +4.<\/p>\n\n\t<p><strong>Lolth&#39;s Whispers (Su):<\/strong> The dread voice of the Spider Queen fills your thoughts. You gain a +2 insight bonus on damage rolls. As a swift action, you can give up this bonus and bestow it on an ally within 30 feet that you can clearly see. The ally&#39;s bonus lasts for 1 round.<\/p>\n\n\t<p><strong>Sudden Strike (Ex):<\/strong> You deal extra damage at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. You can&#39;t use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don&#39;t deal extra damage when used as part of a sudden strike. Otherwise, this ability functions as the sneak attack rogue class feature (PH 50), and it stacks with sneak attack whenever both would apply to the same target. (This ability is the same as the ninja&#39;s sudden strike class feature, described in Complete Adventurer.)<\/p>\n\n\t<p>This extra damage increases by 1d6 at each odd-numbered level beyond 1st.<\/p>\n\n\t<p><strong>Poison Use (Ex):<\/strong> Starting at 2nd level, you never risk accidentally poisoning yourself when applying poison to a weapon.<\/p>\n\n\t<p><strong>Team Maneuverability (Ex):<\/strong> Also at 2nd level, you add one-half your class level as an insight bonus on Climb and Jump checks. All allies within 30 feet gain a +2 competence bonus on these checks if they can see you.<\/p>\n\n\t<p><strong>Uncanny Dodge (Ex):<\/strong> At 3rd level, you cannot be caught flat-footed and react to danger before your senses would normally allow you to do so. See the uncanny dodge barbarian class feature, PH 26. If you already have this ability, you gain improved uncanny dodge instead (see below).<\/p>\n\n\t<p><strong>Improved Evasion (Ex):<\/strong> Beginning at 4th level, you can avoid damage from certain attacks with a successful Reflex save and take only half damage on a failed save. See the improved evasion monk class feature, PH 42.<\/p>\n\n\t<p><strong>Team Defense (Ex):<\/strong> At 4th level, you gain a +1 dodge bonus to Armor Class. As a swift action, you can give up and bestow this bonus onto an ally within 30 feet that you can clearly see. The ally&#39;s bonus lasts for 1 round. The dodge bonus increases to +2 at 8th level.<\/p>\n\n\t<p><strong>Spider Bite (Ex):<\/strong> By 6th level, you have learned where to strike your foes to best deliver your poison. When you attack with a poisoned weapon, the save DC to resist the initial effect increases by 2.<\/p>\n\n\t<p><strong>Opportunist (Ex):<\/strong> At 7th level, once per round, you can make an attack of opportunity against an opponent who has just been injured in melee by another character. See the opportunist rogue class feature, PH 51.<\/p>\n\n\t<p><strong>Improved Uncanny Dodge (Ex):<\/strong> From 9th level on, you can no longer be flanked. See the improved uncanny dodge barbarian class feature, PH 26.<\/p>\n\n\t<p><strong>Ambush (Ex):<\/strong> At 10th level, during a surprise round, you can act normally if aware of your opponents; you are not restricted to just a standard action and can perform a full round action, standard and move action, and so on. If you are surprised, you can still take a standard action.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Lolth&#39;s will, Lolth&#39;s whispers, sudden strike +1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Poison use, team maneuverability <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sudden strike +2d6, uncanny dodge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Improved evasion, team defense +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sudden strike +3d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Spider bite <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Opportunist, sudden strike +4d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Team defense +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Improved uncanny dodge, sudden strike +5d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Ambush <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Drow of the Underdark 76<\/h5>","reference":"Usergen"},{"id":10427,"name":"Eye of Lolth","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Eye of Lolth<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Domain:<\/strong> Trickery.<br \/><strong>Special:<\/strong> Evasion, Sneak attack +2d6 or skirmish +2d6.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting:<\/strong> At each even-numbered level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming an eye of Lolth, you must decide to which class to add each level for the purpose of determining spells per day, caster level. and spells known.<\/p>\n\n\t<p><strong>Aura of Truth (Su):<\/strong> You emit a 20-foot-radius aura that prevents other creatures from speaking falsehoods, as if they were in the area of a <a href=\/spells\/players-handbook-v35--6\/zone-of-truth--2582\/>zone of truth<\/a> spell. Creatures are entitled to a Will save (DC 10 + your class level + your Cha modifier) to resist this effect. As with the spell, characters that move beyond the range of your aura are free to speak as they choose.<\/p>\n\n\t<p><strong>Blindsense (Su):<\/strong> You gain blindsense (MM 306) out to 10 feet. At 4th, 7th, and 9th level, the extent of your blindsense increases by an additional 10 feet.<\/p>\n\n\t<p><strong>Lolth&#39;s Vision (Ex):<\/strong> You add your class level to Spot checks. You can grant this bonus to an ally within 30 feet as a swift action. This bonus lasts for 1 round.<\/p>\n\n\t<p><strong>Sneak Attack (Ex):<\/strong> Beginning at 2nd level, you deal an extra 1d6 points of damage when you are flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. See the sneak attack rogue class feature, PH 50. This damage increases by 1d6 at 5th level and again at 8th level.<\/p>\n\n\t<p><strong>Teamwork Observation (Ex):<\/strong> From 3rd level onward, if you spend 1 minute taking no other action than observing a single target, you gain a +2 bonus on attack rolls and weapon damage rolls against that target for 5 rounds. All allies within 30 feet gain the same bonus. (The allies need not be present while you study the target.)<\/p>\n\n\t<p>At 7th level, this bonus increases to +4.<\/p>\n\n\t<p><strong>Hide in Plain Sight (Ex):<\/strong> Beginning at 6th level, as long as you are within 10 feet of some 80 sort of a shadow, you can use the Hide skill even when being observed. See the assassin class feature, <span class=caps>DMG<\/span> 181.<\/p>\n\n\t<p><strong>Team Sense (Ex):<\/strong> At 6th level, you gain a +2 insight bonus on initiative checks and Listen, Search, and Spot checks. All allies within 30 feet of you also gain this bonus.<\/p>\n\n\t<p><strong>Team Stealth (Ex):<\/strong> Beginning at 9th level, you take no penalty on Hide and Move Silently checks when moving faster than one-half your normal speed but less than your full speed, and you take only a -10 penalty on Hide and Move Silently checks when moving your full speed. As a swift action, you can grant this benefit to another character within 30 feet for 1 round.<\/p>\n\n\t<p><strong>Vanish (Su):<\/strong> At 10th level, as a swift action you can become invisible for 5 rounds. You can use this ability at will, but you must wait 1 minute between uses.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spellcasting<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Aura of truth, blindsense 10 ft., Lolth&#39;s vision <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sneak attack +1d6 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Teamwork observation +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Blindsense 20 ft. <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Sneak attack +2d6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Hide in plain sight, team sense +1 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Blindsense 30 ft., teamwork observation +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Sneak attack +3d6 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Blindsense 40 ft., team stealth <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Vanish <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Drow of the Underdark 80<\/h5>","reference":"Usergen"},{"id":10428,"name":"Insidious Corruptor","type":"prestige","alignment":"Any evil","hit_die":"6","full_text":"<div topic='titel'><p><h3>Insidious Corruptor<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells:<\/strong> Ability to cast <a href=\/spells\/players-handbook-v35--6\/dominate-person--2547\/>dominate person<\/a>.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting:<\/strong> At each even-numbered level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming an insidious corruptor, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Claws of Influence (Su):<\/strong> At will, as a standard action, you can select a single living creature within 30 feet that you can see and that has an Intelligence score of at least 3. The target must succeed on a Will save (DC 10 + your class level + your Cha modifier) or become vulnerable to your coercions. You gain your class level as an insight bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks made against targets that fail their save against this ability.<\/p>\n\n\t<p>At 1st level you can affect one target at a time. At 3rd level and every three levels thereafter, you gain an additional target. The claws of influence remain until you release the subject (a swift action) or until it is more than 30 feet away from you, at which point it is instantly freed from your influence.<\/p>\n\n\t<p><strong>Manipulate Senses (Su):<\/strong> As a swift action, you can alter the senses of a creature affected by claws of influence. You can grant an insight bonus or penalty, of any amount up to your class level, to its Listen, Search, and Spot checks for 1 minute.<\/p>\n\n\t<p><strong>Probe Thoughts (Sp):<\/strong> Starting at 2nd level, as a standard action you can violate the thoughts of any creature currently under the effect of claws of influence. This ability functions like the <a href=\/spells\/players-handbook-v35--6\/detect-thoughts--2494\/>detect thoughts<\/a> spell, except the target does not get a saving throw. You gain information as if you had spent 3 rounds in concentration. After you use this ability, the target becomes confused (as the <a href=\/spells\/players-handbook-v35--6\/confusion--2538\/>confusion<\/a> spell) for 1 round.<\/p>\n\n\t<p><strong>Manipulation (Su):<\/strong> At 3rd level, as an immediate action you can telepathically urge a single creature under the effect of claws of influence to take any of the following specific actions on its next turn.<\/p>\n\n\t<p><em>Attack:<\/em> The target creature uses a standard action to make a single attack.<\/p>\n\n\t<p><em>Cast:<\/em> The target creature casts a spell with a casting time of 1 standard action or less.<\/p>\n\n\t<p><em>Move:<\/em> The target creature spends a move action to move at a rate equal to his speed.<\/p>\n\n\t<p>The target is free to make choices as to the target of its attack or spell, or where and how it moves. The target is under no compulsion to abide by your instructions. However, if the target chooses not to obey, it takes a -4 insight penalty on all attack rolls, weapon damage rolls, saving throws, and checks for 1 round.<\/p>\n\n\t<p><strong>Minion (Su):<\/strong> Beginning at 4th level, as a standard action you can select a single creature under the effect of claws of influence and affect it with a <a href=\/spells\/players-handbook-v35--6\/dominate-monster--2546\/>dominate monster<\/a> spell for 1 round. As with the spell, if you force the target to do something against its nature, it can immediately make another saving throw against claws of influence with a +2 bonus to break free from this effect.<\/p>\n\n\t<p><strong>Swift Enchantment (Ex):<\/strong> Starting at 5th level, as an immediate action you can release a subject under the effect of claws of influence to cast an enchantment spell as a swift action.<\/p>\n\n\t<p><strong>Irresistible Charm (Ex):<\/strong> At 6th level, as a swift action you can release a subject under the effect of claws of influence to increase the save DC of the next enchantment (charm) spell you cast by an amount equal to your Charisma modifier (minimum +1).<\/p>\n\n\t<p><strong>Greater Manipulation (Su):<\/strong> Beginning at 7th level, you can issue commands to creatures under the sway of claws of influence with greater effect.<\/p>\n\n\t<p><em>Attack:<\/em> The target attacks another creature that you indicate. If it does, it gains a +4 bonus on attack rolls and damage rolls.<\/p>\n\n\t<p><em>Cast:<\/em> The target casts a spell at a target you indicate. If it does, the save DC increases by 2.<\/p>\n\n\t<p><em>Move:<\/em> The target moves where you indicate. If it does, it gains a +10 enhancement bonus to its speed for 1 round.<\/p>\n\n\t<p>As with manipulation, subjects are not forced to abide by your directives. However, if they choose some other action, they do so under penalties prescribed by manipulation.<\/p>\n\n\t<p><strong>Greater Minions (Su):<\/strong> Starting at 8th level, as a standard action you can force any and all creatures under the effect of claws of influence to act as if under the influence of a <a href=\/spells\/players-handbook-v35--6\/dominate-monster--2546\/>dominate monster<\/a> spell for 1 round. This ability otherwise functions as the minion ability.<\/p>\n\n\t<p><strong>Irresistible Compulsion (Ex):<\/strong> At 9th level, as a swift action you can release a subject under the effect of claws of influence to increase the save DC of the next enchantment (compulsion) spell you cast by an amount equal to your Charisma modifier minimum +1).<\/p>\n\n\t<p><strong>Master Manipulator (Su):<\/strong> At 10th level you can use claws of influence as a swift action. If you use it as a standard action, the save DC to resist it increases by 4.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spellcasting<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Claws of influence (1 target), manipulate senses <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Probe thoughts <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Manipulation, claws of influence (2 targets) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Minion <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Swift enchantment <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Irresistible charm, claws of influence (3 targets) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Greater manipulation <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Greater minion <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Irresistible compulsion, claws of influence (4 targets) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Master manipulator <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Drow of the Underdark 83<\/h5>","reference":"Usergen"},{"id":10429,"name":"Kinslayer","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Kinslayer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Mettle (Ex):<\/strong> Whenever you make a successful Fortitude or Will saving throw that would normally lessen (rather than negate) the effect of a spell or other magical ability, it has no effect on you at all. Any spell that is normally negated by a successful saving throw is unaffected by this ability.<\/p>\n\n\t<p><strong>Rage (Ex):<\/strong> You can fly into a screaming blood frenzy. See the barbarian rage class feature (PH 25). You gain additional uses of this ability at 5th and 9th levels. If you already have a rage or frenzy ability from another source, the uses per day stack with the rage granted by this class feature.<\/p>\n\n\t<p><strong>Surge of Hate (Ex):<\/strong> Whenever you begin a combat in which you see elves among your enemies, add your class level as a morale bonus on your initiative check.<\/p>\n\n\t<p><strong>Inured to Sunlight (Ex):<\/strong> Starring at 2nd level, you no longer suffer from the detrimental effects of bright light, such as sunlight or the daylight spell.<\/p>\n\n\t<p><strong>Smite Elves (Su):<\/strong> Beginning at 2nd level, you can smite elves once per day. This ability functions like the smite evil paladin class feature (PH 44), but the smite affects only elves or half-elves. You gain additional uses of this ability at 5th and 8th levels.<\/p>\n\n\t<p><strong>Elf Bane (Su):<\/strong> Beginning at 3rd level, when using a weapon to attack an elf, you gain a +1 insight bonus on your attack rolls and deal an extra 1d6 points of damage.<\/p>\n\n\t<p><strong>Shameful Strike (Su):<\/strong> At 4th level, you can make a shameful strike as a full-round action. You make a normal melee attack, but at a -4 penalty. If you hit, the target becomes sickened for 1 round per class level.<\/p>\n\n\t<p><strong>Deny Elf Magic (Su):<\/strong> From 6th level on, whenever you are targeted by a spell or spell-like ability cast by another elf, you can make a level check (using your total character level) as an immediate action. If the result is higher than your spell resistance, it replaces your spell resistance for the purpose of negating that spell.<\/p>\n\n\t<p><strong>Disguise Heritage (Su):<\/strong> Beginning at 7th level, you can alter your appearance to that of a surface elf, as if using the <a href=\/spells\/players-handbook-v35--6\/disguise-self--2666\/>disguise self<\/a> spell. This affects your body but not your possessions. It is not an illusory effect, but a minor physical alteration of your appearance within the limits described for the spell.<\/p>\n\n\t<p><strong>Fey Bane (Su):<\/strong> Starting at 8th level, when using a weapon to attack a creature of the fey type, you gain a +1 insight bonus on your attack rolls and deal an extra 1d6 points of damage.<\/p>\n\n\t<p><strong>Vengeful Strike (Su):<\/strong> At 10th level, whenever an elf deals damage to you, you gain a +4 morale bonus on attack and weapon damage rolls on your first melee attack against that individual in the following round.<\/p>\n\n\t<p><strong>Lolth&#39;s Curse (Su):<\/strong> At 10th level, you can bestow a powerful curse on a single elf as a full-round action. You must sacrifice two of your daily uses of smite or rage (or a combination of both) to use this ability. When you use Lolth&#39;s curse, any single elf within 30 feet that you can see clearly must succeed on a Will save (DC 20 + your Cha modifier) or gain the light blindness special quality as well as assuming the appearance of a drow. The target gains no other drow abilities. The effects are permanent and can only be lifted by a <a href=\/spells\/players-handbook-v35--6\/remove-curse--2352\/>remove curse<\/a> spell or more powerful magic.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Mettle, rage 1\/day, surge of hate <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Inured to sunlight, smite elves 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Elf bane <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Shameful strike <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Rage 2\/day, smite elves 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Deny elf magic <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Disguise heritage <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Fey bane, smite elves 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Rage 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Lolth&#39;s curse, vengeful strike <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Drow of the Underdark 87<\/h5>","reference":"Usergen"},{"id":10430,"name":"Beast Heart Adept","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Beast Heart Adept<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Spend at least one week living alone in a dungeon complex.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Monstrous Companion (Ex)<\/strong>: You gain the service of a monstrous companion. The creature is similar to a druid&#39;s animal companion (PH 35), but it is a magical beast or aberration rather than an animal. Choose one of the following as your monstrous companion: ankheg, blink dog, giant eagle, giant owl, hippogriff (4 Hit Dice), krenshar (4 Hit Dice), otyugh, owlbear, pegasus, or worg. Except for the hippogriff and the krenshar, which are larger than normal, the monster is typical of its kind. If its Intelligence is greater than 2, the companion has the same alignment as you.<\/p>\n\n\t<p>If you have levels in other classes (such as druid or ranger) that give you the ability to have an animal companion, those levels do not stack with your beast heart adept levels for the purpose of determining which kinds of monstrous companions you can select (and what the abilities of those companions are).<\/p>\n\n\t<p>At 3rd level or higher, you can select from alternative lists of monsters (see the sidebar). Just as with a druid&#39;s alternative animal companion, an alternative monstrous companion gains abilities as if your beast heart adept class level were lower than it actually is.<\/p>\n\n\t<p><strong>Monster Empathy (Ex)<\/strong>: You can use body language, vocalization, and demeanor to improve the attitude of a magical beast such as a chimera or a gorgon. This ability functions like the druid&#39;s wild empathy class feature (PH 35), except that it affects magical beasts regardless of their Intelligence score.<\/p>\n\n\t<p>You can also use this ability to influence an animal (such as a dire bear) or an aberration that has an Intelligence score of 1 or 2 (such as a rust monster), but you take a &#8212;4 penalty on the check.<\/p>\n\n\t<p>If you have the wild empathy ability from another class, add your levels in that class to your beast heart adept level when influencing magical beasts or animals. In addition, you no longer take a penalty to your monster empathy check when influencing animals. If you have 5 or more ranks in the Handle Animal skill, you gain a +2 bonus on your monster empathy checks.<\/p>\n\n\t<p><strong>Monster Handler (Ex)<\/strong>: You can make Handle Animal checks with regard to magical beasts and aberrations without penalty. This ability applies only to creatures that have an Intelligence score of 1 or 2. Magical beasts and In addition, your companions do not grant cover against your enemies when you use ranged attacks or spells.<\/p>\n\n\t<p><strong>Monster Lore (Ex)<\/strong>: At 2nd level, you gain uncanny knowledge about all types of living monsters, including their habitats, behavior, abilities, and weaknesses. You can make a special monster lore check to identify monsters or their special abilities or vulnerabilities. The check functions as a Knowledge check (PH 78), except the monster lore check can identify any living creature. You gain a bonus on this check equal to your beast heart adept level + your Int modifier. You can attempt this check in addition to making the relevant Knowledge check to learn about a creature.<\/p>\n\n\t<p>If you have levels in the bard class or the loremaster prestige class, you can add those levels to your beast heart adept levels when determining the bonus on the monster lore check. <\/p>\n\n\t<p><strong>Monstrous Flank (Ex)<\/strong>: At 4th level, you learn to better coordinate your attacks with your monstrous companion. When you form a flank with a companion, both you and the creature gain an additional +2 bonus on attack rolls and damage rolls against the flanked opponent.<\/p>\n\n\t<p><strong>Extra Monstrous Companion (Ex)<\/strong>: At 5th level, you gain a second monstrous companion, chosen from the list of companions available to a 1st-level beast heart adept. Treat your beast heart adept the great wealth to be found in their dungeons, the better to lure victims who bring magic weapons and items.<\/p>\n\n\t<p>At 9th level, you gain a third monstrous companion, chosen from the list of companions available to a 1st-level beast heart adept. Treat your beast heart adept class level as if it were eight levels lower for the purpose of determining the monster&#39;s abilities (or of selecting an alternative companion at higher levels).<\/p>\n\n\t<p><strong>Monstrous Tactics (Ex)<\/strong>: Starting at 7th level, you and your monstrous companions make an excellent team. Through coordination and practice, you have learned to optimize your combined efforts. When one of your monstrous companions strikes an opponent with a melee attack, the target provokes an attack of opportunity from you. With this ability, you can make an attack of opportunity against a particular target once per round.<\/p>\n\n\t<p>In addition, your companions do not grant cover against your enemies when you use ranged attacks or spells.<\/p>\n\n\t<p><strong>Monstrous Team-Up (Ex)<\/strong>: When you reach 10th level, all the members of your adventuring party now gain the benefits of your monstrous flank and monstrous tactics abilities. Any references to &quot;you&quot; in those abilities now include your allies.<\/p>\n\n\t<h4>Monstrous Companions<\/h4>\n\n\t<p>The beast heart adept&#39;s monstrous companion is superior to a normal animal of its kind and has special powers, as described below.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Class Level  <\/th>\n\t\t\t<th>Bonus HD <\/th>\n\t\t\t<th>Natural Armor Adj. <\/th>\n\t\t\t<th>Str\/Con Adj. <\/th>\n\t\t\t<th>Bonus Tricks <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st&#8212;2nd <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> Link <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd&#8212;4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> Evasion <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th&#8212;6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> Devotion <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th&#8212;8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th&#8212;10th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> Improved evasion <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Monstrous Companion Basics<\/strong>: Use the base statistics for a creature of the companion&#39;s kind as given in the <em>Monster Manual<\/em>, but make the following changes. <\/p>\n\n\t<p><em>Class Level<\/em>: Use the character&#39;s beast heart adept level. <\/p>\n\n\t<p><em>Bonus HD<\/em>: Add this number to the base creature&#39;s existing Hit Dice. Extra Hit Dice improve a monstrous companion&#39;s base attack bonus and base save bonuses, and grant it additional feats and skill points (for details, see Improving Monsters, <em>MM<\/em> 290). Monstrous companions do not increase in size as a result of these extra Hit Dice.<\/p>\n\n\t<p><em>Natural Armor Adj<\/em>.: Add this number to the base creature&#39;s existing natural armor bonus. <\/p>\n\n\t<p><em>Str\/Con Adj.<\/em>: Add this number to the base creature&#39;s Strength score and Constitution score.<\/p>\n\n\t<p><em>Bonus Tricks<\/em>: The value in this column is the number of bonus tricks known by the monstrous companion, in addition to any other tricks the beast heart adept might teach it. These bonus tricks do not require training time or Handle Animal checks, and they do not count against the normal limit of tricks known by the monstrous companion. The beast heart adept selects these bonus tricks, and once selected, they cannot be changed. Only monstrous companions that have an Intelligence score of 1 or 2 must be taught to perform a trick; smarter monsters can be directed verbally.<\/p>\n\n\t<p><em>Link (Ex)<\/em>: A beast heart adept can handle his monstrous companion as a free action, or push it as a move action. The beast heart adept gains a +4 circumstance bonus on monster empathy checks and Handle Animal checks regarding a monstrous companion.<\/p>\n\n\t<p><em>Evasion (Ex)<\/em>: Beginning at 3rd level, your monstrous companion can avoid damage from certain attacks with a successful Reflex save. See the monk class feature (PH 41).<\/p>\n\n\t<p><em>Devotion (Ex)<\/em>: A monstrous companion&#39;s devotion to its master is so complete that it gains a +4 morale bonus on Will saves against enchantment spells and effects.<\/p>\n\n\t<p><em>Improved Evasion (Ex)<\/em>: Beginning at 9th level, your monstrous companion can avoid damage from certain attacks with a successful Reflex save and take only half damage on a failed save. See the monk class feature (<em>PH<\/em> 42).<\/p>\n\n\t<p><strong>Alternative Monstrous Companions<\/strong><br \/>A beast heart adept of sufficiently high level can select his monstrous companion from one of the following lists. Apply the indicated adjustment to the beast heart adept&#39;s level (in parentheses) when determining the monster&#39;s characteristics and special abilities.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>3rd Level or Higher (Level &#8212;2) <\/th>\n\t\t\t<th>5th Level or Higher (Level &#8212;4) <\/th>\n\t\t\t<th>7th Level or Higher (Level &#8212;6) <\/th>\n\t\t\t<th>9th Level or Higher (Level &#8212;8) <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Digester <\/td>\n\t\t\t<td> Chimera <\/td>\n\t\t\t<td> Chuul <\/td>\n\t\t\t<td> Behir <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Girallon <\/td>\n\t\t\t<td> Wyvern <\/td>\n\t\t\t<td> Destrachan <\/td>\n\t\t\t<td> Gray render <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Manticore <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> Dragonne <\/td>\n\t\t\t<td> Yrthak <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Winter wolf <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t<\/table><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Monstrous companion, monster empathy, monster handler <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Monster lore <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Alternative monstrous companion <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Monstrous flank <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Extra monstrous companion <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Monstrous tactics <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Extra monstrous companino <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Monstrous team-up <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dungeonscape 48<\/h5>","reference":"Usergen"},{"id":10431,"name":"Trapsmith","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Trapsmith<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Trapfinding class feature.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Booby Traps (Ex)<\/strong>: You can quickly set up simple booby traps (see the sidebar) to harm and hinder your foes. When setting up a trap, make a Craft (trapmaking) check. The check result is the Difficulty Class of an attempt to find the trap by making a Search check. Half the check result is the DC of an attempt to disarm the trap by making a Disable Device check. The check result affects other variables, too; see the Booby Trap sidebar below for details. Setting up a booby trap is usually a full-round action, though some take longer, as noted in the sidebar.<\/p>\n\n\t<p>Starting at 3rd level, your skill improves such that you can create advanced versions of the simple booby traps you already know.<\/p>\n\n\t<p><strong>Master Disarmer (Ex)<\/strong>: Your skill at finding and disarming traps is legendary. When dealing with a trap, add your trapsmith level to your Search checks, Disable Device checks, and Open Lock checks.<\/p>\n\n\t<p><strong>Trap Sense (Ex)<\/strong>: You are adept at evading the effects of traps, gaining bonuses at 1st level, 3rd level, and 5th level. See the barbarian class feature (<em>PH<\/em> 26). Trap sense gained from other sources (such as barbarian or rogue levels) stacks with this benefit.<\/p>\n\n\t<p><strong>Spells<\/strong>: If you are smart enough, you might gain the ability to cast arcane spells. To cast a particular spell, you must have an Intelligence score of at least 10 + the spell&#39;s level. Your bonus spells are based on your Intelligence. Saves to avoid the effects of your spells have a DC of 10 + the spell&#39;s level + your Int bonus (if any).<\/p>\n\n\t<p>You cast spells as a bard does. Table 1&#8212;4, below, details how many spells you can learn at each level. Choose your spells from the following list.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th><\/th>\n\t\t\t<th style=text-align:center; colspan=3>Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Arrow Proof (Su)<\/strong>: When a trap activates, you know how to lessen the impact and reduce the damage. Starting at 2nd level, you gain damage reduction 5\/&#8212; against the effects of traps. The reduction applies only to damage from physical attacks, such as arrows, crushing blocks, or pits. Damage caused by spells or magical effects is not reduced.<\/p>\n\n\t<p>Damage reduction gained from multiple sources stacks, but only for damage dealt by a trap.<\/p>\n\n\t<p><strong>Quick Fingers (Ex)<\/strong>: Starting at 2nd level, you can disarm traps more quickly. When you attempt a Disable Device check, use the table below in place of the table on page 72 of the <em>Player&#39;s Handbook<\/em>. If you have the quick fingers alternative class feature (see page 13), reduce the time needed for checks on difficult and wicked traps to 1d3 rounds.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Device <\/th>\n\t\t\t<th>Time <\/th>\n\t\t\t<th>Disable Device DC <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Simple <\/td>\n\t\t\t<td> 1 standard action <\/td>\n\t\t\t<td> 10 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Tricky <\/td>\n\t\t\t<td> 1 full-round action <\/td>\n\t\t\t<td> 15 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Difficult <\/td>\n\t\t\t<td> 1d4 rounds <\/td>\n\t\t\t<td> 20 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Wicked <\/td>\n\t\t\t<td> 1d4 rounds <\/td>\n\t\t\t<td> 25+ <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Unweave (Su)<\/strong>: At 3rd level, your understanding of magic traps allows you to unweave their magic, as if targeting the trap with <em>dispel magic<\/em> (PH 223). Your caster level for this ability equals 5 + your trapsmith level. You can use this ability three times per day. It works only against magic traps, but spells such as <em>alarm<\/em> (PH 197), <em>glyph of warding<\/em> (PH 236), and the <em>symbol<\/em> spells (PH 289&#8212;291) are valid targets.<\/p>\n\n\t<p><strong>Dance through Danger (Ex)<\/strong>: Starting at 4th level, when you make a Search check to find a trap and your result exceeds the DC by 5 or more, you can move past the trap without setting it off. This benefit applies only to you&#8212;the careful movements and balance needed cannot be taught to your fellow adventurers.<\/p>\n\n\t<p><strong>Spell Proof (Su)<\/strong>: Starting at 4th level, you enjoy a measure of protection against magic traps. You gain spell resistance equal to 15 + your trapsmith level. This spell resistance applies only to magic traps, which include spells such as <em>fire trap<\/em> (PH 231), <em>explosive runes<\/em> (PH 228), <em>glyph of warding<\/em> (PH 236), and the <em>symbol<\/em> spells (PH 289&#8212;291).<\/p>\n\n\t<p><strong>Avoid Disaster (Su)<\/strong>: At 5th level, you learn to negate the effects of a trap as they happen. Once per day, when a trap is sprung, you can make a Disable Device check as an immediate action. If the check succeeds, you quickly disable the trap and avoid its effects. If the check fails, the trap activates as normal.<\/p>\n\n\t<h4><span class=caps>BOOBY<\/span> <span class=caps>TRAPS<\/span><\/h4>\n\n\t<p>A trapsmith can create a number of different traps to hinder and harm foes. Each trap described below includes information on its area, effects, base cost, and cost per use. The base cost covers the parts of the trap that are reusable if recovered. The cost per use covers the pieces that are destroyed or expended when the trap is set off. All traps below are mechanical traps with a touch trigger.<\/p>\n\n\t<p>A trapsmith can disable and disassemble one of his own traps without making a check. This process takes approximately 1 minute.<\/p>\n\n\t<p>Other booby traps are possible with your DM&#39;s approval. Alarm Trap: This trap is little more than a series of bells attached to a thin trip wire. When the wire is breached, the bells ring, and those nearby can attempt a DC &#8212;5 Listen check to notice the noise. This trap takes 1 round to set up per 10 feet of trip wire used. Anyone who runs into the trap can attempt a Reflex save to avoid setting it off (DC equal to 1\/2 your Craft [trapmaking] check result).<\/p>\n\n\t<p><em>Base Cost<\/em>: 1 gp\/10 ft.<\/p>\n\n\t<p><em>Cost\/Use<\/em>: &#8212;.<\/p>\n\n\t<p><em>Advanced Version<\/em>: The DC of the Reflex save to avoid setting off an advanced alarm trap is equal to your Craft (trapmaking) check result.<\/p>\n\n\t<p><strong>Bolt Trap<\/strong>: This trap fires a light or heavy crossbow at one target that breaks a trip wire. The crossbow makes a single attack with a bonus equal to 1\/2 your Craft (trapmaking) check result. The bolt deals standard damage for its type, but you can use masterwork or magic crossbows and bolts to enhance the accuracy or damage. The trap must be reset after the crossbow fires. The trap can cover a line of up to 20 feet.<\/p>\n\n\t<p><em>Base Cost<\/em>: 35 gp (light crossbow) or 50 gp (heavy crossbow); add 300 gp for a masterwork crossbow.<\/p>\n\n\t<p><em>Cost\/Use<\/em>: None, or the cost of the ammunition if it is masterwork or magic.<\/p>\n\n\t<p><em>Advanced Version<\/em>: An advanced bolt trap fires up to three bolts from three separate crossbows. Setting up an advanced trap takes 2 rounds and requires three crossbows (tripling the base cost as appropriate to the type).<\/p>\n\n\t<p><strong>Drop Trap<\/strong>: A heavy or dangerous item is rigged to fall on anyone who crosses a trip line. When the trip line is breached, the item drops, making a touch attack with a bonus equal to 1\/2 your Craft (trapmaking) check result. You can rig an alchemical item (which deals damage appropriate to the item) or a heavy object such as a stone (which deals 1d6 points of bludgeoning damage). The trap can cover a single 5-foot-square area.<\/p>\n\n\t<p><em>Base Cost<\/em>: 1 sp.<\/p>\n\n\t<p><em>Cost\/Use<\/em>: Varies depending upon the cost of the dropped<br \/>item.<\/p>\n\n\t<p><em>Advanced Version<\/em>: An advanced drop trap can drop up to three alchemical items, a very heavy object (which deals 3d6 points of bludgeoning damage), or a net (which entangles the target, who can move freely but must make a successful DC 20 Escape Artist check to get out of the net).<\/p>\n\n\t<p><strong>Trip Rope Trap<\/strong>: This trap is made up of a strong rope attached tautly between two points. If anyone tries to cross the rope, it makes a trip attempt with a bonus equal to 1\/2 your Craft (trapmaking) check result. The first creature to cross through the trap causes the rope to go slack, and it must be reset before the trap can be used again. The trap can cover a line of up to 20 feet.<\/p>\n\n\t<p><em>Base Cost<\/em>: 10 gp.<\/p>\n\n\t<p><em>Cost\/Use<\/em>: &#8212;.<\/p>\n\n\t<p><em>Advanced Version<\/em>: An advanced trip rope trap makes the trip attempt using your Craft (trapmaking) check result for the opposed check. In addition, if the check succeeds, the trap can trip another creature that crosses through its space.<\/p><div topic='Advancement' level='5'><p>h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=3>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Booby traps (simple), master disarmer, trap sense +1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Arrow proof, quick fingers <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Booby traps (advanced), unweave, trap sense +2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Dance through danger, spell proof <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Avoid disaster, trap sense +3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dungeonscape 53<\/h5>","reference":"Usergen"},{"id":10432,"name":"Dragonmark Heir","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Dragonmark Heir<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race<\/strong>: Member of appropriate dragonmarked race and house.<\/p>\n\n\t<p><strong>Skills<\/strong>: 7 ranks in any two skills.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Dragonmark heirs gain no proficiency with any weapons, armor, or shields.<\/p>\n\n\t<p><strong>Lesser Dragonmark<\/strong>: A dragonmark heir manifests the lesser dragonmark of her house. She receives the Lesser Dragonmark feat as a bonus feat without having to meet the skill rank prerequisite.<\/p>\n\n\t<p><strong>House Status<\/strong>: A dragonmark heir uses her level in this class as a bonus on all Charisma-related checks when dealing with members of her own house.<\/p>\n\n\t<p><strong>Additional Action Points<\/strong>: At 2nd level and beyond, a dragonmark heir&#39;s maximum action points per level is increased by 2.<\/p>\n\n\t<p><strong>Improved Least Dragonmark<\/strong>: Beginning at 2nd level, a dragonmark heir gains improved mastery of her least dragonmark. She can select a second spell-like ability associated with the least dragonmark for her house, or she can use the least dragonmark spell-like ability she already possesses one additional time per day.<\/p>\n\n\t<p><strong>Improved Lesser Dragonmark<\/strong>: Starting at 3rd level, a dragonmark heir gains improved mastery of her lesser dragonmark. She can select a second spell-like ability associated with the lesser dragonmark for her house, or she can use the lesser dragonmark spell-like ability she already possesses one additional time per day.<\/p>\n\n\t<p><strong>Greater Dragonmark<\/strong>: At 4th level, a dragonmark heir manifests the greater dragonmark of her house. She receives the Greater Dragonmark feat as a bonus feat without having to meet the skill rank prerequisite.<\/p>\n\n\t<p><strong>Improved Greater Dragonmark<\/strong>: At 5th level, a dragonmark heir gains improved mastery of her greater dragonmark. She can use the greater dragonmark spell-like ability she already possesses one additional time per day.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Lesser Dragonmark, house status <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Additional action points, improved least dragonmark <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Improved lesser dragonmark <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Greater Dragonmark <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Improved greater dragonmark <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Eberron Campaign Setting 73<\/h5>","reference":"Usergen"},{"id":10433,"name":"Eldeen Ranger","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Eldeen Ranger<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Alignment<\/strong>: Requirement varies by sect:<br \/><em>Ashbound<\/em>: No restriction.<br \/><em>Children of Winter<\/em>: Any nongood.<br \/><em>Gatekeepers<\/em>: Any nonevil.<br \/><em>Greensingers<\/em>: Any chaotic.<br \/><em>Wardens of the Wood<\/em>: Any nonevil.<\/p>\n\n\t<p><strong>Special<\/strong>: Favored enemy class feature.<\/p>\n\n\t<p>Also, before taking his first level in this class, a character must train in the Eldeen Reaches with other members of the sect that he wishes to join.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Eldeen rangers are proficient with all simple and martial weapons, and with light armor and shields (except tower shields).<\/p>\n\n\t<p><strong>Sect Ability I<\/strong>: Each of the five major sects within the Eldeen Reaches embraces a different aspect of nature. At 1st level, an Eldeen ranger must select a sect. This choice provides him with a defensive ability unique to his sect.<\/p>\n\n\t<p><em>Ashbound<\/em> &#8212; <em>Resist the Arcane (Ex)<\/em>: An Ashbound Eldeen ranger gains a +2 bonus on saving throws to resist arcane spells. (This bonus does not apply to saves against spelllike or supernatural abilities.)<\/p>\n\n\t<p><em>Children of Winter<\/em> &#8212; <em>Resist Poison (Ex)<\/em>: A Child of Winter Eldeen ranger gains a + 2 bonus on saving throws against poison.<\/p>\n\n\t<p><em>Gatekeepers<\/em> &#8212; <em>Resist Corruption (Ex)<\/em>: A Gatekeeper Eldeen ranger gains a +2 bonus on saving throws to resist the spelllike, supernatural, and psionic abilities of aberrations.<\/p>\n\n\t<p><em>Greensingers<\/em> &#8212; <em>Resist Nature&#39;s Lure (Ex)<\/em>: A Greensinger Eldeen ranger gains a + 4 bonus on saving throws against the spell-like abilities of fey.<\/p>\n\n\t<p><em>Wardens of the Wood<\/em> &#8212; <em>Nature Sense (Ex)<\/em>: A Warden of the Wood Eldeen ranger gains a +2 bonus on Knowledge (nature) and Survival checks.<\/p>\n\n\t<p><strong>Hated Foe (Ex)<\/strong>: At 2nd level and higher, when he attacks a creature that is his favored enemy, an Eldeen ranger can spend 1 action point to make a mighty attack against that creature. (This expenditure allows the Eldeen ranger to make this special attack; do not add the action point die roll to the attack roll.) If the mighty attack hits, it deals double damage.<\/p>\n\n\t<p><strong>Sect Ability II<\/strong>: At 3rd level, an Eldeen ranger gains a new ability related to his sect.<\/p>\n\n\t<p><em>Ashbound<\/em> &#8212; <em>Ferocity (Ex)<\/em>: An Ashbound Eldeen ranger continues to fight without penalty even while disabled or dying.<\/p>\n\n\t<p><em>Children of Winter<\/em> &#8212; <em>Resist Corruption (Ex)<\/em>: A Child of Winter Eldeen ranger gains immunity to disease, and he also gains a +2 bonus on saving throws against mind-affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale effects).<\/p>\n\n\t<p><em>Gatekeepers<\/em> &#8212; <em>Darkvision (Ex)<\/em>: A Gatekeeper Eldeen ranger gains darkvision out to 60 feet. If he already has darkvision, the radius of its effect increases by 30 feet.<\/p>\n\n\t<p><em>Greensingers<\/em> &#8212; <em>Unearthly Grace (Su)<\/em>: A Greensinger Eldeen ranger adds his Charisma bonus (if any) as a modifier to his saving throws.<\/p>\n\n\t<p><em>Wardens of the Wood<\/em> &#8212; <em>Improved Critical (Ex)<\/em>: A Warden of t he Wood Eldeen ranger gains the Improved Critical feat for a thrown or ranged weapon of his choice.<\/p>\n\n\t<p><strong>Favored Enemy (Ex)<\/strong>: At 4th level, an Eldeen ranger gains a favored enemy. This ability works just like the ranger&#39;s favored enemy ability, and it allows the Eldeen ranger to increase the bonus against one of his favored enemies as if he had just gained another favored enemy from his ranger class.<\/p>\n\n\t<p><strong>Sect Ability III<\/strong>: At 5th level, an Eldeen ranger gains a final ability related to his sect.<\/p>\n\n\t<p><em>Ashbound<\/em> &#8212; <em>Spell Resistance (Ex)<\/em>: An Ashbound Eldeen ranger gains spell resistance 20.<\/p>\n\n\t<p><em>Children of Winter<\/em> &#8212; <em>Touch of Contagion (Su)<\/em>: A Child of Winter Eldeen ranger gains the ability to spread disease, as the contagion spell, three times per day.<\/p>\n\n\t<p><em>Gatekeepers<\/em> &#8212; <em>Slippery Mind (Ex)<\/em>: A Gatekeeper Eldeen ranger gains the ability to wriggle free from magical effects that would otherwise compel him. If the character is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw.<\/p>\n\n\t<p><em>Greensingers<\/em> &#8212; <em>Damage Reduction (Su)<\/em>: A Greensinger Eldeen ranger gains damage reduction 3\/cold iron.<\/p>\n\n\t<p><em>Wardens of the Wood<\/em> &#8212; <em>Smite Evil (Su)<\/em>: Once per day, a Warden of the Wood Eldeen ranger can attempt to smite evil with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per Eldeen ranger level. If the character accidentally smites a creature that is not evil, the smite has no effect but the ability is still used up for the day.<\/p>\n\n\t<h4><span class=caps>THE<\/span> <span class=caps>DRUID<\/span> <span class=caps>SECTS<\/span><\/h4>\n\n\t<p>Each druid in Eberron belongs to one of the druid sects described below.<\/p>\n\n\t<p><em>Ashbound<\/em>: This fanatical sect takes the traditional beliefs of the druids to dangerous extremes. Its members seek to protect the wilds and preserve the natural order, using a very broad definition of &quot;unnatural&quot; to determine their actions. They consider arcane and divine magic to be unnatural, for example, and go out of their way to strike at farms and ranches that attempt to confine or cultivate nature. The Ashbound prefer to avoid killing; their goal is to encourage their targets to abandon their unnatural ways and embrace the harmony of nature.<\/p>\n\n\t<p><em>Children of Winter<\/em>: Death, being a part of the natural order, draws some to its dark source of power. The Children of Winter seek to cleanse the land through blight, disease, and cold, believing that the strong will survive to populate the great spring that lies beyond their darkwinter. The end of the current age is coming, as evidenced by the creation of the Mournland, and the Children of Winter see themselves as agents of nature&#8212;cleansing Khorvaire so that it can bloom anew.<\/p>\n\n\t<p><em>Gatekeepers<\/em>: The Gatekeepers protect nature from unnatural threats, specifically aberrations, fiends, and other ancient evils. See Chapter 8: Organizations for additional information about this druid sect.<\/p>\n\n\t<p><em>Greensingers<\/em>: This small druid sect maintains a strong bond with the fey of the Eldeen Reaches. As wild and chaotic as the forest spirits they revere, the Greensingers embrace revelry as they dance through the magical world of the forest and the fey.<\/p>\n\n\t<p><em>Wardens of the Wood<\/em>: The largest and most influential of the Eldeen sects, the Wardens of the Wood guard the plains and forests. They are most closely connected to the Great Druid Oalian. See Chapter 8: Organizations for additional information about this druid sect.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Sect ability I <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Hated foe <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sect ability II <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Favored enemy <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sect ability <span class=caps>III<\/span> <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Eberron Campaign Setting 74<\/h5>","reference":"Usergen"},{"id":10434,"name":"Exorcist of the Silver Flame","type":"prestige","alignment":"Any good","hit_die":"8","full_text":"<div topic='titel'><p><h3>Exorcist of the Silver Flame<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to cast 1st-level divine spells.<\/p>\n\n\t<p><strong>Special<\/strong>: Worshiper of the Silver Flame.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Exorcists of the Silver Flame gain no proficiency with any weapons, armor, or shields.<\/p>\n\n\t<p><strong>Spells per Day<\/strong>: At 2nd level and at the higher levels indicated on the table, when a new exorcist of the Silver Flame level is gained, the character gains new spells per day as if she had also gained a cleric or paladin level. She does not, however, gain any other benefit a character of that class would have gained (improved ability to turn undead and so on). This essentially means that she adds these exorcist of the Silver Flame levels to her levels in cleric or paladin, then determines spells per day and caster level accordingly.<\/p>\n\n\t<p>If a character had levels in both cleric and paladin before she became an exorcist of the Silver Flame, she must decide to which class she adds each level of exorcist for the purpose of determining spells per day.<\/p>\n\n\t<p><strong>Flame of Censure (Su)<\/strong>: An exorcist of the Silver Flame can manifest the mystical power of the Silver Flame to ward off outsiders with the evil subtype. The exorcist makes a Charisma check and consults Table 8&#8212;9: Turning Undead, page 159 of the Player&#39;s Handbook, using her character level to determine the most powerful outsider she can affect. She then rolls 2d6 + her level in this class + her Cha modifier for turning damage. Using both her character level and class level in this manner means that she is more likely to affect a single powerful outsider, but unlikely to censure more than one of them.<\/p>\n\n\t<p>A censured outsider is stunned for 1 round by the power of the Silver Flame channeled through the exorcist. If the exorcist&#39;s character level is at least twice the outsider&#39;s Hit Dice, she banishes the outsider back to its home plane. An exorcist can use this ability a number of times per day equal to 3 + her Cha modifier.<\/p>\n\n\t<p><strong>Weapon of the Exorcist (Su)<\/strong>: An exorcist of the Silver Flame chooses a weapon with which she dispenses the will of the church. The chosen weapon must be a weapon that the exorcist of the Silver Flame is proficient with, and must have been in her possession for the last 24 hours. While wielding this weapon, the exorcist has a +1 sacred bonus on damage rolls, and she treats it as a magic weapon for the purpose of overcoming damage reduction.<\/p>\n\n\t<p>An exorcist of the Silver Flame may only have one weapon of the exorcist at a time.<\/p>\n\n\t<p><strong>Weapon of Silver (Su)<\/strong>: Starting at 2nd level, an exorcist of the Silver Flame wielding her chosen weapon treats the weapon as silver as well as magic for the purpose of overcoming damage reduction.<\/p>\n\n\t<p><strong>Darkvision (Ex)<\/strong>: If she does not already have it, an exorcist of the Silver Flame gains darkvision out to 30 feet at 3rd level. The radius of the effect increases to 60 feet at 6th level.<\/p>\n\n\t<p><strong>Resist Possession (Su)<\/strong>: Beginning at 3rd level, an exorcist of the Silver Flame receives a + 4 sacred bonus on saving throws against possession, including magic jar spells, ghostly malevolence, and fiendish possession. She also receives a +2 sacred bonus on saving throws against all charm and compulsion spells and effects cast by evil outsiders or undead.<\/p>\n\n\t<p><strong>Smite Evil (Su)<\/strong>: Starting at 3rd level, once per day an exorcist of the Silver Flame can attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per exorcist level. If an exorcist accidentally smites a creature that is not evil, the smite has no effect but the ability is still used up for that day. An exorcist who is also a paladin and\/or cleric adds her daily uses of this ability from each class together, and adds her exorcist level to her paladin level and\/or cleric level to determine extra damage. For example, a 5th-level cleric\/10th-level paladin\/3rd-level exorcist of the Silver Flame can smite evil four times per day (3\/day from her paladin levels and I\/day from her exorcist levels) and deals an extra 18 points of damage on a successful smite.<\/p>\n\n\t<p>At 7th level and higher, an exorcist can smite evil one additional time per day.<\/p>\n\n\t<p><strong>Detect Thoughts (Sp)<\/strong>: Beginning at 4th level, an exorcist of the Silver Flame can use detect thoughts at will, as the spell. The save DC is 10 + exorcist&#39;s class level + exorcist&#39;s Cha modifier.<\/p>\n\n\t<p><strong>Weapon of Good (Su)<\/strong>: Starting at 4th level, an exorcist of the Silver Flame wielding her chosen weapon treats the weapon as good-aligned, silver, and magic for the purpose of overcoming damage reduction.<\/p>\n\n\t<p><strong>Silver Exorcism (Su)<\/strong>: At 5th level and higher, an exorcist of the Silver Flame gains a +2 bonus on Charisma checks to force possessing spirits out of the bodies they inhabit, as well as on all dispel checks and caster level checks to harm, banish, or overcome the spell resistance of evil outsiders. This includes dispel checks to dispel a summon monster spell when the summoned monster is an evil outsider. However, the bodies they inhabit take 1d6 points of sacred damage.<\/p>\n\n\t<p><strong>Weapon of Flame (Su)<\/strong>: Starting at 6th level, an exorcist of the Silver Flame wielding her chosen weapon deals an extra 1d6 points of fire damage on a successful hit.<\/p>\n\n\t<p><strong>Weapon of Law (Su)<\/strong>: Starting at 8th level, an exorcist of the Silver Flame wielding her chosen weapon treats the weapon as lawful-aligned, good-aligned, silver, and magic for the purpose of overcoming damage reduction.<\/p>\n\n\t<p><strong>Weapon of Sacred Flame (Su)<\/strong>: Starting at 9th level, an exorcist of the Silver Flame wielding her chosen weapon deals an extra 1d6 points of sacred damage on a successful hit.<\/p>\n\n\t<p><strong>Warding Flame (Su)<\/strong>: At 10th level, an exorcist of the Silver Flame can bathe herself in silver flame as a free action. As long as the warding flame covers her, she gains a +2 sacred bonus to Armor Class and saving throws. In addition, she gains spell resistance 25 against evil spells and spells cast by evil creatures.<\/p>\n\n\t<p>Any evil creature that makes a successful melee attack against an exorcist of the Silver Flame while she is bathed in her warding flame must make a Fortitude save (DC 20 + exorcist&#39;s Cha modifier) or be blinded.<\/p>\n\n\t<p>The warding flame also provides bright illumination up to 30 feet from the exorcist and shadowy illumination up to 60 feet. It can be dismissed at any time.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Flame of censure, weapon of the exorcist <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Weapon of silver <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Darkvision 30 ft., resist possession, smite evil 1\/day <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Detect thoughts<\/em> at will, weapon of good <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Silver exorcism <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Darkvision 60 ft., weapon of flame <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Smite evil 2\/day <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Weapon of law <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Weapon of sacred flame <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Warding flame <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Eberron Campaign Setting 77<\/h5>","reference":"Usergen"},{"id":10435,"name":"Extreme Explorer","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Extreme Explorer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Extreme explorers gain no proficiency with any weapons, armor, or shields.<\/p>\n\n\t<p><strong>Additional Action Points<\/strong>: An extreme explorer&#39;s maximum action points per level increases by 2.<\/p>\n\n\t<p><strong>Trap Sense (Ex)<\/strong>: An extreme explorer has an intuitive sense that alerts him to danger from traps, providing a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to Armor Class against attacks made by traps. These bonuses increase by 1 every two extreme explorer levels thereafter (to +2 at 3rd and +3 at 5th level). Trap sense bonuses gained from multiple classes stack.<\/p>\n\n\t<p><strong>Dodge Bonus (Ex)<\/strong>: At 2nd level, an extreme explorer&#39;s intuitive sense expands to combat. When not encumbered and wearing light armor or unarmored, he gains a +1 dodge bonus to his Armor Class. At 4th level this bonus increases to +2. An extreme explorer loses this bonus when he is immobilized or helpless, when he wears any armor other than light armor, when he carries a shield, or when he carries a medium or heavy load.<\/p>\n\n\t<p><strong>Evasion (Ex)<\/strong>: An extreme explorer of 2nd level or higher can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if an extreme explorer is wearing light or no armor. A helpless extreme explorer does not gain the benefit of evasion.<\/p>\n\n\t<p><strong>Extreme Hustle (Ex)<\/strong>: As a free action once per round, an extreme explorer can spend 1 action point to gain a move action.<\/p>\n\n\t<p><strong>Bonus Feat<\/strong>: At 3rd level and at 5th level, an extreme explorer gains a bonus feat. These bonus feats must be selected from the following list, and the extreme explorer must meet the prerequisites of a feat to select it. Action Surge, Heroic Spirit, Pursue, Spontaneous Casting.<\/p>\n\n\t<p><strong>Extreme Action (Ex)<\/strong>: Any time an extreme explorer spends 1 action point to improve the result of a d20 roll, he has a chance to retain the action point. If the result of the modified d20 roll was a success, and if the result of the action point die roll was 8, the extreme explorer retains the action point.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Additional action points, trap sense +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Dodge bonus +1, evasion, extreme hustle <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Trap sense +2, bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Dodge bonus +2, extreme action <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Trap sense +3, bonus feat <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Eberron Campaign Setting 79<\/h5>","reference":"Usergen"},{"id":10436,"name":"Heir of Siberys","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Heir of Siberys<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race<\/strong>: Dragonmarked race.<\/p>\n\n\t<p><strong>Skills<\/strong>: 15 ranks in any two skills.<\/p>\n\n\t<p><strong>Special<\/strong>: A character who has the Aberrant Dragonmark, Least Dragonmark, Lesser Dragonmark, or Greater Dragonmark feat cannot enter this prestige class. Also, once a character gains any levels in this class, he can&#39;t adopt the dragonmark heir prestige class.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Heirs of Siberys gain no profi ciency with any weapons, armor, or shields.<\/p>\n\n\t<p><strong>Additional Action Points<\/strong>: At 1st level, an heir of Siberys&#39;s dragonmark begins to form and his maximum action points per level increases by 2.<\/p>\n\n\t<p><strong>Bonus Feat<\/strong>: An heir of Siberys gains a bonus feat. The bonus feat must be selected from the following list, and the heir of Siberys must meet the prerequisites of the feat to select it.<\/p>\n\n\t<p>Action Boost, Action Surge, Favored in House, Pursue, Spontaneous Casting.<\/p>\n\n\t<p><strong>Siberys Mark (Sp)<\/strong>: At 2nd level, an heir of Siberys manifests the full Siberys mark of his house, gaining a spell-like ability from the following list. If the mark associated with the character&#39;s house offers two spell-like abilities, he selects one.<\/p>\n\n\t<p>Mark of Detection: <a href=\/spells\/players-handbook-v35--6\/moment-of-prescience--2507\/>Moment of prescience<\/a> 1\/day.<\/p>\n\n\t<p>Mark of Finding: <a href=\/spells\/players-handbook-v35--6\/discern-location--2497\/>Discern location<\/a> 1\/day.<\/p>\n\n\t<p>Mark of Handling: <a href=\/spells\/players-handbook-v35--6\/awaken--2780\/>Awaken<\/a> 1\/day or <a href=\/spells\/players-handbook-v35--6\/summon-natures-ally-vi--2455\/>summon nature&#39;s ally VI<\/a> 1\/day.<\/p>\n\n\t<p>Mark of Healing: <a href=\/spells\/players-handbook-v35--6\/heal-mass--2399\/>Mass heal<\/a> 1\/day.<\/p>\n\n\t<p>Mark of Hospitality: <a href=\/spells\/players-handbook-v35--6\/refuge--2425\/>Refuge<\/a> 1\/day.<\/p>\n\n\t<p>Mark of Making: <a href=\/spells\/complete-divine--56\/true-creation--664\/>True creation<\/a> 1\/day.<\/p>\n\n\t<p>Mark of Passage: <a href=\/spells\/players-handbook-v35--6\/teleport-greater--2462\/>Greater teleport<\/a> 1\/day.<\/p>\n\n\t<p>Mark of Scribing: <a href=\/spells\/players-handbook-v35--6\/symbol-of-death--2762\/>Symbol of death<\/a> 1\/day.<\/p>\n\n\t<p>Mark of Sentinel: <a href=\/spells\/players-handbook-v35--6\/mind-blank--2338\/>Mind blank<\/a> 1\/day.<\/p>\n\n\t<p>Mark of Shadow: <a href=\/spells\/players-handbook-v35--6\/prying-eyes-greater--2509\/>Greater prying eyes<\/a> 1\/day or <a href=\/spells\/players-handbook-v35--6\/scrying-greater--2513\/>greater scrying<\/a> 1\/day.<\/p>\n\n\t<p>Mark of Storm: <a href=\/spells\/players-handbook-v35--6\/storm-of-vengeance--2439\/>Storm of vengeance<\/a> 1\/day.<\/p>\n\n\t<p>Mark of Warding: <a href=\/spells\/players-handbook-v35--6\/prismatic-wall--2344\/>Prismatic wall<\/a> 1\/day.<\/p>\n\n\t<p>A saving throw against a Siberys dragonmark power has a DC of 10 + the level of the spell + heir&#39;s Cha modifi er. <\/p>\n\n\t<p>The caster level for any Siberys dragonmark power is 15th.<\/p>\n\n\t<p><strong>Spells per Day<\/strong>: At 2nd and 3rd level, an heir of Siberys who previously had levels in a spellcasting class gains new spells per day as if he had also gained a level in that class. He does not, however, gain any other benefi t a character of that class would normally gain. This essentially means that he adds one level to his levels in one other spellcasting class, then determines spells per day and caster level accordingly.<\/p>\n\n\t<p>If the character has no spellcasting classes, he gains a bonus feat of his choice instead. He must meet the prerequisites of a feat to select it.<\/p>\n\n\t<p><strong>Improved Siberys Mark (Sp)<\/strong>: At 3rd level, an heir of Siberys gains improved mastery of his Siberys mark ability. He can use the Siberys dragonmark spell-like ability he already possesses one additional time per day.<\/p>\n\n\t<h4><span class=caps>CLASS<\/span> <span class=caps>SKILLS<\/span><\/h4>\n\n\t<p>Any skill that is a class skill for one of an heir of Siberys&#39;s other classes is a class skill for his heir of Siberys class as well.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Additional action points, bonus feat <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Siberys mark <\/td>\n\t\t\t<td> +1 level of existing class (or bonus feat) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Improved Siberys mark <\/td>\n\t\t\t<td> +1 level of existing class (or bonus feat) <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Eberron Campaign Setting 80<\/h5>","reference":"Usergen"},{"id":10437,"name":"Master Inquisitive","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Master Inquisitive<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: The master inquisitive gains no proficiency with any weapons, armor, or shields.<\/p>\n\n\t<p><strong>Zone of Truth (Sp)<\/strong>: A master inquisitive can use zone of truth once per day as a spell-like ability, duplicating the effect of the zone of truth spell. The character can spend 2 action points to gain one additional use of this ability.<\/p>\n\n\t<p><strong>Bonus Feat<\/strong>: At 2nd and 4th level, a master inquisitive gains a bonus feat. The bonus feat must be selected from the following list, and the master inquisitive must meet the prerequisites of the feat to select it.<\/p>\n\n\t<p>Alertness, Deceitful, Heroic Spirit, Improved Initiative, Iron Will, Negotiator, Persuasive, Recognize Impostor, Research, Toughness, Track, Urban Tracking.<\/p>\n\n\t<p><strong>Contact<\/strong>: A master inquisitive of 2nd level or higher cultivates associates and informants. Each time the character gains a contact, the DM should develop an <span class=caps>NPC<\/span> to represent the contact. The contact must be a member of an <span class=caps>NPC<\/span> class (adept, aristocrat, commoner, expert, magewright, or warrior).<\/p>\n\n\t<p>Contacts might be informants, criminals, chroniclers, shopkeepers, coach drivers, household servants, clerks, or others who can provide limited aid and information pertaining to a master inquisitive&#39;s endeavors.<\/p>\n\n\t<p>A contact does not accompany a master inquisitive on missions or risk his or her life in any overt manner. A contact can, however, provide information, develop leads, or render a service (make a specific skill check on behalf of the inquisitive).<\/p>\n\n\t<p>At 2nd level, a master inquisitive gains a 3rd-level contact. At 4th level, a master inquisitive gains a 6thlevel contact.<\/p>\n\n\t<p>The character can&#39;t call upon the same contact more than once per week. When he calls on a contact, compensation is required for the services rendered. Professional contacts, such as adepts, aristocrats, and magewrights, require favors in return. Criminal or working-class contacts, including commoners, experts, and warriors, usually demand money for the services they provide. Prices for a contact&#39;s services are based on the contact&#39;s class and level, as shown on the following table. Unlike with hirelings, a master inquisitive personally knows and has a longstanding relationship with his contacts.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Contact&#39;s Class <\/th>\n\t\t\t<th>Cost for Services Rendered <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Adept <\/td>\n\t\t\t<td> 1 gp\/level or favor in return <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Aristocrat <\/td>\n\t\t\t<td> Favor in return <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Commoner <\/td>\n\t\t\t<td> 2 sp\/level <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Expert <\/td>\n\t\t\t<td> 5 sp\/level <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Magewright <\/td>\n\t\t\t<td> 1 gp\/level or favor in return <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Warrior <\/td>\n\t\t\t<td> 5 sp\/level <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Discern Lies (Sp)<\/strong>: Starting at 3rd level, a master inquisitive can use <a href=\/spells\/players-handbook-v35--6\/discern-lies--2496\/>discern lies<\/a> once per day as a spell-like ability, duplicating the effect of the discern lies spell. The character can spend 2 action points to gain one additional use of this ability.<\/p>\n\n\t<p><strong>True Seeing (Sp)<\/strong>: At 5th level, a master inquisitive can use <a href=\/spells\/players-handbook-v35--6\/true-seeing--2520\/>true seeing<\/a> once per day as a spell-like ability, duplicating the effect of the true seeing spell. The character can spend 2 action points to gain one additional use of this ability.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> <em>Zone of truth<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Bonus feat, contact (3rd level) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> <em>Discern lies<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Bonus feat, contact (6th level) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> <em>True seeing<\/em> <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Eberron Campaign Setting 82<\/h5>","reference":"Usergen"},{"id":10438,"name":"Warforged Juggernaut","type":"prestige","alignment":"","hit_die":"12","full_text":"<div topic='titel'><p><h3>Warforged Juggernaut<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 12.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race<\/strong>: Warforged.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Warforged juggernauts gain no proficiency with any weapons, armor, or shields (except as noted below).<\/p>\n\n\t<p><strong>Armor Spikes (Ex)<\/strong>: At 1st level, a warforged juggernaut grows armor spikes and gains proficiency in their use as a weapon. These adamantine armor spikes deal 1d6 points of piercing damage on a successful grapple attack. While the spikes can&#39;t be removed, they can be affected by spells like any other weapon. At 4th level, the damage these armor spikes deal increases to 1d8.<\/p>\n\n\t<p><strong>Expert Bull Rush (Ex)<\/strong>: A warforged juggernaut can add its class level to Strength checks when making a bull rush attempt or defending against a bull rush. A warforged juggernaut can also add its class level to Strength checks when trying to break down doors.<\/p>\n\n\t<p><strong>Powerful Charge<\/strong>: A warforged juggernaut gains Powerful Charge (see page 57) as a bonus feat.<\/p>\n\n\t<p><strong>Reserved<\/strong>: Starting at 1st level, a warforged juggernaut begins to distance itself from living creatures. Because of this change in its nature, a warforged juggernaut takes a penalty equal to its juggernaut class level (&#8212;1 at 1st level, &#8212;2 at 2nd level, and so on) when using the following skills: Bluff, Diplomacy, Gather Information, and Sense Motive.<\/p>\n\n\t<p><strong>Charge Bonus (Ex)<\/strong>: Starting at 2nd level, a warforged juggernaut gains an extra +1 bonus on its attack roll when making a charge (total bonus of +3). At 4th level, this extra bonus increases to +2 (total bonus of +4).<\/p>\n\n\t<p><strong>Construct Perfection (Ex)<\/strong>: A warforged that follows the path of the juggernaut seeks to improve itself by embracing its construct heritage. As a warforged juggernaut advances, it abandons what it considers the weaknesses of the living construct form to gain qualities more indicative of true constructs. While retaining its intelligence and sentience, a warforged juggernaut gains the following construct features as it advances in level.<\/p>\n\n\t<p><em>Construct Perfection I<\/em>&#8212;At 2nd level, a warforged juggernaut is no longer subject to nonlethal damage or extra damage from critical hits.<\/p>\n\n\t<p><em>Construct Perfection II<\/em>&#8212;At 3rd level, a warforged juggernaut gains immunity to all mind-affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale effects).<\/p>\n\n\t<p><em>Construct Perfection III<\/em>&#8212;At 4th level, a warforged juggernaut gains immunity to death effects and necromancy effects.<\/p>\n\n\t<p><em>Construct Perfection IV<\/em>&#8212;At 5th level, a warforged juggernaut is no longer subject to ability damage or ability drain.<\/p>\n\n\t<p><strong>Extended Charge (Ex)<\/strong>: Starting at 2nd level, a warforged juggernaut gains +5 feet to its speed when making a charge.<\/p>\n\n\t<p><strong>Healing Immunity<\/strong>: Starting at 3rd level, as a warforged juggernaut becomes more like a construct and less like a living creature, it becomes immune to the effects of spells from the healing subschool. In addition, it can no longer benefit from the effects of consumable spells and magic items, such as heroes&#39; feast and potions.<\/p>\n\n\t<p><strong>Superior Bull Rush (Ex)<\/strong>: Starting at 3rd level, when a warforged juggernaut makes a successful bull rush against an opponent, it can choose to deal damage equal to that of its armor spikes plus its Strength modifier against the opponent in addition to the normal results of a bull rush. If the bull rush was made as part of a charge, the juggernaut can add its extra damage from the Powerful Charge feat or the Greater Powerful Charge feat as well.<\/p>\n\n\t<p><strong>Greater Powerful Charge<\/strong>: At 5th level, a warforged juggernaut gains Greater Powerful Charge (see page 54) as a bonus feat.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Armor spikes 1d6, Expert Bull Rush, Powerful Charge, reserved <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Charge bonus +1, construct perfection I, extended charge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Construct perfection II, healing immunity, Superior Bull Rush <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Armor spikes 1d8, bonus on charge +2, construct perfection <span class=caps>III<\/span> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Construct perfection IV, Greater Powerful Charge <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Eberron Campaign Setting 83<\/h5>","reference":"Usergen"},{"id":10439,"name":"Weretouched Master","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Weretouched Master<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race<\/strong>: Shifter<\/p>\n\n\t<p><strong>Feat<\/strong>: Any <a href=\/feats\/categories\/shifter\/>shifter<\/a> feat.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Weretouched masters gain no proficiency with any weapons, armor, or shields.<\/p>\n\n\t<p><strong>Weretouched I (Su)<\/strong>: At 1st level, a weretouched master chooses one animal type that represents his lycanthrope heritage: bear, boar, rat, tiger, wolf, or wolverine. When shifting, his appearance changes to strongly resemble a hybrid lycanthrope of the chosen type: His facial features become more bestial, fur sprouts on his body, and he grows a short tail. In addition, he gains one of the following extra benefits each time he shifts, depending on his lycanthrope ancestor.<\/p>\n\n\t<p><em>Bear or Tiger<\/em>: While shifting, the weretouched master gains a +2 bonus to Strength and manifests claws that can be used as natural weapons. These claws deal 1d4 points of damage, plus an additional +1 for every four character levels he has, on a successful attack. If he already has the razorclaw shifter trait or the Improved Natural Attack feat, his claw damage increases by one die size.<\/p>\n\n\t<p><em>Boar or Wolverine<\/em>: While shifting, the weretouched master gains a +2 bonus to Constitution and manifests tusks (for boars) or fangs (for wolverines) that can be used as a natural weapon, dealing 1d6 points of damage, plus an additional + 1 for every four character levels he has, on a successful gore or bite attack. If he already has the longtooth shifter trait or the Improved Natural Attack feat, his bite or gore damage increases by one die size.<\/p>\n\n\t<p><em>Rat or Wolf<\/em>: While shifting, the weretouched master gains a +2 bonus to Dexterity and manifests fangs that can be used as a natural weapon, dealing 1d6 points of damage (plus an additional +1 for every four character levels he has) with a successful bite attack. If he already has the longtooth shifter trait or the Improved Natural Attack feat, his bite damage increases by one die size.<\/p>\n\n\t<p><strong>Wild Empathy (Ex)<\/strong>: Like a druid or a ranger, a weretouched master gains the ability to use body language, vocalizations, and demeanor to improve the attitude of an animal. This ability functions like a Diplomacy check made to improve the attitude of a person. The weretouched master rolls a d20 and adds his weretouched master level and his Charisma modifier to determine the wild empathy check result. If he has druid or ranger levels, he adds his weretouched master level to those levels to determine his total modifier. If the animal is of the same kind as the weretouched master&#39;s lycanthrope ancestor, he gains a +4 bonus on this check.<\/p>\n\n\t<p>To use wild empathy, the weretouched master and the animal must be able to study each other, which means that they must be within 30 feet of each other under normal conditions. Generally, influencing an animal in this way takes 1 minute. As with influencing people, it might take more or less time.<\/p>\n\n\t<p>A weretouched master can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a &#8212;4 penalty on the check.<\/p>\n\n\t<p><strong>Bonus Shifter Feat<\/strong>: At 2nd level and again at 4th level, a weretouched master gains a bonus shifter feat. (All of these are new feats described in Chapter 3.) These bonus feats must be selected from the following list, and the weretouched master must meet the prerequisites of a feat to select it.<\/p>\n\n\t<p>Beasthide Elite, Cliffwalk Elite, Extra Shifter Trait, Great Bite, Great Rend, Greater Shifter Defense, Healing Factor, Longstride Elite, Shifter Defense, Shifter Ferocity, Shifter Multiattack.<\/p>\n\n\t<p><strong>Weretouched II (Su)<\/strong>: At 3rd level, a weretouched master gains the scent ability. In addition, he manifests a special benefit derived from his lycanthrope ancestor when he is shifting.<\/p>\n\n\t<p><em>Bear<\/em> &#8212; <em>Improved Grab<\/em>: To use this ability, the weretouched master must hit with a claw attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity.<\/p>\n\n\t<p><em>Boar<\/em> &#8212; <em>Fierce Will<\/em>: The weretouched master gains a +4 bonus on Will saves.<\/p>\n\n\t<p><em>Rat<\/em> &#8212; <em>Climb Speed<\/em>: The weretouched master manifests a climb speed of 20 feet. In addition, he can use his Dexterity modifier instead of his Strength modifier for Climb checks. If he already has the cliffwalk shifter trait, his climb speed increases by 10 feet.<\/p>\n\n\t<p><em>Tiger<\/em> &#8212; <em>Pounce<\/em>: If the weretouched master charges a foe, he can make a full attack.<\/p>\n\n\t<p><em>Wolf<\/em> &#8212; <em>Trip<\/em>: If the weretouched master hits with a bite attack, he can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the weretouched master.<\/p>\n\n\t<p><em>Wolverine<\/em> &#8212; <em>Rage<\/em>. If the weretouched master takes damage, he flies into a berserk rage on his next turn, biting madly until either he or his opponent is dead, or until his shifting ends. He gains +2 to Strength, +2 to Constitution, and &#8212;2 to Armor Class while raging. He cannot end his rage voluntarily, but unlike a barbarian, he is not winded after his rage ends.<\/p>\n\n\t<p><strong>Frightful Shifting (Ex)<\/strong>: At 4th level, a weretouched master gains an unsettling presence when he uses his shifting ability or his alternate form ability. When he attacks or charges, opponents within 30 feet who witness his attack may become shaken for 5d6 rounds.<\/p>\n\n\t<p>This ability affects only opponents with fewer Hit Dice or levels than the weretouched master&#39;s character level. An opponent can resist the effect with a successful Will save (DC 10 + weretouched master&#39;s class level + his Cha modifier). An opponent who succeeds on the saving throw is immune to that weretouched master&#39;s frightful shifting for 24 hours. Frightful shifting is a mind-affecting fear effect.<\/p>\n\n\t<p><strong>Alternate Form (Su)<\/strong>: At 5th level, a weretouched master can assume the animal form or hybrid form related to his lycanthrope heritage (the same animal selected at 1st level). Instead of using his normal shifting ability, he can shift into animal form as though using the polymorph spell on himself, though his gear is not affected, he does not regain hit points for changing form, and only the specific animal form indicated for the lycanthrope heritage can be assumed.<\/p>\n\n\t<p>The weretouched master does not assume the ability scores of the animal, but instead adds the animal&#39;s ability adjustments (see the following table) to his own ability scores. A weretouched master can also assume a bipedal hybrid form with prehensile hands and animalistic features. In hybrid form, he can use weapons and armor.<\/p>\n\n\t<p>A slain weretouched master reverts to his humanoid form, although he remains dead. Separated body parts retain their animal form, however.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Animal <\/th>\n\t\t\t<th>Ability Adjustments (Animal or Hybrid Form) <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Bear <\/td>\n\t\t\t<td> Str +16, Dex +2, Con +8 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Boar <\/td>\n\t\t\t<td> Str +4, Con +6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Rat <\/td>\n\t\t\t<td> Dex+6, Con+2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Tiger <\/td>\n\t\t\t<td> Str+12, Dex+4, Con+6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Wolf <\/td>\n\t\t\t<td> Str+2, Dex+4, Con+4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Wolverine <\/td>\n\t\t\t<td> Str +4, Dex +4, Con +8 <\/td>\n\t\t<\/tr>\n\t<\/table><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Weretouched I <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Wild empathy, bonus shifter feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Weretouched II <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Frightful shifting, bonus shifter feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Alternate form <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Eberron Campaign Setting 85<\/h5>","reference":"Usergen"},{"id":10440,"name":"Demonwrecker","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Demonwrecker<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: Able to cast 3rd-level divine spells.<\/p>\n\n\t<p><strong>Special<\/strong>: Candidate must have fought against a demon.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a demonwrecker, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Breach Spell Resistance (Ex)<\/strong>: You gain a bonus equal to your demonwrecker level on caster level checks made to overcome the spell resistance of either chaotic or evil outsiders. This benefit is in addition to the increased caster level you gain from the class. For example, the bonus on the check to overcome spell resistance for a 6th-level cleric \/4th-level demonwrecker casting searing light at a balor would be +14 (+10 for caster level and +4 for demonwrecker levels).<\/p>\n\n\t<p><strong>Demonwreck Weapon of Good (Su)<\/strong>: Any weapon you wield is treated as good-aligned for the purpose of overcoming the damage reduction of chaotic evil outsiders. This ability also applies to any natural attacks you have.<\/p>\n\n\t<p><strong>Demonwreck Weapon of Cold Iron (Su)<\/strong>: Beginning at 2nd level, any weapon you wield is treated as a cold iron weapon for the purpose of overcoming the damage reduction of chaotic evil outsiders. This ability also applies to any natural attacks you have.<\/p>\n\n\t<p><strong>Demonwreck Spell Damage (Su)<\/strong>: When you attain 3rd level, all your spells that deal damage of specific types are imbued with power against demons. Half the damage from such a spell is the type it would normally deal, but the other half is untyped and therefore not subject to reduction or negation by resistance or immunity to a given damage type. For example, a cleric 6\/demonwrecker 4 with the fire domain who casts burning hands at a balor would deal 5d4 points of damage, half of which is fire and half of which is untyped. Alternatively, he could cast a flame strike that would normally deal 10d6 points of damage, half fire and half holy. With this ability, the spell would deal one-half untyped damage, onequarter fire damage, and one-quarter holy damage.<\/p>\n\n\t<p><strong>Demonwreck Weapon Aura (Su)<\/strong>: When you attain 4th level, all weapons wielded by allies within 30 feet of you are treated as good-aligned and cold iron for the purpose of overcoming the damage reduction of chaotic evil outsiders. This ability also applies to any natural attacks you have.<\/p>\n\n\t<p><strong>Perfect Breach (Ex)<\/strong>: At 5th level, you automatically overcome a chaotic evil outsider&#39;s spell resistance.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Breach spell resistance, demonwreck weapon of good <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Demonwreck weapon of cold iron <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Demonwreck spell damage <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Demonwreck weapon aura <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Perfect breach <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Expedition to the Demonweb Pits 168<\/h5>","reference":"Usergen"},{"id":10441,"name":"Jaunter","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Jaunter<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Candidate must have visited two or more planes other than his home plane.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Travel Power (Sp)<\/strong>: You have the innate ability to relocate creatures&#8212;yourself, your allies, and eventually even your enemies. You can use your travel power a number of times per day equal to your jaunter level plus your Dexterity bonus (if any). As long as you have at least one daily use of your travel power remaining, you also gain a +1 bonus to your Armor Class.<\/p>\n\n\t<p>Your travel powers are benign transposition, baleful transposition, teleport, and plane shift. Each of these abilities is described in a separate entry below. In addition, once you gain the travel power at 1st level, you can use scrolls and spell completion items that duplicate any of these powers.<\/p>\n\n\t<p><strong>Benign Transposition (Sp)<\/strong>: You can spend one daily use of your travel power (see below) to cause two willing target creatures of up to Large size (yourself and another, or two others) to swap positions instantly. Both subjects must be within 100 feet of your position. Objects carried by the target creatures (up to their maximum loads) go with them, but other creatures do not, even if they are carried. The movement is instantaneous and does not provoke attacks of opportunity.<\/p>\n\n\t<p><strong>Baleful Transposition (Sp)<\/strong>: Beginning at 2nd level, you can spend one daily use of your travel power to cause two target creatures of up to Large size (yourself and another, or two others) to swap positions instantly. A solid object (such as the ground, a bridge, or a rope) must connect the target creatures, and both must be within 100 feet of your position. Objects carried by the target creatures (up to their maximum loads) go with them, but other creatures do not, even if they are carried. The movement is instantaneous and does not provoke attacks of opportunity. An unwilling target is entitled to a Will save (DC 10 + your jaunter level + your Int modifier) to negate this effect.<\/p>\n\n\t<p><strong>Fast Movement (Ex)<\/strong>: When you reach 2nd level, your land speed increases by 10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor and are not carrying a heavy load.<\/p>\n\n\t<p><strong>Dimension Door (Sp)<\/strong>: At 3rd level and higher, you can use dimension door as the spell to move up to 30 feet per day per jaunter level you possess. You need not move the entire distance at once; you can move in increments of 10 feet any number of times until the total distance has been traversed.<\/p>\n\n\t<p><strong>Teleport (Sp)<\/strong>: Beginning at 3rd level, you can spend two daily uses of your travel power to use teleport as the spell.<\/p>\n\n\t<p><strong>Freedom of Movement (Su)<\/strong>: When you attain 4th level, for 2 rounds per day per jaunter level you possess, you can act normally regardless of magical effects that impede movement, as if you were affected by a freedom of movement spell. This duration need not be consecutive; you can activate and end the effect as a swift action any number of times per day until the duration is used up.<\/p>\n\n\t<p><strong>Plane Shift (Sp)<\/strong>: At 4th level, you can spend two daily uses of your travel power to use plane shift as the spell.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Travel power, benign transposition <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Baleful transposition, fast movement <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Dimension door, teleport <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Freedom of movement, plane shift <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Expedition to the Demonweb Pits 172<\/h5>","reference":"Usergen"},{"id":10442,"name":"Cataclysm Mage","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Cataclysm Mage<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>Special: Character must have received a vision, such as those from the following: a dusk hag <sup>1<\/sup>, the Pond of Shadows in the Shadow Marches <sup>1<\/sup>, or a demon glass oracle <sup>2<\/sup>.<br \/><sup>1<\/sup> See the <span class=caps>EBERRON<\/span> Campaign Setting.<br \/><sup>2<\/sup> See page 112.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: At every level except 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a cataclysm mage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Dhakaani Secret (Ex)<\/strong>: The Dhakaani were powerful artificers of arms and armor. When you create magic weapons with the Craft Magic Arms and Armor feat, you can imbue the weapon with one of the following special abilities at no experience point cost: bane, keen, mighty cleaving, thundering, or vicious. When you create magic armor or shields with the Craft Magic Arms and Armor feat, you can imbue the armor or shield with one of the following special abilities at no experience point cost: arrow catching, bashing, blinding, light fortification, shadow, or silent moves. You still pay the experience point cost for the weapon, armor, or shield&#39;s other abilities as normal, and the gold piece cost of creating the item is unchanged.<\/p>\n\n\t<p><strong>Personal Prophecy<\/strong>: At 1st level and every three levels thereafter, a cataclysm mage receives and creates a personal prophecy. After he fulfills his prophecy, fate smiles on him; his next four action points spent use d8s rather than d6s.<\/p>\n\n\t<p>At the Dungeon Master&#39;s option, you might not be allowed to progress past the next cataclysm level until you have fulfilled your personal prophecy. For example, a 1st-level cataclysm mage who receives a prophecy that she will become blood sister to a Seren barbarian would not be allowed to advance to 4th level (the next level at which she receives a personal prophecy) until her 1st-level prophecy has been fulfilled. Only cataclysm mages can benefit from a personal prophecy; if the last level you gained was in another class, you cannot earn or use the benefits of a personal prophecy until you take another level of cataclysm mage.<\/p>\n\n\t<p>To determine your prophecy, roll on the following table. A personal prophecy cannot be repeated; if you obtain a duplicate result at a later level, roll again. DMs may substitute their own ideas for the prophecies listed below as desired.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th colspan=2>d12 Prophecy <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> Speak with a giant who never dreams <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> Die <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> Journey to Khyber and return with the head of a tentacled beast <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> Sleep in the bed of a demon <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> Become blood brother or sister to a Seren barbarian <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> Be of two spirits in one body <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> Swim across a lake of fire <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> Drink water from the mouth of a serpent <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> Be swallowed whole <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> Walk four days and four nights in the Mournland <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11 <\/td>\n\t\t\t<td> Hold a dragon in your hand <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12 <\/td>\n\t\t\t<td> Defeat your twin, as from a mirror of opposition, in single combat; twin is immediately conjured <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Xoriat Secret (Ex)<\/strong>: At the end of the Age of Monsters, Xoriat became coterminous with Eberron and released madness and chaos upon the world. From 2nd level on, your study of this cataclysm grants you immunity to confusion and insanity effects.<\/p>\n\n\t<p><strong>Cataclysm of Flesh (Sp)<\/strong>: At 3rd level, you complete your study of the daelkyr-Dhakaani conflict, gaining the ability to tear a hole in the fabric of the planes and let the madness of Xoriat corrupt all it touches.<\/p>\n\n\t<p>This ability has a range of 25 feet + 5 feet per class level, and a duration of 1 round per class level. All creatures within a 20-foot radius of the affect&#39;s center must succeed on a Reflex save (DC 14 + your Int modifier) or be touched by the lemon rains and mindless star-worms of the Realm of Madness, forced to endure as their own flesh melts away and rains upward to patter on the ceiling as they deliquesce.<\/p>\n\n\t<p>An affected creature cannot hold or use any item (including clothing, armor, magic items, and so on). It can ooze forward with gelatinous pseudopods at a speed of 10 feet. If it normally has movement modes other than land speed, those modes are reduced by 30 feet (with a speed of 0 or less meaning that the creature has lost that movement mode until it regains its normal form).<\/p>\n\n\t<p>Pain also wracks the stressed nerves of the victim. To cast a spell or use a spell-like ability while in this oozelike form, a creature must succeed on a Concentration check (DC 25 + spell level) or have the spell or spell-like ability wasted. (In addition, because of its inability to hold objects, an affected creature cannot cast spells that require material components.) The amorphous wretch can still attack with natural weapons, but it does so at a &#8212;4 penalty on attack rolls and with a 50% miss chance because its eyes have transmuted into spongy yolks. The victim regains its normal form when the effect ends.<\/p>\n\n\t<p><strong>Cor&#39;dran Secret (Ex)<\/strong>: At 4th level, you commence your study of the Age of Giants with the Cor&#39;dran Empire, one of the mightiest to rule over Xen&#39;drik before the quori invasion. From it, you learn the secrets of schemas, docents, and constructs. Once per day, you can maximize one repair damage spell you cast (as if under the effect of the Maximize Spell feat) without affecting the level of the spell or its casting time.<\/p>\n\n\t<p><strong>Dal Quor Secret (Ex)<\/strong>: The invasion of Xen&#39;drik toppled the civilization of the giants, and from your study of the quori, you unlock the secrets of the mind. Starting at 5th level, you gain a +2 resistance bonus on any saving throw made to resist a psionic effect or psi-like ability.<\/p>\n\n\t<p><strong>Cataclysm of Dreams (Sp)<\/strong>: Your study of the giant-quori doomsday war culminates at 6th level in a mastery of the physical and psychic destruction that drove that cataclysm. Once per day, you can cause earth and dreams alike to quake under your power. All those standing on the ground within a 20-foot radius around you must succeed on a DC 20 Balance check or fall prone. Any structures within the area take 75 points of damage (generally enough to collapse wooden buildings and walls, but not masonry or stone structures). Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. See Chapter 3: Adventures in the Dungeon Master&#39;s Guide for hit point information for dungeon and city walls, doors, and fortifications.<\/p>\n\n\t<p>At the same time, you stir nightmares in the minds of intelligent creatures within 20 feet, causing them to see fearsome, ghostly tsucora quori (see page 296 of the <span class=caps>EBERRON<\/span> Campaign Setting) rise howling from fissures rent in the earth. Those who fail a Will save (DC 16 + your Int modifier) are panicked. Creatures who succeed on their save are shaken.<\/p>\n\n\t<p>Both effects last for 1d4 rounds. The nightmare (but not the earth tremors) is a mind-affecting fear effect.<\/p>\n\n\t<p><strong>Ashtakalan Secret (Ex)<\/strong>: Your study of the Age of Demons begins at 7th level with the demonic city of Ashtakala, granting you knowledge of the secrets of demonic seduction and deception. Add +1 to the DC for all saving throws against enchantment (charm) spells you cast. This bonus stacks with any similar bonus, such as from Spell Focus.<\/p>\n\n\t<p><strong>Haka&#39;torvhak Secret (Ex)<\/strong>: From your study of this ancient demon citadel and battleground, you learn secrets of the fiends who defiled this land eons ago. From 8th level on, you gain a +2 insight bonus on caster level checks made to overcome a demon&#39;s spell resistance (including checks made when a bound demon attempts to break free from one of your magic circles, as might happen after you cast a planar binding spell).<\/p>\n\n\t<p><strong>Cataclysm of Silver (Sp)<\/strong>: Like a river of argent, the couatls ringed Ashtakala and sang down its walls, willingly losing themselves in the eldritch whirlpool that flooded the city with silver flame. At 9th level, you learn from them the purity of silver and the power of self-sacrifice.<\/p>\n\n\t<p>Once per day, you can generate a flood of silver flame, creating a river of holy fire 20 feet wide and 20 feet high that sweeps you along at its head. You move at a speed of 40 feet per round, with the path that you and the river move along burning for the duration of the ability. The silver flame deals damage equal to 1d6 points + your catalyst mage level each round to any creature in the area. Half the damage is fire damage and half is positive energy damage. Buildings and objects do not halve the damage they take from the cataclysm of silver as they do from most energy sources. The river continues to flow for up to 1 round per class level, or until dismissed.<\/p>\n\n\t<p>While guiding the river of silver flame, you can take no other actions. If you stop guiding the river by taking any other action on your turn, the effect ends immediately. Creatures can only be affected by the silver river once per round; if you lead the river back upon itself and overlap with your previous course in a subsequent found, affected creatures in the area of overlap take damage as normal. While this ability is active, you are immune to damage not only from your own cataclysm of silver, but from that of any other cataclysm mage. Your movement at the head of the river of silver flame provokes attacks of opportunity as normal.<\/p>\n\n\t<p><strong>Dragonmark Secret (Ex)<\/strong>: When you reach 10th level, your study of the Age of Dragons and arcane magic has yielded great knowledge at a terrible risk. At the beginning of each day, you can choose to manifest one least, lesser, or greater dragonmark and for an entire day. You gain the use of the spell-like ability associated with the mark you manifest. If you already have a dragonmark, you do not gain the ability to manifest two dragonmarks at once; instead, you gain the ability to change your dragonmark at the beginning of each day.<\/p>\n\n\t<p>As powerful as this ability is, it carries with it great risk. Many dragons already resent that the dragon marks appear on lesser races, yet take solace in the fact that they alone (as far as they are concerned) can interpret the infinitely complex meanings of these marks and their impact on the great Prophecy. The dragons put great store in the number and location of every individual dragonmark. A cataclysm mage who masters the dragonmark secret can throw their many-faceted calculations into chaos at the slightest whim. To protect both the Prophecy and the fabric of fate itself, the dragons decree that those who carry the dragonmark secret must die swiftly and with no hope of resurrection.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Dhakaani secret, personal prophecy <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Xoriat secret <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Cataclysm of fl esh <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Cor&#39;dran secret, personal prophecy <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Dal Quor secret <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Cataclysm of dreams <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Ashtakalan secret, personal prophecy <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Haka&#39;torvhak secret <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Cataclysm of silver <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Dragonmark secret <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Explorer's Handbook 58<\/h5>","reference":"Usergen"},{"id":10443,"name":"Thunder Guide","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Thunder Guide<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Must have adventured in at least two of the following areas: Aerenal, Argonnessen, Seren, Shargon&#39;s Teeth, the Thunder Sea, Xen&#39;drik.<br \/><strong>Special<\/strong>: Must speak at least one of the following languages: Aquan, Argon, Elven, Draconic, Drow, Giant, Sahuagin.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Speak Language<\/strong>: At 1st level and at every third level thereafter, you learn to speak a new language from the following list: Aquan, Argon, Celestial, Elven, Draconic, Drow, Giant, Sahuagin, Undercommon.<\/p>\n\n\t<p><strong>Thunder Lore<\/strong>: At every even-numbered class level, you learn a secret from your contacts among the civilizations of the Thunder Sea. You can pick one ability from the following list.<\/p>\n\n\t<p><em>Aereni Crystalmancy (Sp)<\/em>: With an Irian crystal as a focus, you can use false life (as the spell, page 229 of the Player&#39;s Handbook) once per day as a spell-like ability (CL 3rd). There is a 15% chance that the crystal shatters when using this ability.<\/p>\n\n\t<p><em>Breath of Shargon (Ex)<\/em>: You can hold your breath for 1 minute per point of Constitution. After this period of time, you must make Constitution checks normally to continue holding your breath (see Water Dangers, page 304 of the Dungeon Master&#39;s Guide).<\/p>\n\n\t<p><em>Dragonsong (Ex)<\/em>: Once only (and even then but far away), you have heard the dragons wake the hills of Argonnessen with song. Having been witness to the tragic glory of dragonsong, you are immune to the charms of lesser songs (the captivating song of harpies, the fascinate and suggestion spell-like abilities of a bard, and so on). As well, you gain a +4 insight bonus on saving throws made to resist any other charm effect.<\/p>\n\n\t<p><em>Eye of the Chamber (Ex)<\/em>: The draconic agents of the Chamber have taught you insight in combat. When you study one opponent as a standard action, you gain a +1 bonus on attack rolls against that opponent. If you go an hour without attacking the opponent, you lose the bonus, and must study that opponent again as a standard action in order to regain it.<\/p>\n\n\t<p><em>Ghost of Xen&#39;drik<\/em>: In any jungle environment, you gain a +4 competence bonus on Hide, Move Silently, and Survival checks.<\/p>\n\n\t<p><em>Malenti Pearl Trick (Sp)<\/em>: With a pearl of at least 100 gp value as a focus, you can use charm person as a spell-like ability once per day (CL 3rd).<\/p>\n\n\t<p><em>Pandin Temn (Ex)<\/em>: You have trained at the side of drow to become a pandin temn, a scourge of giants. You gain a +1 dodge bonus to Armor Class and a +1 bonus on attack rolls when fi ghting any creature that is Large or larger.<\/p>\n\n\t<p><em>Savage of the Mists (Sp)<\/em>: Inspired by the high cloud forests of coastal Xen&#39;drik, you can use obscuring mist once per day as a spell-like ability (CL 3rd). As well, when fi ghting in any mist or fog thick enough to grant concealment, you gain a +2 bonus on weapon damage rolls.<\/p>\n\n\t<p><em>Savage of the Storm (Su)<\/em>: From the storm giant degenerates of deep Xen&#39;drik, you have learned the secrets of brutality. Once per day, you can gain a +2 bonus to Strength for 1 minute. Activating this ability is a fullround action that provokes attacks of opportunity.<\/p>\n\n\t<p><em>Seren Hide (Ex)<\/em>: Your skin becomes rough like the hide of the Seren jungle beasts. You gain a +1 natural armor bonus.<\/p>\n\n\t<p><em>Vicious Barbarism (Ex)<\/em>: The cruelty of the Seren barbarians informs your fi ghting. Any time one of your melee attacks reduces an opponent to less than 1 hit point per Hit Die she possesses, you instinctively go for the kill. Roll 1d4 +1 per three thunder guide levels. If this result exceeds the target&#39;s remaining hit points, the target takes that much extra damage.<\/p>\n\n\t<p><em>Xen&#39;drik Boomerang Expert<\/em>: You gain the Exotic Weapon Profi ciency (Xen&#39;drik boomerang) feat. As well, when you throw a Xen&#39;drik boomerang, its range increment increases to 30 feet and you never fail your attack roll to catch a returning Xen&#39;drik boomerang.<\/p>\n\n\t<p><strong>Native Ties<\/strong>: At 3rd level and every three levels thereafter, you bond with the natives of a particular region whose language you speak. Each time you gain this ability, you choose a new culture and gain a +2 competence bonus on Diplomacy, Gather Information, and Sense Motive checks made with members of that culture. In addition, you gain a culture-specifi c benefi t as follows.<\/p>\n\n\t<p><em>Drow of Xen&#39;drik<\/em>: You forge ties with a family of drow living within 50 miles of the Thunder Sea coast (you designate your drow family&#39;s specifi c location). When you visit, your adoptive dark elf brothers furnish you with up to two of any of the following: vials of antitoxin, glyphbooks, fl asks of acidic fi re, Mabar crystals, and noxious smokesticks. If you make a DC 15 Diplomacy check, you can also have any one of the following spells cast for you: dispel magic, remove curse, or remove disease (all CL 5th). Other spells might be available at the DM&#39;s discretion.<\/p>\n\n\t<p><em>Elves of Pylas Talaear<\/em>: Syraen Melideth, governor of Pylas Talaear, knows of you and welcomes the commerce you bring to the city. You are afforded free accommodation in the elven port, and the governor subsidizes half the cost of any House Lyrandar airship or galleon trip you make to or from Pylas Talaear. As well, if you succeed on a DC 15 Charisma check, your connections in the necromantic markets of the foreign quarter allow you to purchase kieros leaves and covadish leaves at half price.<\/p>\n\n\t<p><em>Elves of the Northern Steppes<\/em>: The Tairnadal recognize you as one of their own. When you are in the northern plains of Aerenal, you can purchase steeds whose bloodlines trace back to the Age of Giants in Xen&#39;drik. These Tairnadal steeds are identical to Valenar riding horses save for their Strength and Dexterity scores, which are both 16. All Tairnadal steeds are trained for war. Each magnifi cent animal costs 1,200 gp.<\/p>\n\n\t<p><em>Sahuagin of Shargon&#39;s Teeth<\/em>: You have right of passage through Shargon&#39;s Teeth. If sahuagin raiders attack your ship on its way across the Thunder Sea to Xen&#39;drik or elsewhere, you can present yourself and make a DC 20 Diplomacy check to raise the Sahugin&#39;s attitude from hostile to unfriendly (though you gain no such benefi t with other sea creatures). Additionally, you can hire mercenaries from the aquatic races of the area, including sahuagin, merrow (aquatic ogres), scrags (aquatic trolls), and locathah. Aquatic mercenaries work anywhere in the greater Thunder Sea, but do not take their dangerous work lightly, hiring on for no less than 70 gp each per day.<\/p>\n\n\t<p><em>Seren Barbarians<\/em>: You can trade with the Seren barbarians as if you bore a dragonmark. When in a Seren village, you can make a DC 15 Diplomacy check with the village&#39;s Shroud of Scales (see page 98) to purchase up to two potions (2nd-level or lower) at half the normal price. As well, with a successful DC 20 Diplomacy check, you can purchase one Quaal&#39;s feather token at half the normal price.<\/p>\n\n\t<p><em>Storm Giants of Xen&#39;drik<\/em>: Lurking in the crumbling ruins of their ancient cities, some giants in Xen&#39;drik cling to the great deeds of the past. When you visit the ruins of one such giant you have befriended (at a location you designate within 50 miles of the Thunder Sea coast), the giant will conduct arcane research at your request in decrepit libraries dating to the Cor&#39;dran and Eshtarn empires. Determine the results of such research (and the time required) as if the giant were casting a legend lore spell.<\/p>\n\n\t<p><em>Stormreach Irregulars<\/em>: You are a hero to the street children of Stormreach, gaining a +4 circumstance bonus on Gather Information checks and a +2 circumstance bonus on Sleight of Hand checks made within the city. As well, you treat the city as a large town for the purpose of determining Urban Tracking check DCs and the number of checks required to track down your quarry.<\/p>\n\n\t<p><strong>Lionized in the Press<\/strong>: Starting at 5th level, the Korranberg Chronicle, the Breland Ledger, the Aundairian Scroll, and other news chronicle sheets breathlessly recount your adventures across the Thunder Sea. You gain a +2 circumstance bonus on Diplomacy checks when dealing with members of the press, nobility, and dragonmarked houses in Khorvaire. When at the University of Wynarn, Morgrave University, or the Korranberg Library, you can present a lecture, earning 200 gp for your appearance with a successful DC 10 Perform (oratory) check. You can make no more than one such speech per month.<\/p>\n\n\t<p><strong>Rescue Artist<\/strong>: From 6th level, you are exceptionally skilled at extracting others from diffi cult situations. You automatically succeed on Climb check attempts made to catch a falling character (see page 69 of the Player&#39;s Handbook). You also gain a +4 competence bonus on all Strength-based skill checks made when carrying or supporting another person. This applies, for example, to Climb checks made to swing on a rope while holding another person, to Jump checks made to dismount from a swinging rope with another person in your grasp, and to Swim checks made while supporting a foundering swimmer.<\/p>\n\n\t<p>When using the Ride skill, you can make a DC 15 Ride check to lift a willing person into the saddle. This is a special standard action that can occur in the middle of your move action. For example, a thunder guide on a Valenar riding horse could move 30 feet, swing the king&#39;s daughter up into his saddle, and then continue moving another 50 feet, with the total distance moved in the round not exceeding the mount&#39;s speed.<\/p>\n\n\t<p><strong>Serial Hero<\/strong>: At 8th level, famed Korranberg Chronicle reporter Kole Naerrin writes a serialized account of your adventures appearing over the course of thirteen weeks. You earn 1,000 gp per point of your Charisma bonus for the rights to your story (minimum 1,000 gp).<\/p>\n\n\t<p><strong>Society Peer<\/strong>: At 10th level, aristocrats and the dragonmarked houses hail you as the defender of civilization in the Thunder Sea regions, and as a champion of the ancient honor of Galifar. You are entitled to use the prefi x &quot;Lord&quot; in Aundair, Breland, Karrnath, and Thrane. Your circumstance bonus on Diplomacy checks when dealing with nobility and members of the dragonmarked houses increases to +3. House Lyrandar and House Orien grant you unrestricted traveling privileges at no cost on their lines, counting on the publicity of your endorsement to offset the cost of your fare.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th> <span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Speak language <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Thunder lore <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Native ties <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Speak language, thunder lore <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Lionized in the press <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Native ties, rescue artist, thunder lore <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Speak language <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Serial hero, thunder lore <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Native ties <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Society peer, speak language, thunder lore <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Explorer's Handbook 64<\/h5>","reference":"Usergen"},{"id":10444,"name":"Windwright Captain","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Windwright Captain<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>Special: Ability to cast 1st-level arcane spells or imbue 1st-level infusions. Must have piloted an airship or wind galleon at least once while in the service of House Lyrandar.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: You gain proficiency with the short sword and the rapier, but not with any armor or shield.<\/p>\n\n\t<p><strong>Spellcasting\/Infusions<\/strong>: At each odd-numbered level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained.<\/p>\n\n\t<p>Alternatively, you gain new infusions per day as if you had gained a level in an infusion-imbuing class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained.<\/p>\n\n\t<p>If you are capable of both casting arcane spells and imbuing infusions, or if you had more than one arcane spellcasting or infusion-imbuing class before becoming a windwright captain, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known, or for determining infusions per day.<\/p>\n\n\t<p><strong>Dragonmark Control (Ex)<\/strong>: Levels in the windwright captain prestige class count as levels in the dragonmark heir prestige class when determining the caster level for the spell-like abilities of your dragonmarks.<\/p>\n\n\t<p><strong>Master Pilot (Ex)<\/strong>: You are the undisputed master of controlling vehicles powered by bound elementals. While piloting such vessels, you can add your windwright captain class level to your Profession (sailor) checks.<\/p>\n\n\t<p><strong>Shipboard Fighter (Ex)<\/strong>: At 1st level and beyond, you can take 10 on Balance and Climb checks even if threatened and distracted. You also do not lose your Dexterity bonus to Armor Class when balancing or climbing.<\/p>\n\n\t<p><strong>Acquire Ship<\/strong>: The elders of House Lyrandar know that a truly skilled pilot can earn more gold taking private commissions than ferrying cargo and passengers back and forth along established fare routes. Starting at 2nd level, the house agrees to lend you a standard airship or wind galleon (your choice) for your indefinite use. Enough House Lyrandar crew members to properly operate the chosen vessel are also provided, each a half-elf expert 1 with maximum ranks in Profession (sailor).<\/p>\n\n\t<p>As long as you remain in good standing with House Lyrandar, you can use this vessel as you see fit with one notable condition: one-fifth of your gross income from the use of the ship must be tithed back to Lyrandar, including any treasure retrieved during explorations for which the ship was utilized. If the house has reason to believe this tithe is not being paid, they are within their rights to ask that the ship be returned to them&#8212; perhaps even going so far as to send an armed retrieval squad to repossess the vessel (and any tithes owed) in the middle of the night.<\/p>\n\n\t<p>At any time after acquiring the ship, you can purchase it outright for the standard airship cost of 92,000 gp. Doing so voids your need to tithe further to Lyrandar&#39;s coffers, but also causes the house to begin charging fees for the use of the crew.<\/p>\n\n\t<p><strong>Uncanny Dodge (Ex)<\/strong>: Starting at 2nd level, you cannot be caught flat-footed and react to danger before your senses would normally allow you to do so. See the barbarian class feature, Player&#39;s Handbook page 26.<\/p>\n\n\t<p><strong>Rebuke Elementals (Su)<\/strong>: Choose one type of elemental bound by House Lyrandar ships (either air or fire). At 3rd level, you gain the ability to rebuke, command, or bolster elementals of that type, as an evil cleric rebukes undead. Use your character level in place of your cleric level when determining how many Hit Dice of elementals you can affect with this ability. See Turn or Rebuke Undead, page 159 of the Player&#39;s Handbook.<\/p>\n\n\t<p>Bound elementals under your command through a wheel of wind and water, lesser shipbond, or greater shipbond abilities do not count toward the total Hit Dice of elementals commanded.<\/p>\n\n\t<p><strong>Lesser Shipbond (Su)<\/strong>: At 4th level, you can forge a magical bond with a single vessel powered by a bound elemental. This process requires raw materials with a cost equal to 1\/25 of the vessel&#39;s value (3,680 gp for a standard airship, 2,560 gp for a wind galleon). You must also expend experience points equal to 1\/10 of the vessel&#39;s value (9,200 XP for an airship, 6,400 XP for a wind galleon), and spend a full day of uninterrupted meditation to complete the bonding process.<\/p>\n\n\t<p>Once the lesser shipbond is established, it grants you several benefits with regard to that specific vessel.<\/p>\n\n\t<p>You no longer require a wheel of wind and water to use your dragonmark to control the bound elemental. You can telepathically communicate with it without standing at the helm, allowing you to give it orders from anywhere aboard the ship as a move action.<\/p>\n\n\t<p>The vessel&#39;s top speed increases by +20 feet while you are at the helm, giving a standard airship or wind galleon a speed of 24 miles per hour overland (or 576 miles per day). This increase is an enhancement bonus.<\/p>\n\n\t<p>The elemental acknowledges and accepts your dominance of it, becoming a trusted ally and friend to you. As long as you are on board the ship, it can initiate telepathic contact with you should it desire. It also offers advice when it can and warns you of any approaching danger, even if you are not at the helm.<\/p>\n\n\t<p>At the same time, the elemental becomes even more resistant to accepting orders from others. Anyone other than you or your cohort (if you have one) who attempts to control the elemental without benefit of a dragonmark takes a &#8212;8 penalty on their Charisma check. Even a dragonmark heir using a wheel of wind and water must succeed on a Charisma check to control the ship. The elemental also gains a +4 circumstance bonus on its saving throw to resist any spell or infusion that would grant control over it to anyone other than you (see Controlling a Bound Elemental, page 25).<\/p>\n\n\t<p>You can have a lesser shipbond with only one vessel at a time. If the vessel is destroyed (or if you wish to revoke the shipbond so that you might bond with a different vessel), you must make a DC 15 Fortitude save. Failure means you lose 200 XP per windwright captain level; success reduces the loss to one-half that amount.<\/p>\n\n\t<p><strong>Greater Shipbond (Su)<\/strong>: At 5th level, your bond to your chosen ship increases in power. You can now telepathically communicate with your vessel&#39;s bound elemental at any range, up to 1 mile per point of your Charisma bonus. You can even order the elemental to begin moving the ship while you are not aboard, though the elemental&#39;s piloting skills are inferior to your own. Use the elemental&#39;s Profession (sailor) check (usually +0) instead of yours if you are not aboard. If you are aboard the vessel, you and it act almost as one, allowing you to command it as a free action instead of a move action.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting\/Infusions <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Dragonmark control, master pilot, shipboard fighter <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting or infusion-imbuing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Acquire ship, uncanny dodge <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Rebuke elementals <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting or infusion-imbuing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Lesser shipbond <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Greater shipbond <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting or infusion-imbuing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Explorer's Handbook 70<\/h5>","reference":"Usergen"},{"id":10445,"name":"Agent Retriever","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Agent Retriever<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Epic Level Handbook 24<\/h5>","reference":"Usergen"},{"id":10446,"name":"Cosmic Descryer","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Cosmic Descryer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Epic Level Handbook 26<\/h5>","reference":"Usergen"},{"id":10447,"name":"Divine Emissary","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Divine Emissary<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Epic Level Handbook 27<\/h5>","reference":"Usergen"},{"id":10448,"name":"Epic Arcane Archer","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Epic Arcane Archer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Epic Level Handbook 17<\/h5>","reference":"Usergen"},{"id":10449,"name":"Epic Assassin","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Epic Assassin<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Epic Level Handbook 18<\/h5>","reference":"Usergen"},{"id":10450,"name":"Epic Blackguard","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Epic Blackguard<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Epic Level Handbook 19<\/h5>","reference":"Usergen"},{"id":10451,"name":"Epic Dwarven Defender","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Epic Dwarven Defender<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Epic Level Handbook 20<\/h5>","reference":"Usergen"},{"id":10452,"name":"Epic Infiltrator","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Epic Infiltrator<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Epic Level Handbook 28<\/h5>","reference":"Usergen"},{"id":10453,"name":"Epic Loremaster","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Epic Loremaster<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Epic Level Handbook 20<\/h5>","reference":"Usergen"},{"id":10454,"name":"Epic Shadowdancer","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Epic Shadowdancer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Epic Level Handbook 21<\/h5>","reference":"Usergen"},{"id":10455,"name":"Guardian Paramount","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Guardian Paramount<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Epic Level Handbook 30<\/h5>","reference":"Usergen"},{"id":10456,"name":"High Proselytizer","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>High Proselytizer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Epic Level Handbook 31<\/h5>","reference":"Usergen"},{"id":10457,"name":"Legendary Dreadnought","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Legendary Dreadnought<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Epic Level Handbook 33<\/h5>","reference":"Usergen"},{"id":10458,"name":"Perfect Wight","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Perfect Wight<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Epic Level Handbook 34<\/h5>","reference":"Usergen"},{"id":10459,"name":"Union Sentinel","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Union Sentinel<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Epic Level Handbook 35<\/h5>","reference":"Usergen"},{"id":10460,"name":"Hellbreaker","type":"prestige","alignment":"Any chaotic","hit_die":"6","full_text":"<div topic='titel'><p><h3>Hellbreaker<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any chaotic.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Language<\/strong>: Infernal<br \/><strong>Special<\/strong>: Sneak attack +2d6, skirmish +2d6, or sudden strike +2d6<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Mantle of Darkness (Ex)<\/strong>: You can make Hide checks in any kind of darkness, even when observed by creatures that can see in darkness.<\/p>\n\n\t<p><strong>Telepathic Static (Su)<\/strong>: Beginning at 1st level, you emit a field of psychic chatter out to a range of 20 feet, negating the telepathy ability of all creatures within range. In addition, divination spells and spell-like abilities cast or used in the area are impeded. To use divination magic, a caster must succeed on a Spellcraft check (DC 20 + the level of the spell). If the check fails, the spell or spell-like ability does not function but is still lost as a prepared spell, spell slot, or daily use. If the check succeeds, the spell functions normally. You can suppress this ability for 1 round as a free action.<\/p>\n\n\t<p><strong>Steal Spell-Like Ability (Su)<\/strong>: Starting at 2nd level, you can use a sneak attack to temporarily steal a creature&#39;s spelllike ability. If you hit an opponent with a sneak attack, you can choose to forgo 2d6 dice of sneak attack damage and instead gain one use of one of the target&#39;s spell-like abilities. If the target is willing, you can steal a spell-like ability with a touch as a standard action (you do not need to damage a willing target).<\/p>\n\n\t<p>This spell-like ability can originate from the target&#39;s class, race, template, or any other source, and can be of any spell level up to a maximum of 1\/2 your class level. You can select a specific spell-like ability to borrow; otherwise, the DM chooses the ability at random. If the ability has a limited number of uses per day, the target must have at least one such use left, or you can&#39;t steal the ability. If the target can&#39;t use its ability (such as a summoned devil&#39;s summon ability), you can&#39;t steal it. If you steal and use an ability with limited uses per day, your use of the ability also counts as one use for the target creature.<\/p>\n\n\t<p>You can use a stolen spell-like ability once. For all purposes (caster level, save DC, and so on), treat the spell-like ability as if the creature whose ability you stole were using it. You must use the stolen spell-like ability within 1 minute of acquiring it, or it is lost. Until you use the ability (or until 1 minute elapses), the target cannot use the stolen ability.<\/p>\n\n\t<p>If you have a similar ability, such as the spellthief&#39;s steal spell-like ability (Complete Adventurer 19), you can steal two spell-like abilities at once, but each is subject to its respective spell level restriction. Once you have stolen a spell-like ability, you cannot use neutralize spell-like ability (see below) until you have used the stolen ability.<\/p>\n\n\t<p><strong>Sneak Attack<\/strong>: Beginning at 3rd level, you deal extra damage when you are flanking an opponent or at any time when a target would be denied its Dexterity bonus to AC. This extra damage applies to ranged attacks only if a target is within 30 feet. (See the rogue class feature, PH 50.) This extra damage increases to +2d6 at 6th level and +3d6 at 9th level. If you have levels in another class that grants sneak attack damage, the extra damage stacks.<\/p>\n\n\t<p><strong>Stowaway (Su)<\/strong>: From 4th level on, you can hitch a ride on a conjuration (teleportation) spell or spell-like ability cast or used within 30 feet of you. If the target is unwilling, you must succeed on a level check with a DC of 10 + the caster level of the effect as an immediate action. If the target is willing, this ability functions automatically. When the spell is cast, you appear wherever the caster appears, in the same position you were at the time of the spell&#39;s casting. If this would force you to appear in a solid object, you appear in the nearest open available space. If the conjuration spell has variable results, such as teleport, you suffer the same effect as the caster.<\/p>\n\n\t<p><strong>Neutralize Spell-Like Ability (Su)<\/strong>: Beginning at 5th level, you gain the ability to neutralize one of a target&#39;s spell-like abilities. This ability functions like the steal spell-like ability class feature, except you do not gain the ability to use the spell-like ability. Instead, you prevent the target from using the ability for a number of rounds equal to your class level. You cannot use this ability while holding a stolen spell-like ability. You can neutralize any number of spell-like abilities.<\/p>\n\n\t<p><strong>Foil Summoning (Su)<\/strong>: At 7th level, your telepathic static intensifies so that you also impede conjuration (calling) and conjuration (summoning) spells and spell-like effects within 20 feet. See telepathic static, above, for details.<\/p>\n\n\t<p><strong>Steal Supernatural Ability (Su)<\/strong>: From 8th level on, you can steal supernatural abilities. This ability functions like the steal spell-like ability class feature. While in possession of a stolen spell-like or supernatural ability, you cannot use steal spell-like ability, steal supernatural ability, or neutralize spell-like ability again until you lose access to the stolen ability (by discharging it or after 1 minute, whichever comes first).<\/p>\n\n\t<p><strong>Plane Hop (Sp)<\/strong>: At 10th level, you can use plane shift as an immediate action once per day. This ability functions like the spell, but it has a range of personal and a target of you.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Mantle of darkness, telepathic static <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Steal spell-like ability <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sneak attack +1d6<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Stowaway <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Neutralize spell-like ability <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Sneak attack +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Foil summoning <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Steal supernatural ability <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Sneak attack +3d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> <em>Plane hop<\/em> <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Fiendish Codex II: Tyrants of the Nine Hells 86<\/h5>","reference":"Usergen"},{"id":10461,"name":"Hellfire Warlock","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Hellfire Warlock<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Language<\/strong>: Infernal<br \/><strong>Warlock Invocation<\/strong>: Must know <em>brimstone blast<\/em> or <em>hellrime blast<\/em><\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Hellfire Blast (Sp)<\/strong>: Whenever you use your eldritch blast ability, you can change your eldritch blast into a hell fire blast. A hellfire blast deals your normal eldritch blast damage plus an extra 2d6 points of damage per class level. If your blast hits multiple targets (for example, the eldritch chain or eldritch cone blast shape invocations), each target takes the extra damage. This damage is not fire damage. Hellfire burns hotter than any normal fire, as described in the sidebar on page 119.<\/p>\n\n\t<p>Each time you use this ability, you take 1 point of Constitution damage. Because the diabolical forces behind the power of hellfire demand part of your essence in exchange for this granted power, if you do not have a Constitution score or are somehow immune to Constitution damage, you cannot use this ability.<\/p>\n\n\t<p><strong>Invoking<\/strong>: At each level, you gain new invocations known, increased damage with eldritch blast, and an increase in invoker level as if you had also gained a level in the warlock class. You do not, however, gain any other benefit a character of that class would have gained.<\/p>\n\n\t<p><strong>Resistance to Fire 10 (Ex)<\/strong>: At 2nd level, you gain resistance to fire 10. This resistance stacks with any resistance to fire you have gained from warlock class levels.<\/p>\n\n\t<p><strong>Hellfire Infusion (Su)<\/strong>: Starting at 2nd level, you can infuse magic items that you wield with the power of hellfire. Whenever you use a charged magic item (such as a wand or a staff ), you can apply one of the following metamagic effects to your next use of the item: empower, enlarge, widen, or energy substitution. These effects work just like the metamagic feats of the same name (the Energy Substitution feat is described on page 79 of Complete Arcane). Using hellfire infusion is a swift action. You can use this ability a number of times per day equal to your Charisma modifier (minimum one). When you infuse an item with hellfire, it glows briefly with fiery symbols that are disturbing to look upon.<\/p>\n\n\t<p><strong>Hellfire Shield (Sp)<\/strong>: Starting at 3rd level, you can call up hellfire to surround yourself with a protective barrier. Whenever someone directs a melee attack against you, you can, as an immediate action, aim a blast of hellfire at that creature. This blast deals damage equal to your eldritch blast (including bonus damage from the hellfire blast ability). This blast automatically strikes the target, which can attempt a Reflex saving throw for half damage (DC 10 + 1\/2 your character level + your Cha modifier).<\/p>\n\n\t<p>Each time you use this ability, you take 1 point of Constitution damage. Because the diabolical forces behind the power of hellfire demand part of your essence in exchange for this granted power, if you do not have a Constitution score or are somehow immune to Constitution damage, you cannot use this ability.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Invoking <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Hellfire blast<\/em> +2d6 <\/td>\n\t\t\t<td> +1 level of existing invoking class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Hellfire blast<\/em> +4d6, hellfire infusion, resistance to fire 10 <\/td>\n\t\t\t<td> +1 level of existing invoking class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Hellfire blast<\/em> +6d6, <em>hellfire shield<\/em> <\/td>\n\t\t\t<td> +1 level of existing invoking class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Fiendish Codex II: Tyrants of the Nine Hells 89<\/h5>","reference":"Usergen"},{"id":10462,"name":"Hellreaver","type":"prestige","alignment":"Any good","hit_die":"10","full_text":"<div topic='titel'><p><h3>Hellreaver<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Must slay an outsider with the evil subtype<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Holy Fury (Ex)<\/strong>: When you face your enemies, a raging anger fills your mind. Avenging, divine power surges through you, allowing you to generate magical effects. Entering this state is a free action. While in a holy fury, your melee attacks are good-aligned. You also gain immunity to fear effects.<\/p>\n\n\t<p>In addition, you gain a number of holy fury points equal to your hellreaver level plus your Charisma modifier. You spend these points to activate many of your hellreaver class abilities. You can use holy fury once per encounter. It lasts until the end of the encounter.<\/p>\n\n\t<p><strong>Furious Strike (Su)<\/strong>: As a swift action, you can spend 1 holy fury point to pour divine energy into your weapon. Your blade crackles with a divine aura that is baneful to your foes. You gain a +2 bonus and deal an extra 1d6 points of damage on your next attack. These bonuses apply only to an attack that targets an evil creature. If you accidentally use furious strike against a creature that is not evil, or your attack misses, the furious strike has no effect, but the holy fury point is still spent.<\/p>\n\n\t<p>At 4th level, these bonuses increase to +4 on your attack roll and an extra 2d6 points of damage.<\/p>\n\n\t<p>At 7th level, these bonuses increase to +6 on your attack roll and an extra 3d6 points of damage.<\/p>\n\n\t<p>At 10th level, these bonuses increase to +8 on your attack roll and an extra 4d6 points of damage.<\/p>\n\n\t<p><strong>Divine Succor (Su)<\/strong>: Just as your divine power can slay evil creatures, it can also mend wounds suffered by the just.<\/p>\n\n\t<p>Beginning at 2nd level, as a swift action, you can spend 1 holy fury point to heal 10 points of damage. You can apply this healing to yourself or any good-aligned creature within 20 feet.<\/p>\n\n\t<p>At 5th level, you can heal 20 points of damage.<\/p>\n\n\t<p>At 8th level, you can heal 30 points of damage.<\/p>\n\n\t<p><strong>Divine Resolve (Su)<\/strong>: From 3rd level on, you can draw upon your fury to push aside the effect of a spell cast by your foes, a monster&#39;s poison, and so forth. As an immediate action, you can spend 1 holy fury point to gain a +2 bonus on your next saving throw. You can use this ability after attempting a save but before you learn whether it succeeded or failed.<\/p>\n\n\t<p><strong>Divine Shield (Su)<\/strong>: When you attain 3rd level, you can focus your divine power into a shield that knocks aside a foe&#39;s attack with a mighty shout. As an immediate action, you can spend 1 holy fury point to gain a +2 bonus to your AC against the next attack you face. You can use this ability after a foe attacks you but before you learn whether this attack hit or missed.<\/p>\n\n\t<p><strong>Mettle (Ex)<\/strong>: Beginning at 4th level, if you make a successful Fortitude or Will save that would normally reduce (rather than negate) a spell&#39;s effect, you suffer no effect from the spell at all. Only those spells with a Saving Throw entry of &quot;Will partial,&quot; &quot;Fortitude half,&quot; or similar entries can be negated through this ability.<\/p>\n\n\t<p><strong>Heroic Sacrifice (Su)<\/strong>: From 5th level on, as a swift action, you can voluntarily take 2 points of Constitution damage to fully replenish your holy fury points.<\/p>\n\n\t<p><strong>Call to Judgment (Su)<\/strong>: With your foe near defeat, you cry out to the gods for justice. Gleaming white chains appear around your enemy, preventing it from using dimensional travel.<\/p>\n\n\t<p>At 6th level and beyond, as a swift action, you can spend 3 holy fury points to charge your weapon with divine power. If your next melee attack hits an evil outsider, the target suffers the effect of a dimensional anchor spell, with a caster level equal to your hellreaver level.<\/p>\n\n\t<p><strong>Improved Divine Resolve (Su)<\/strong>: At 9th level, your divine resolve ability improves. This ability functions like the divine resolve class feature, except that you can now spend 2 holy fury points as an immediate action to gain a +4 bonus on a saving throw.<\/p>\n\n\t<p><strong>Improved Divine Shield (Su)<\/strong>: When you reach 9th level, your divine shield grows stronger. This ability functions like <br \/>divine shield, except that you can now spend 2 holy fury points as an immediate action to gain a +4 bonus to AC.<\/p>\n\n\t<p><strong>Divine Retribution (Su)<\/strong>: By channeling divine energy into an evil outsider, you can destroy its physical form in a spectacular explosion. As your weapon cuts into its body, you funnel holy energy into it.<\/p>\n\n\t<p>At 10th level, once per day as a swift action, you can spend 4 holy fury points to imbue your next attack with a mighty aura of avenging divine power. If this attack hits an outsider that has the evil subtype, the target must attempt a Fortitude save (DC 10 + 1\/2 your character level + your Cha modifier). If it fails this save, the target explodes in a flash of light. It is slain, and all evil creatures in a 60-foot-radius burst around it are blinded for 1 round. There is no saving throw to resist this blindness.<\/p>\n\n\t<p>On a successful save, the target instead takes 10d6 points of damage as holy energy burns through its body, and the blinding effect does not trigger. This damage is in addition to your attack&#39;s normal damage.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Holy fury, furious strike +2\/+1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Divine succor (10 points) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Divine resolve, divine shield <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Furious strike +4\/+2d6, mettle <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Divine succor (20 points), heroic sacrifice <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Call to judgement <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Furious strike +6\/+3d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Divine succor (30 points) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Improved divine resolve, improved divine shield <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Divine retribution, furious strike +8\/+4d6 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Fiendish Codex II: Tyrants of the Nine Hells 92<\/h5>","reference":"Usergen"},{"id":10463,"name":"Soulguard","type":"prestige","alignment":"Lawful good or lawful neutral","hit_die":"8","full_text":"<div topic='titel'><p><h3>Soulguard<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful good or lawful neutral.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Language<\/strong>: Infernal<br \/><strong>Spellcasting<\/strong>: Ability to cast 1st-level divine spells<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: At each level above 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a soulguard, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Pierce Deception (Sp)<\/strong>: You gain the ability to channel your spell power to pierce all deceptions. For a number of times per day equal to your Wisdom modifier (minimum one), as a standard action, you can sacrifice a prepared spell or spell slot to use true seeing, as the spell (no material component needed). This effect lasts for a number of rounds equal to the level of the spell sacrificed, and you can target only yourself with this spell-like ability. The caster level equals your caster level.<\/p>\n\n\t<p><strong>Divine Rebuke (Su)<\/strong>: Starting at 2nd level, as a swift action, you can sacrifice a spell slot or a prepared spell to rebuke an evil outsider within 30 feet. The outsider must succeed on a Will save (DC 10 + level of the spell sacrificed + your Cha modifier) or cower for a number of rounds equal to the spell slot of the spell sacrificed. The effect ends if the fiend is attacked.<\/p>\n\n\t<p><strong>Immunity to Charm (Ex)<\/strong>: At 2nd level, you gain immunity to enchantment (charm) spells and effects.<\/p>\n\n\t<p><strong>Dispel Evil (Sp)<\/strong>: Beginning at 3rd level, you can use a dispel evil effect once per day. Your caster level equals your divine caster level. The save DC is Charisma-based. (See the spell, PH 222.)<\/p>\n\n\t<p>At 6th level, you can use this ability twice per day. At 9th level, you can use this ability three times per day.<\/p>\n\n\t<p><strong>Absolution (Sp)<\/strong>: Starting at 4th level, you gain the ability to use atonement once per day as a spell-like ability.<\/p>\n\n\t<p>Alternatively, if you are using the corruption mechanics from this book, you can purify a creature to redeem it from evil. Only a creature that desires absolution can be affected. Furthermore, any gains (monetary, political, personal, and so on) a creature has attained through evil acts must be abandoned. If the target creature has 3 or fewer corruption points, they are all removed. If the creature has 4 or more corruption points, you can reduce the total by 1. A single creature cannot receive the benefit of absolution more than once unless the DM permits it for exceptional story-driven reasons. For more information on corruption, see page 30.<\/p>\n\n\t<p><strong>Immunity to Compulsion (Ex)<\/strong>: At 5th level, you gain immunity to enchantment (compulsion) spells and effects.<\/p>\n\n\t<p><strong>Purging Radiance (Su)<\/strong>: At 7th level and higher, you can spend a daily use of your turn undead ability to deal damage to nearby fiends. As a standard action, the area around you fills with a pure, holy energy that deals 1d6 points of damage per class level to evil outsiders within 30 feet. This ability does not provoke attacks of opportunity. If you do not have the turn undead ability, this ability has no effect.<\/p>\n\n\t<p><strong>Resistance Aura (Su)<\/strong>: From 8th level on, you and all allies within 20 feet of you gain a +2 bonus on saving throws against spells and effects generated by evil outsiders.<\/p>\n\n\t<p><strong>Dimensional Anchor (Su)<\/strong>: At 10th level, your presence blocks the teleportation abilities of evil outsiders. No evil outsider can use a teleportation spell or effect while within 20 feet of you.<\/p>\n\n\t<p><strong>Multiclass Note<\/strong>: A paladin who becomes a soulguard can continue advancing as a paladin.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Pierce deception<\/em> <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Divine rebuke, immunity to charm <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Dispel evil<\/em> 1\/day <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Absolution<\/em> <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Immunity to compulsion <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <em>Dispel evil<\/em> 2\/day <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Purging radiance <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Resistance aura <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <em>Dispel evil<\/em> 3\/day <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Dimensional anchor <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Fiendish Codex II: Tyrants of the Nine Hells 95<\/h5>","reference":"Usergen"},{"id":10464,"name":"Sovereign Speaker","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Sovereign Speaker<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>Sovereign Host, without favoring one god above the others,<br \/>access to at least one cleric domain (Eberron adepts meet<br \/>this requirement).<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon Proficiency<\/strong>: You gain proficiency with all the favored weapons of the deities of the Sovereign Host&#8212;the battleaxe, halberd, heavy mace, longsword, morningstar, quarterstaff, sickle, spear, and warhammer.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: At each level other than 1st and 6th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a sovereign speaker, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Bonus Domain<\/strong>: For every level you take in this class, you gain a bonus domain offered by one of the deities of the Sovereign Host. You cannot choose more than two domains offered by the same deity (for example, if you already have the Strength and War domains, you can&#39;t choose Good, since Dol Dorn offers all three). You also can&#39;t choose an alignment domain if your own alignment does not match it.<\/p>\n\n\t<p>You gain the granted power of the chosen domain. If you have domain spell slots (as a cleric), you can prepare spells of the chosen domain in those slots as normal. If you instead add domain spells to your existing spell list (as an adept does), simply add the spells of the chosen domain to the appropriate class spell list.<\/p>\n\n\t<p><strong>Extra Domain Slot<\/strong>: At 3rd, 6th, and 9th level, you gain an extra domain spell slot, which can be filled by any domain spell of that level or lower. At 3rd level, you gain an extra 3rd-level domain spell slot. At 6th level, you gain an extra 5th-level domain spell slot. At 9th level, you gain an extra 7th-level domain spell slot.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bonus domain <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus domain <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus domain, extra domain slot <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus domain <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus domain <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Bonus domain, extra domain slot <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Bonus domain <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Bonus domain <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Bonus domain, extra domain slot <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Faiths of Eberron 32<\/h5>","reference":"Usergen"},{"id":10465,"name":"Escalation Mage","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Escalation Mage<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Feats<\/strong>: Any metamagic feat.<br \/><strong>Special<\/strong>: Caster level 5th, must worship the Shadow.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an escalation mage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>The Shade Within (Ex)<\/strong>: When you first embark upon the path of the escalation mage, you draw strength from the Shadow to prepare for the dangerous road ahead. At 1st level, you permanently gain a number of hit points equal to 1 + your Cha modifier (minimum of 1). At each subsequent level, you gain 1 additional hit point. For example, an escalation mage who reaches 5th level would have received a total of (5 + Cha modifier, minimum 5) extra hit points.<\/p>\n\n\t<p><strong>Escalation (Su)<\/strong>: By appealing to the arcane mastery of the Shadow, you put yourself at risk in exchange for the promise of power. Beginning at 2nd level, you learn how to instantly work such appeals into your arcane spellcasting, mimicking the effects of metamagic feats. These escalations do not actually change the spell&#39;s level or casting time. The more escalations you master, the more powerful your spells potentially become, but the greater the risk to yourself. You can use escalation a number of times per day equal to your class level.<\/p>\n\n\t<p>Using an escalation effect requires a swift action unless stated otherwise in the text below, and applies only to the next spell you cast as long as it is within 1 round. You can use only one escalation effect per spell. You can use escalation effects in conjunction with metamagic feats, but doing so involves additional risk, as you must use the spell&#39;s new level (including the metamagic effect) to set the caster level check DC (see below).<\/p>\n\n\t<p>Each escalation effect requires a caster level check of varying difficulty; if you fail the check, the escalation effect still functions, but Shadow exacts a toll from you. If you take damage as a result of failing the required check, you must also succeed on a Concentration check (as if taking damage during the casting of a spell) or lose the spell entirely.<\/p>\n\n\t<p>Esca lation effects can be applied to spell-like abilities just as if they were spells.<\/p>\n\n\t<p><em>Shadow Focus<\/em>: Upon reaching 2nd level, you unlock the first secret of the art of escalation. You can attempt to increase the effective level of a spell by +1, as though using the Heighten Spell metamagic feat. The caster level check DC is 10 + twice the spell&#39;s level. If you fail the check, you immediately take 1 point of damage per level of the spell.<\/p>\n\n\t<p><em>Shadow Power<\/em>: Beginning at 3rd level, you learn to escalate the potency of your spells. You can attempt to increase all variable numeric effects of the spell by one-half, as though using the Empower Spell metamagic feat. The caster level check DC is 12 + twice the spell&#39;s level. If you fail the check, you immediately take 2 points of damage per level of the spell and become fatigued for a number of rounds equal to the spell&#39;s level.<\/p>\n\n\t<p><em>Shadow Growth<\/em>: Upon reaching 4th level, you learn to bargain with the Shadow to shape your magics. You can attempt to increase any numeric measurements of a burst, emanation, line, or spread spell&#39;s area by 100%, as though using the Widen Spell metamagic feat. The caster level check DC is 14 + twice the spell&#39;s level. If you fail the check, you immediately take 3 points of damage per level of the spell and become shaken for a number of rounds equal to the spell&#39;s level.<\/p>\n\n\t<p><em>Shadow Haste<\/em>: By the time you reach 5th level, you can entreat the Shadow to catalyze your spellcasting. You can attempt to cast the spell with a casting time of 1 full-round action or less as a swift action, as though using the Quicken Spell metamagic feat. (The activation of this ability is subsumed within the casting time of the spell.) The caster check is DC 16 + twice the spell&#39;s level. If you fail the check, you immediately take 5 points of damage per level of the spell and become slowed for a number of rounds equal to the spell&#39;s level. Unlike other escalation effects, failing this check also means that the spell is not cast (though you don&#39;t lose the spell and can attempt to cast it again using the normal casting time, assuming you have sufficient actions remaining in the round).<\/p>\n\n\t<p><strong>Soul of Shadow (Ex)<\/strong>: At the culmination of your studies, you master enough of the Shadow&#39;s capricious nature to exert some small measure of control over your escalations. You can employ each of your four escalations (shadow focus, shadow power, shadow growth, and shadow haste) once per day without a caster level check. These uses are in addition to those normally granted by your class level.<\/p>\n\n\t<p>One restriction exists: you may not apply any free escalation to the highest level of arcane spell you are capable of casting. For example, a 5th-level wizard\/6thlevel escalation mage can cast 6th-level wizard spells, but can only apply her free escalation effects to spells of 5th level or lower. (Her normal escalation effects can be applied to any of her spells.)<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> The shade within <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Escalation (shadow focus) <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Escalation (shadow power) <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Escalation (shadow growth) <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Escalation (shadow haste) <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Soul of shadow <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Faiths of Eberron 52<\/h5>","reference":"Usergen"},{"id":10466,"name":"Argent Fist","type":"prestige","alignment":"Lawful good","hit_die":"10","full_text":"<div topic='titel'><p><h3>Argent Fist<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Evasion class feature, smite evil class feature, turn undead class feature, must worship the Silver Flame, and join the Order of the Argent Fist.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Ascetic Knight (Ex)<\/strong>: Your paladin, monk, and argent fist levels stack for the purpose of determining your unarmed strike damage. For example, a 2nd-level monk\/4th-level paladin\/2nd-level argent fist would deal 1d10 points of damage with her unarmed strike.<\/p>\n\n\t<p>Your paladin, monk, and argent fist levels also stack when determining the extra damage dealt by your smite evil ability.<\/p>\n\n\t<p>In addition, you can multiclass freely between the paladin and monk classes. You still face the normal XP penalties for having multiple classes more than one level apart.<\/p>\n\n\t<p>This class feature effectively subsumes the benefits granted by the Ascetic Knight feat (Complete Adventurer 105). If you already have that feat, you can select any other feat for which you qualify in its place.<\/p>\n\n\t<p><strong>Ki Focus (Su)<\/strong>: When wielding any special monk weapon, you can treat it as having the ki focus special property (<span class=caps>DMG<\/span> 225).<\/p>\n\n\t<p><strong>Stunning Smite (Ex)<\/strong>: When you deliver a Stunning Fist attack in conjunction with your smite evil class feature, you add your argent fist class level to the save DC of the stunning attack.<\/p>\n\n\t<p><strong>Holy Armor (Ex)<\/strong>: Beginning at 2nd level, you retain the AC bonus granted by your monk levels (including Wisdom bonus to AC), even when wearing armor or carrying a shield or a medium or heavy load. This doesn&#39;t extend to any other monk class features lost when wearing armor or carrying a load (such as fast movement and flurry of blows).<\/p>\n\n\t<p><strong>Ki Strike (Su)<\/strong>: Beginning at 2nd level, your unarmed strikes are treated as silver weapons for the purpose of dealing damage to creatures with damage reduction. At 7th level, your unarmed strikes are also treated as cold iron weapons for this purpose.<\/p>\n\n\t<p>Thanks to your ki focus class feature, these benefits also extend to any special monk weapons you wield.<\/p>\n\n\t<p><strong>Balm of the Silver Flame (Su)<\/strong>: Beginning at 3rd level, you can spend one of your daily turn undead attempts as a swift action to enhance your healing power. Until the end of your turn, any spell or supernatural ability you use that heals hit point damage restores double the normal amount of hit points. For example, if you cast a cure light wounds spell that healed 6 hit points of damage, it would instead heal 12; if you used lay on hands or wholeness of body to restore 10 points of damage, it would instead heal 20.<\/p>\n\n\t<p><strong>Smite Evil (Su)<\/strong>: At 4th level, and again at 9th level, you gain one additional use per day of your smite evil class feature (PH 44).<\/p>\n\n\t<p><strong>Wrath of the Silver Flame (Su)<\/strong>: Starting at 5th level, you can spend one of your daily turn undead attempts as a swift action to cause your fists (or any special monk weapons you hold) to erupt with silver flames. This fire gives off no heat but sheds light as a torch. The silver flames add 2d6 points of damage to any lycanthrope, undead, or evil outsider you strike (merely touching such a creature deals no damage). This damage actually results from pure divine power and is thus not subject to fire resistance. Once activated, the silver flame burns for a number of rounds equal to 5 + your Charisma bonus (if any).<\/p>\n\n\t<p><strong>Mettle (Ex)<\/strong>: The blessing of the Silver Flame allows you to shrug off effects that would otherwise harm you. Beginning at 8th level, if you make a successful Will or Fortitude save that would normally reduce a spell&#39;s effect, you suffer no effect from the spell at all. Only those spells with a &quot;Will partial,&quot; &quot;Fortitude half,&quot; or similar Saving Throw entry can be negated through this ability.<\/p>\n\n\t<p><strong>Embrace of the Silver Flame (Su)<\/strong>: At 10th level, you gain the ability to manifest a tiny ember of the Silver Flame. By spending one of your daily turn undead attempts as a swift action, you become engulfed in an aura of argent fire that sheds no heat. This lasts for a number of rounds equal to 5 + your Charisma bonus (if any) and grants the following benefits:\n\t<ul>\n\t\t<li>You gain fast healing equal to your Wisdom bonus (minimum 1).<\/li>\n\t\t<li>You can spend 1 action point to take an extra move action.<\/li>\n\t\t<li>You radiate light as if you were the center of a daylight spell.<\/li>\n\t\t<li>Any lycanthrope, undead, or evil outsider within the 60-foot radius of the pure divine energy you radiate takes a &#8212;2 penalty to AC and also takes 2d6 points of damage each round at the end of your turn.<\/li>\n\t\t<li>Any critical threat you score against a lycanthrope, undead, or evil outsider with an unarmed strike or special monk weapon is automatically confirmed, and you can even score critical hits against undead that are within the effect (again, thanks to the divine energy flowing through you).<\/li>\n\t<\/ul><\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Ascetic knight, ki focus, stunning smite <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Holy armor, ki strike (silver) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Balm of the Silver Flame <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Smite evil 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Wrath of the Silver Flame <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Ki strike (cold iron) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Mettle <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Smite evil 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Embrace of the Silver Flame <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Faiths of Eberron 70<\/h5>","reference":"Usergen"},{"id":10467,"name":"Thief of Life","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Thief of Life<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Any nongood alignment, humanoid or monstrous humanoid, must be a member of the Blood of Vol, sneak attack +2d6.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Lifesense (Ex)<\/strong>: You first learn how to recognize the ebb and flow of life energy. You can sense the location of living creatures within 5 feet (as if you had blindsense), and can also determine the condition of creatures near death within this range (as if you were using the deathwatch spell).<\/p>\n\n\t<p>At each odd-numbered level, the range of this ability expands by 5 feet.<\/p>\n\n\t<p><strong>Sneak Attack (Ex)<\/strong>: Beginning at 2nd level, you deal extra damage when you are flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. See the rogue class feature, PH 50). The amount of extra damage dealt is 1d6 at 2nd level, and it increases by 1d6 for every four thief of life levels thereafter (at 6th and 10th).<\/p>\n\n\t<p><strong>Borrow Vigor (Su)<\/strong>: Once you reach 4th level, you can keep a portion of the life-force of fallen foes for yourself. Anytime you reduce a living creature to &#8212;1 or fewer hp with a sneak attack, you gain temporary hit points equal to the creature&#39;s HD. These hit points last for a maximum of 1 hour, and multiple quantities of temporary hit points gained from this ability do not stack.<\/p>\n\n\t<p>If you have an essentia pool, you also gain 1 temporary essentia point, which you can immediately invest in any essentia receptacle (even incarnum feats). This essentia lasts for 1 hour; multiple uses of this ability do not stack. (See Magic of Incarnum for rules on using essentia.)<\/p>\n\n\t<p><strong>Immunity to Fear (Ex)<\/strong>: By 5th level, your repeated exposure to death itself renders you incapable of feeling the emotion that so terrifies lesser mortals. You gain immunity to fear effects.<\/p>\n\n\t<p><strong>Immunity to Energy Drain (Ex)<\/strong>: At 7th level, you gain immunity to energy drain effects.<\/p>\n\n\t<p><strong>Steal Vitality (Su)<\/strong>: Starting at 8th level, you can steal the life energy of a dying creature to use as your own. Whenever you reduce a living creature to &#8212;10 or fewer hit points with a sneak attack, you draw all remaining vitality from its body as the creature&#39;s soul departs. The body shrivels swiftly to a husk, every drop of blood within drying up in an instant. You gain immunity to fatigue, exhaustion, and sleep effects for a number of hours equal to the creature&#39;s HD. Multiple uses of this ability do not stack (use only the longer duration).<\/p>\n\n\t<p><strong>Immunity to Death Effects (Ex)<\/strong>: At 9th level, you gain immunity to death effects.<\/p>\n\n\t<p><strong>Steal Immortality (Su)<\/strong>: At 10th level, you can take advantage of a dying creature to (briefly) cheat death itself. This is the pinnacle of achievement for a disciple of Vol. Whenever you reduce a living creature to &#8212;10 or fewer hit points with a sneak attack, in addition to stealing its life energy (see Steal Vitality, above) you devour a small portion of its soul. The slain creature&#39;s HD must equal or exceed your own for this power to take effect. This has no further ill effect on the slain creature, but you become effectively immortal for the next year: Your body does not age (delaying the onset of ability score penalties due to age, but not mental ability score improvements), and you need not eat or sleep (though rest might still be required to regain spells and similar abilities).<\/p>\n\n\t<p>If you have an essentia pool, you also gain temporary essentia points equal to one-half the slain creature&#39;s HD, which you can immediately invest in any essentia receptacle (even incarnum feats). This essentia lasts for 1 hour; multiple uses of this ability do not stack. (See Magic of Incarnum for rules on using essentia.)<\/p>\n\n\t<p>Unlike with the steal vitality feature, any creature slain by this attack cannot be brought back to life except by means of a miracle, true resurrection, wish, or similar magic. Furthermore, you become instantly aware of any creature slain by you in this way returning to life (though you don&#39;t necessarily know where the resurrection occurs).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Lifesense (5 ft.) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Sneak attack +1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Lifesense (10 ft.) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Borrow vigor <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Immunity to fear, lifesense (15 ft.) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sneak attack +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Immunity to energy drain, lifesense (20 ft.) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Steal vitality <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Immunity to death effects, lifesense (25 ft.) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sneak attack +3d6, steal immortality <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Faiths of Eberron 84<\/h5>","reference":"Usergen"},{"id":10468,"name":"Planar Shepherd","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Planar Shepherd<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Wild shape class feature<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting:<\/strong> At each level, you gain new spells perday and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divinespellcasting class to which you belonged before adding the prestige class level. You do not, however, gain anyother benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a planar shepherd, you must decide to whichclass to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Animal Companion:<\/strong> Your planar shepherd levels stack with your druid levels for the purpose of determining the abilities of your animal companion.<\/p>\n\n\t<p><strong>Planar Attunement (Ex):<\/strong> At 1st level, you must choosea single plane of existence other than the Material Plane,such as Irian the Eternal Day. Once selected, your planar shepherd features are forever attuned to this plane. Youcannot choose a plane with an alignment trait opposedto any component of your own alignment. For example,a neutral good planar shepherd cannot choose Fernia (because that plane is mildly evil-aligned). <\/p>\n\n\t<p>You and your animal companion ignore any harmful effects derived from your chosen plane&#39;s elemental orenergy traits, as well as any natural environmental affects associated with the plane. For instance, if you are attuned to Risia, the Plain of Ice, you are not affected by the plane&#39;s cold temperatures; on Fernia, you do not take fire damage for being on a fire-dominant plane. You are also immune to the entrapping effects of planes such as Dolurrh. If you choose, you can share this benefit with a number of alliesequal to your class level; these allies must remain within 100 feet of you to gain this benefit. <\/p>\n\n\t<p>This immunity does not extend to the plane&#39;s physical traits (including gravity and time), alignment traits, or magic traits.<\/p>\n\n\t<p><strong>Detect Manifest Zone (Sp):<\/strong> Starting at 2nd level, you can use detect manifest zone (see page 150) at will.<\/p>\n\n\t<p><strong>Wild Shape (Su):<\/strong> Your druid levels stack with yourplanar shepherd class levels for the purpose of determining the number of daily uses, the maximum HD and size (but not creature type), and the duration of your wild shape ability. <\/p>\n\n\t<p>At 3rd level, you are able to use wild shape to change into a magical beast native to your chosen plane, with the same size restrictions as for animal forms. For example, if you chose the plane of Fernia, you could become a zezir (<em>Monster Manual III<\/em> 205). This includes creatures whose type changes to magical beast as the result of applying a template (such as celestial or fiendish). <\/p>\n\n\t<p>When you attain 9th level, you become able to use wildshape to change into an elemental or outsider native to yourchosen plane, although it costs two of your daily uses of wild shape to do so. For example, if you chose the plane of Mabar, you could become a barghest. In addition to the normal effects of wild shape, you gain all the elemental or outsider&#39;sextraordinary, supernatural, and spell-like abilities.<\/p>\n\n\t<p><strong>Plane Shift (Sp):<\/strong> On reaching 4th level, you cantravel freely between your chosen plane and the Material Plane once per day. You can bring up to eight other creatures with you, provided all link hands with you. This ability otherwise works like the <em>plane shift<\/em> spell. You can use this ability twice per day at 8th level.<\/p>\n\n\t<p><strong>Planar Bubble (Su):<\/strong> Beginning at 5th level, onceper day you can create an area around yourself that emu-lates the environment of your chosen plane. This area mimics all traits of your chosen plane, including physicaltraits, elemental and energy traits, alignment traits, and magic traits. This area has a 20-foot radius and lasts aslong as you concentrate (up to a maximum of 1 hour perlevel) plus 1d10 rounds. <\/p>\n\n\t<p>At 10th level, you can use this ability three timesper day. <\/p>\n\n\t<p><strong>Intensify Manifest Zone (Sp):<\/strong> At 7th level, you can use intensify manifest zone (see page 151) once per day, using your divine caster level. You can affect only manifest zones of your chosen plane.<\/p>\n\n\t<p><strong>Planar Self:<\/strong> At 10th level, you are a focus for the energies of your chosen plane. You become an outsider native to your chosen plane and gain damage reduction 10\/magic. Whenever you are in a manifest zone of your chosen plane, you gain a +1 bonus to your caster level for all divine spells.<\/p>\n\n\t<p><strong><span class=caps>EX-PLANAR<\/span> SHEPHERDS<\/strong><br \/>If you change to an alignment incompatible with your chosen plane, you lose access to planar shepherd class abilities. You can no longer advance in this prestige class until you atone (<span class=caps>PHB<\/span> 201). If you decide to choose a different plane, you must begin again at 1st level of the prestige class and do not benefit from abilities associated with the former plane.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spellcasting<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Animal companion, planar attunement, wild shape <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Detect manifest zone <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Wild shape (magical beast) <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Plane shift 1\/day <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Planar bubble 1\/day <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212;&#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Intensify manifest zone <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Plane shift 2\/day <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Wild shape (elemental or outsider) <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Planar bubble 3\/day, planar self <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Faiths of Eberron 105<\/h5>","reference":"Usergen"},{"id":10469,"name":"Fiend of Blasphemy","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Fiend of Blasphemy<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Fiend Folio 200<\/h5>","reference":"Usergen"},{"id":10470,"name":"Fiend of Corruption","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Fiend of Corruption<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Fiend Folio 202<\/h5>","reference":"Usergen"},{"id":10471,"name":"Fiend of Possession","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Fiend of Possession<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Fiend Folio 204<\/h5>","reference":"Usergen"},{"id":10472,"name":"Knight Phantom","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Knight Phantom<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Proficiency in all martial weapons.<br \/><strong>Special<\/strong>: Ability to cast phantom steed.<br \/><strong>Special<\/strong>: Citizen of Aundair, member of the Order of the Knights Arcane.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Phantom Steed (Sp)<\/strong>: Once per knight phantom level per day, you can conjure a phantom steed to act as a mount for you or someone else you designate. It takes a standard action to will the steed into existence. Add your levels in knight phantom and your highestlevel arcane spellcasting class to determine the caster level of this effect&#8212;particularly important because it sets the duration on your steeds and determines whether they can ride over difficult ground or even into the air.<\/p>\n\n\t<p><strong>Somatic Prowess (Ex)<\/strong>: The Knights Arcane has taught you techniques for simplifying the gestures you use when you cast a spell. You can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, you incur a chance of arcane spell failure if you cast a spell with a somatic component while wearing medium or heavy armor, or while using a shield.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: At each level except 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a knight phantom, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Aspect of the Phantom (Su)<\/strong>: For a number of rounds per day equal to your knight phantom level, you take on the gray, semi-insubstantial appearance of your steed once you reach 4th level. You hover just above the ground and can ignore swampy ground, difficult terrain, and other impediments that don&#39;t extend more than a few inches above the ground. You can even walk across water or other liquids safely. You can activate or deactivate your aspect of the phantom ability as a free action, and you can divide up your available rounds as you wish.<\/p>\n\n\t<p><strong>Countenance of the Phantom (Su)<\/strong>: For a number of rounds equal to your knight phantom level, you take on a ghostly pallor, and gray tendrils of mist cling to your form. Starting at 7th level, you gain the concealment of a blur spell (20% miss chance) as the misty tendrils envelop you in a protective cloak.<\/p>\n\n\t<p>Your eyes glow a baleful red when you take on the countenance of the phantom. At the beginning of your turn, each creature within 10 feet of you must succeed on a Will save (DC 10 + your knight phantom level + your Cha modifier) or be shaken for 1 round. This ability does not stack with other fear effects, and it has no effect on a creature that is already shaken. This ability works only while your countenance of the phantom ability is in effect.<\/p>\n\n\t<p>You are immune to the fear effect of other knight phantoms.<\/p>\n\n\t<p>You can activate or deactivate your countenance of the phantom ability as a free action, and you can divide up your available rounds as you wish.<\/p>\n\n\t<p><strong>Blade of the Phantom (Su)<\/strong>: At 10th level, you are able to extend your phantom powers into the weapon you carry. For a number of rounds equal to your knight phantom level, you can bestow upon a melee weapon you wield the brilliant energy quality. Your weapon turns gray and semi-insubstantial, however, rather than glowing brightly. But the effect is otherwise the same: You ignore armor bonuses to AC, although other bonuses due to Dexterity, def lection, dodge, natural armor, and so on still apply.<\/p>\n\n\t<p>Undead, constructs, and objects are unharmed by your blade when it is in phantom form. Your weapon otherwise functions normally, including any magic enhancements bestowed upon it.<\/p>\n\n\t<p>You can activate or deactivate your blade of the phantom ability as a free action, and you can divide up your available rounds as you wish.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Phantom steed, somatic prowess <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Aspect of the phantom <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Countenance of the phantom <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Blade of the phantom <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Five Nations 41<\/h5>","reference":"Usergen"},{"id":10473,"name":"Dark Lantern","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Dark Lantern<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Region of Origin<\/strong>: Breland.<br \/><strong>Special<\/strong>: Cannot be illiterate or affiliated with a religion.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: As a Dark Lantern, you gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Citadel Training<\/strong>: The Citadel Academy in Wroat trains its elite agents well. At 1st level, you gain a +2 insight bonus on all Diplomacy, Gather Information, Search, and Sense Motive checks.<\/p>\n\n\t<p><strong>Sneak Attack (Ex)<\/strong>: You can strike a vital spot for extra damage. Any time your target would be denied a Dexterity bonus to AC (whether your target actually has a Dexterity bonus or not), or when you flank the target, your sneak attack deals extra damage. The extra damage is 1d6 points at 2nd level and an additional 1d6 points of damage every two levels thereafter. This ability is otherwise identical to the rogue&#39;s sneak attack and is cumulative with any sneak attack capability you have from other classes.<\/p>\n\n\t<p><strong>Nondetection (Sp)<\/strong>: Starting at 3rd level, you benefit from a permanent nondetection effect (as the spell). If a divination is attempted against you or anything you carry, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 15 + your Dark Lantern class level.<\/p>\n\n\t<p><strong>Skill Mastery (Ex)<\/strong>: At 5th level, you become so certain in the use of particular skills that you can use them reliably even under adverse conditions. When making a Climb, Disable Device, Open Lock, or Search check, you can take 10 even if stress and distractions would normally prevent you from doing so.<\/p>\n\n\t<p><strong>Slippery Mind (Ex)<\/strong>: This ability, gained at 7th level, represents your ability to wriggle free from magical effects that would otherwise control or compel you. If you are affected by an enchantment spell or effect and fail your saving throw, you can attempt a new save 1 round later at the same DC. You get only one extra chance to succeed on the saving throw.<\/p>\n\n\t<p>You can also spend an action point to automatically break free of the enchantment spell or effect.<\/p>\n\n\t<p><strong>Hide in Plain Sight (Ex)<\/strong>: Beginning at 9th level, you can use the Hide skill even while being observed.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Citadel training <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Sneak attack +1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Nondetection <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sneak attack +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Skill mastery <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sneak attack +3d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Slippery mind <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sneak attack +4d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Hide in plain sight <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sneak attack +5d6 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Five Nations 68<\/h5>","reference":"Usergen"},{"id":10474,"name":"Cyran Avenger","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Cyran Avenger<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Region of Origin<\/strong>: Cyre.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: As a Cyran avenger, you gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Avenging Strike (Ex)<\/strong>: Starting at 1st level, you can attempt an avenging strike on an enemy who has dealt damage to a Cyran native or ally of yours within the last hour. The avenging strike must be delivered with a melee attack. You can add your Charisma modifier (if positive) to your attack roll and deal an extra 1d6 points of damage per Cyran avenger class level. If you use your avenging strike against a creature that has not dealt damage to an ally within the last hour, the avenging strike has no effect, but that use of the ability is still expended. You can use an avenging strike once per day per point of Charisma bonus (minimum 1\/day). You can also spend an action point to use your avenging strike (before the attack roll is made).<\/p>\n\n\t<p>At 3rd level, you can deliver an avenging strike with a ranged attack.<\/p>\n\n\t<p><strong>Heroic Spirit<\/strong>: You gain Heroic Spirit (see page 55 of the <span class=caps>EBERRON<\/span> Campaign Setting) as a bonus feat.<\/p>\n\n\t<p><strong>Discern Lies (Sp)<\/strong>: Starting at 2nd level, you can use discern lies once per day. Your caster level equals your character level.<\/p>\n\n\t<p><strong>Enemy Region (Ex)<\/strong>: At 2nd level and again at 5th level, you can select a nation from the following list: Aundair, Breland, Darguun, Karrnath, the Mournland, the Talenta Plains, Thrane, Valenar, Zilargo. While in this region, you gain a +2 bonus on Bluff, Gather Information, Intimidate, Sense Motive, and Survival checks and a +2 bonus on weapon damage rolls. This bonus stacks with the bonus granted by the ranger&#39;s favored enemy class feature.<\/p>\n\n\t<p>You can permanently change an enemy region by taking a free action and spending 2 action points.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: At each level except 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a Cyran avenger, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Speak with Dead (Sp)<\/strong>: Starting at 4th level, you can use speak with dead once per day. Your caster level equals your class level.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Avenging strike (melee), Heroic Spirit <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Discern lies 1\/day, enemy region <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Avenging strike (ranged) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Speak with dead 1\/day <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Enemy region <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Five Nations 86<\/h5>","reference":"Usergen"},{"id":10475,"name":"Bone Knight","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Bone Knight<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Ability to turn or rebuke undead.<br \/><strong>Special<\/strong>: Ability to cast 1st-level divine spells.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Bone knights are proficient with all simple and martial weapons and with all armor and shields (including tower shields).<\/p>\n\n\t<p><strong>Bonecraft Armor (Ex)<\/strong>: At 1st level, you learn to make and wear the distinctive bonecraft armor used by the order of bone knights. You can produce a suit of bonecraft medium or heavy armor that would normally be composed mostly of metal. The bonecraft armor has the same cost and time to create as normal armor of that type. It is possible to spend additional time and money to produce spiked or masterwork bonecraft armor (which may then be further enhanced through magic). Only a character with this ability can effectively wear bonecraft armor.<\/p>\n\n\t<p>The armor grants you a +4 bonus on Intimidate checks made while you wear it. In addition, the armor grants you damage reduction 1\/bludgeoning if it is medium armor or damage reduction 2\/bludgeoning if it is heavy armor. Bonecraft armor is not metallic and not subject to spells such as chill metal or to special attacks that target metal, such as a rust monster&#39;s touch.<\/p>\n\n\t<p><strong>Paladin Conversion<\/strong>: If you were a paladin or ex-paladin before becoming a bone knight, you can never again advance levels as a paladin, since your association with the undead forever taints you. However, you retain (or regain) certain paladin abilities, including divine grace, lay on hands, aura of courage, divine health, and spellcasting. You cannot detect or smite evil or remove disease. You can use your lay on hands ability to cure living or undead creatures. You lose the service of your special mount (but see the summon skeletal steed ability, below).<\/p>\n\n\t<p><strong>Rebuke Undead (Su)<\/strong>: At 1st level, you gain the ability to rebuke undead as a cleric of your bone knight level. If you already had the ability to turn or rebuke undead, you add your previous effective cleric level to your bone knight level to determine your effective cleric level for rebuking undead now. You can no longer turn undead once you gain this ability.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: Beginning at 2nd level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a bone knight, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p>If your only divine spellcasting ability prior to becoming a bone knight was as a paladin, you continue to advance your paladin spellcasting as normal. In addition, you add the following spells to your spell list, as if they appeared on the paladin&#39;s spell list: 1st&#8212;bane, deathwatch, doom; 2nd&#8212;death knell, desecrate, gentle repose; 3rd&#8212;bestow curse.<\/p>\n\n\t<p><strong>Bone March (Su)<\/strong>: At 2nd level, you gain the ability to assume control of animated undead from a willing caster as a standard action. You must be within 60 feet of both the caster and the undead to assume control. The maximum total Hit Dice you may command in this manner is equal to four times your class level. You may not control any individual undead creature with more Hit Dice than your class level; for example, a 2nd-level bone knight can control up to 8 Hit Dice of undead creatures, each with 2 Hit Dice or less.<\/p>\n\n\t<p><strong>Summon Skeletal Steed (Sp)<\/strong>: At 2nd level, you gain the services of a skeletal steed: a heavy warhorse with the skeleton template applied (or a war pony with the skeleton template applied for Small bone knights). You may call this steed in the same fashion as a paladin whose level equals your paladin level plus your bone knight level, and the steed gains the same special abilities as a paladin&#39;s special mount at the same effective level.<\/p>\n\n\t<p>A skeletal steed cannot be turned while its bone knight master rides it.<\/p>\n\n\t<p><strong>Master of the White Banner (Su)<\/strong>: Beginning at 3rd level, you grant any undead under your control turn resistance equal to your Charisma bonus (if any) as long as they are within 60 feet of you.<\/p>\n\n\t<p><strong>Improved Bonecraft Armor (Ex)<\/strong>: At 4th, 7th, and 10th levels, the damage reduction afforded by your bonecraft armor increases by 1. Moreover, you gain additional benefits while clad in your bonecraft armor, as described below:<\/p>\n\n\t<p>At 4th level, your bonecraft armor grants you immunity to stunning attacks and nonlethal damage.<\/p>\n\n\t<p>At 7th level, your bonecraft armor has a 50% chance of negating any critical hit or sneak attack made against you. In addition, the bonecraft armor allows you to act and fight without penalty even while disabled or dying.<\/p>\n\n\t<p>At 10th level, your bonecraft armor grants you immunity to extra damage from critical hits and sneak attacks.<\/p>\n\n\t<p><strong>Fill the Ranks (Sp)<\/strong>: At 5th level, you can use a limited form of animate dead once per day. The target corpse rises as either a Karrnathi skeleton or Karr nathi zombie (depending on the condition of the corpse and your preference). This undead&#39;s Hit Dice count against the maximum number of undead you can control at once with your bone march ability.<\/p>\n\n\t<p>See the <span class=caps>EBERRON<\/span> Campaign Setting for Karrnathi skeleton and Karrnathi zombie statistics (pages 292&#8212;293).<\/p>\n\n\t<p><strong>Bonecraft Weapon (Ex)<\/strong>: At 6th level, if you have at least 6 ranks in Craft (weaponsmithing), you can craft weapons with pieces of bone worked into the design. The bonecraft weapon has the same cost and time to create as a normal weapon of that type. It is possible to spend additional time and money to produce a masterwork bonecraft weapon (which may then be further enhanced through magic).<\/p>\n\n\t<p>In the hands of a bone knight of 6th level or higher, a bonecraft weapon deals +1d6 points of damage against living creatures. A bonecraft ranged weapon bestows this benefit on its ammunition.<\/p>\n\n\t<p><strong>Exoskeleton of Undeath (Ex)<\/strong>: At 8th level, your bonecraft armor fuses to your body and cannot be removed without killing you. However, you gain immunity to poison, sleep effects, paralysis, disease, death effects, fatigue, exhaustion, ability damage to your physical ability scores, ability drain, energy drain, and death from massive damage.<\/p>\n\n\t<p><strong>Death Strike (Su)<\/strong>: At 9th level, once per day, you may use a bonecraft weapon (see above) to strike down a living foe. You must decide to use this ability before the attack roll is made. If the attack succeeds, the target must succeed on a Fortitude save (DC 10 + your bone knight level + your Cha modifier) or die. This is a necromantic death effect.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Bonecraft armor, paladin conversion, rebuke undead <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Bone march, summon skeletal steed <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Master of the white banner <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Improved bonecraft armor <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Fill the ranks 1\/day <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bonecraft weapon <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Improved bonecraft armor <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Exoskeleton of undeath <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Death strike 1\/day <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Improved bonecraft armor <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Five Nations 117<\/h5>","reference":"Usergen"},{"id":10476,"name":"Silver Pyromancer","type":"prestige","alignment":"Lawful good","hit_die":"6","full_text":"<div topic='titel'><p><h3>Silver Pyromancer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Ability to cast 3rd-level arcane spells.<br \/><strong>Special<\/strong>: Ability to turn undead.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Pyromancer<\/strong>: Whenever you cast a spell with the fire descriptor, use your character level as your caster level.<\/p>\n\n\t<p><strong>Purge Undead (Su)<\/strong>: Starting at 1st level, you can use your turn undead ability to deal damage to undead creatures by channeling positive energy and infusing it with fiery divine wrath. When you use this ability, all undead creatures within 30 feet of you take 1d6 points of damage per effective cleric level. Your effective cleric level for this purpose is your effective cleric level for purposes of turning undead plus your arcane caster level. For example, if you are a cleric 1\/wizard 5\/silver pyromancer 2 or a paladin 4\/wizard 5\/silver pyromancer 2, your effective cleric level for purposes of turning undead is 7th.<\/p>\n\n\t<p>Affected undead can attempt a Will save (DC 10 + one-half your effective cleric level + your Charisma modifier) to reduce the damage by half. Undead with turn resistance subtract its value from the damage they take from this ability. For example, a vampire with turn resistance +4 subtracts 4 from the damage it takes. When used against incorporeal undead, this ability is not subject to the normal 50% chance of not affecting an incorporeal creature.<\/p>\n\n\t<p>Using this ability counts as a use of your turn undead ability for the day. This ability does not increase your effective cleric level for purposes of turning undead.<\/p>\n\n\t<p><strong>Bow Proficiency<\/strong>: At 1st level, you gain proficiency with the longbow and shortbow.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: When you gain a new silver pyromancer level after 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in whatever arcane spellcasting class you had before you added the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class in which you could cast 3rd-level spells before you became a silver pyromancer, you must decide to which class you add each level of silver pyromancer for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p>In addition, starting at 1st level, you can treat spells from the paladin spell list as though they were arcane spells on the spell list for the arcane spellcasting class in which you could cast 3rd-level spells before becoming a silver pyromancer. You can add these spells to your spellbook or your list of spells known normally, just as though they were arcane spells. You cannot add these spells to the warmage spell list, or to the list of another similar class that can freely access all spells on its class spell list.<\/p>\n\n\t<p><strong>Sacred Flame (Su)<\/strong>: Beginning at 2nd level, you can lace your fire spells with sacred energy that is not subject to resistance to fire-based attacks or even fire immunity. Half of the damage your fire spells deal results from this sacred energy, while the rest is normal fire damage. Thus, if you hit a salamander with a scorching ray that would normally deal 17 points of fire damage, the salamander takes 8 points of damage from sacred energy, while ignoring the remaining 9 points of fire damage. You can choose not to use this ability&#8212;for example, if your spell targets a creature that is vulnerable to fire (such as a creature with the cold subtype).<\/p>\n\n\t<p>When you reach 5th level, you can c hoose to ma ke fire spells deal no fire damage at all, in stead dealing full normal damage derived from sacred power. Thus, creatures that are immune or resistant to fire take full damage from such a spell. However, if you use this ability, you cannot also make the spell a smiting spell and your persistent fire ability does not apply to it.<\/p>\n\n\t<p><strong>Smiting Spell (Su)<\/strong>: Beginning at 3rd level, you can choose to imbue your fire spells with additional holy power so that they deal extra damage to evil creatures. You can use this ability once per day, and you must declare that you are using it before you cast the spell. Thus, if you lose the spell for any reason (failing a Concentration check to cast the spell defensively, failing to bypass the target&#39;s spell resistance, and so on), your daily use of a smiting spell is still expended.<\/p>\n\n\t<p>When you cast a smiting spell, you gain a +4 bonus on caster level checks to bypass the spell resisitance of evil creatures with that spell, and the spell&#39;s damage is increased by 50% against evil creatures (as if you had applied the Empower Spell feat to it). In addition, evil creatures take a &#8212;2 penalty on their saving throws against a smiting spell. If you also apply the Empower Spell feat to your smiting spell, it deals double damage (+50% twice) to evil creatures.<\/p>\n\n\t<p>At 5th level, you can use this ability three times per day. In addition, once you reach 5th level, an evil creature that fails its saving throw against a smiting spell you cast is blinded for 1 round.<\/p>\n\n\t<p><strong>Persistent Fire (Su)<\/strong>: Beginning at 4th level, when a creature fails its saving throw against one of your fire spells, it takes an additional 1d6 points of fire damage on your turn in the next round as the fire from the spell continues to smolder in the creature&#39;s clothing, hair, or even flesh. This is similar to the effects of catching on fire, but the fire is automatically extinguished after 1 round.<\/p>\n\n\t<h4>Ex-Silver Pyromancers<\/h4>\n\n\t<p>If you cease to be lawful good or willfully commit an evil act, you lose all silver pyromancer abilities (including access to paladin spells). You cannot progress any further in levels as a silver pyromancer. You regain your abilities and advancement potential if you atone for your violations (see the atonement spell description in the Player&#39;s Handbook), as appropriate.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Pyromancer, purge undead, bow proficiency <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sacred flame <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Smiting spell 1\/day <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Persistent fire <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Smiting spell 3\/day (blinding), improved sacred flame <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Five Nations 150<\/h5>","reference":"Usergen"},{"id":10477,"name":"Arachne","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Arachne<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Faiths & Pantheons 182<\/h5>","reference":"Usergen"},{"id":10478,"name":"Auspician","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Auspician<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Faiths & Pantheons 184<\/h5>","reference":"Usergen"},{"id":10479,"name":"Doomguide","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Doomguide<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Faiths & Pantheons 186<\/h5>","reference":"Usergen"},{"id":10480,"name":"Dreadmaster","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Dreadmaster<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Faiths & Pantheons 188<\/h5>","reference":"Usergen"},{"id":10481,"name":"Dweomerkeeper","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Dweomerkeeper<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Faiths & Pantheons 189<\/h5>","reference":"Usergen"},{"id":10482,"name":"Elemental Archon","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Elemental Archon<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Faiths & Pantheons 190<\/h5>","reference":"Usergen"},{"id":10483,"name":"Forest Master","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Forest Master<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Faiths & Pantheons 193<\/h5>","reference":"Usergen"},{"id":10484,"name":"Goldeye","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Goldeye<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Faiths & Pantheons 194<\/h5>","reference":"Usergen"},{"id":10485,"name":"Heartwarder","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Heartwarder<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Faiths & Pantheons 196<\/h5>","reference":"Usergen"},{"id":10486,"name":"Horned Harbinger","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Horned Harbinger<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Faiths & Pantheons 197<\/h5>","reference":"Usergen"},{"id":10487,"name":"Nightcloak","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Nightcloak<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Faiths & Pantheons 198<\/h5>","reference":"Usergen"},{"id":10488,"name":"Ocular Adept","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Ocular Adept<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Faiths & Pantheons 200<\/h5>","reference":"Usergen"},{"id":10489,"name":"Silverstar","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Silverstar<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Faiths & Pantheons 201<\/h5>","reference":"Usergen"},{"id":10490,"name":"Stormlord","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Stormlord<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Faiths & Pantheons 203<\/h5>","reference":"Usergen"},{"id":10491,"name":"Strifeleader","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Strifeleader<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Faiths & Pantheons 204<\/h5>","reference":"Usergen"},{"id":10492,"name":"Sword Dancer","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Sword Dancer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Faiths & Pantheons 205<\/h5>","reference":"Usergen"},{"id":10493,"name":"Techsmith","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Techsmith<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Faiths & Pantheons 206<\/h5>","reference":"Usergen"},{"id":10494,"name":"Waveservant","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Waveservant<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Faiths & Pantheons 209<\/h5>","reference":"Usergen"},{"id":10495,"name":"Wearer of Purple","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Wearer of Purple<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Faiths & Pantheons 210<\/h5>","reference":"Usergen"},{"id":10496,"name":"Windwalker","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Windwalker<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Faiths & Pantheons 212<\/h5>","reference":"Usergen"},{"id":10497,"name":"Cloud Anchorite","type":"prestige","alignment":"Any nonchaotic","hit_die":"8","full_text":"<div topic='titel'><p><h3>Cloud Anchorite<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonchaotic.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Base Fortitude Save:<\/strong> +5.<\/p>\n\n\t<p><strong>Special:<\/strong> The prospective student must live for a week on her own in a wilderness region, during which time she can travel no lower than 12,000 feet in altitude.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Cloud anchorites gain no proficiency with any weapon, armor or shield.<\/p>\n\n\t<p><strong>Monk Abilities:<\/strong> A cloud anchorite&#39;s class levels stack with her monk levels for determining her unarmed damage and AC bonus.<\/p>\n\n\t<p><strong>Climb Speed (Ex):<\/strong> At 1st level, a cloud anchorite gains a climb speed of 10 feet. She gains a +8 racial bonus on all Climb checks. A cloud anchorite must make a Climb check to climb any wall or slope with a DC of more than 0, but she can always choose to take 10, even if rushed or threatened while climbing. She cannot use the run action while climbing. She retains her Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus on their attacks against her while she is climbing. A cloud anchorite in armor (even light armor) or carrying a medium or heavy load loses this extra speed. As the cloud anchorite gains levels, her climb speed increases. At each odd-numbered level, she gains a +10-foot bonus to her current climb speed. If the cloud anchorite already possesses a climb speed (for example, if she possessed a racial climb speed before becoming a cloud anchorite), these bonuses stack with her current climb speed.<\/p>\n\n\t<p><strong>Wisdom of the Mountain (Ex):<\/strong> A cloud anchorite adds her Wisdom modifier on Balance, Climb, and Jump checks made in mountain terrain. In addition, the cloud anchorite can always take 10 on a Balance, Climb, or Jump check, even if circumstances would normally prevent her from doing so.<\/p>\n\n\t<p><strong>Slow Breath (Ex):<\/strong> At 2nd level, a cloud anchorite&#39;s breathing slows to a fraction of what it used to be. She can hold her breath twice as long as normal, and gains a +2 bonus on all Fortitude saving throws against inhaled poisons, fatigue caused by high elevation, and altitude sickness. At 6th level, her bonus on these Fortitude saving throws increases to +6.<\/p>\n\n\t<p><strong>Bonus Feat:<\/strong> At 3rd level and again at 7th level, a cloud anchorite gains a bonus feat. This feat must be selected from the following list, and she must qualify for any prerequisites the feat to be chosen might require: Acrobatic, Agile, Athletic, Cold Endurance, Endurance, Great Fortitude, Improved Cold Endurance, Self-Sufficient, Skill Focus (in any class skill), or Track.<\/p>\n\n\t<p><strong>Resistance to Cold (Su):<\/strong> At 4th level, a cloud anchorite gains resistance to cold 5. This increases to resistance to cold 10 at 8th level.<\/p>\n\n\t<p><strong>Fast Movement (Ex):<\/strong> At 4th level, a cloud anchorite gains a +10-foot enhancement bonus to her land speed. A cloud anchorite in armor (even light armor) or carrying a medium or heavy load loses this extra speed. At 8th level, this bonus increases to +20 feet.<\/p>\n\n\t<p><strong>Empty Stride (Su):<\/strong> At 5th level, a cloud anchorite&#39;s stride is nearly weightless. She gains a +4 bonus on all Balance checks. More impressively, she can walk on the surface of any material into which she would normally sink, such as powdery snow, thin ice, and even water. She may continue to walk on this surface as long as she makes a DC 15 Concentration check. Normally, the Concentration check for this activity is a standard action, so a cloud anchorite may make one move action per round while using her empty stride ability. If she makes a DC 30 Concentration check, she may concentrate on her Empty Stride ability as a move action instead, allowing her to use it and still take one standard action in a round. She does not trigger traps that use pressure plates while using empty stride, nor is her speed impacted by deep snow.<\/p>\n\n\t<p><strong>Acrobatic Charge (Ex):<\/strong> At 6th level, a cloud anchorite gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. This enables her to run down steep rock faces, leap down from an outcropping, or tumble over small boulders to get to the target of her charge. Depending on the circumstances, she may still need to make appropriate checks (Jump or Tumble checks in particular) to successfully move over the terrain.<\/p>\n\n\t<p><strong>Walk on the Clouds (Su):<\/strong> At 9th level, a cloud anchorite can use her empty stride ability as a free action at all times. Additionally, once per day she may use <a href=\/spells\/players-handbook-v35--6\/air-walk--2772\/><em>air walk<\/em><\/a> as a quickened spell-like ability. This effect manifests at a caster level equal to her cloud anchorite level.<\/p>\n\n\t<p><strong>Immortality of the Mountain (Su):<\/strong> Upon reaching 10th level, a cloud anchorite has achieved the apotheosis she has sought. She no longer has a maximum age, and will never die of old age. Additionally, she no longer has to make saving throws to avoid altitude sickness or fatigue from thin air, and gains a +2 sacred bonus on all Wisdom checks and all saving throws while in mountain terrain.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Climb speed +10 ft., wisdom of the mountain <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Slow breath <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Climb speed +20 ft., bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Resistance to cold 5, fast movement +10 ft. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Climb speed +30 ft., empty stride <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Improved slow breath, acrobatic charge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Climb speed +40 ft., bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Resistance to cold 10, fast movement +20 ft. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Climb speed +50 ft., walk on the clouds <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Immortality of the mountain <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Frostburn 52<\/h5>","reference":"Usergen"},{"id":10498,"name":"Cryokineticist","type":"prestige","alignment":"Any lawful","hit_die":"8","full_text":"<div topic='titel'><p><h3>Cryokineticist<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any lawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Powers<\/strong>: Able to manifest the <em>energy emanation<\/em> power.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Cryokineticists gain no proficiency with any weapons, armor, or shields.<\/p>\n\n\t<p><strong>Glacial Ray (Ps)<\/strong>: A cryokineticist can launch a frigid ray that freezes water and damages living creatures. The ray does 1d12 points of cold damage to any living creature on a successful ranged touch attack (up to 15 feet). The ray also freezes one pint of water per level of cryokineticist.<\/p>\n\n\t<p><strong>Cold Adaptation (Ex)<\/strong>: At 2nd level, the cryokineticist becomes resistant to cold, gaining a +4 bonus on all saving throws against cold and cold spells and spell-like abilities. In addition, the cryokineticist gains resistance to cold 10.<\/p>\n\n\t<p><strong>Frozen Fist (Ps)<\/strong>: At 2nd level, the cryokineticist can activate this psi-like ability as a move action. One of the cryokineticist&#39;s clenched fists freezes into a solid block of ice that does him no harm, but causes his unarmed attacks to be treated as armed. A Medium cryokineticist deals 1d6 points of bludgeoning damage and 1d8 points of cold damage instead of any other special damage from the unarmed attack. The bludgeoning damage changes based on size, but the cold damage remains 1d8. This ability lasts a number of rounds equal to the cryokineticist&#39;s class level.<\/p>\n\n\t<p><strong>Bolt of Cold (Ps)<\/strong>: Beginning at 3rd level, three times per day, the cryokineticist can launch a bolt of psionically manifested cold up to 60 feet at any target in line of sight as a standard action. This psi-like ability is treated as a ranged touch attack and deals 3d6 points of cold damage.<\/p>\n\n\t<p><strong>Weapon Afrost (Ps)<\/strong>: At 4th level, as a move action, the cryokineticist can cause a melee weapon he wields to become sheathed in a layer of intense cold, granting the weapon the frost special ability (+1d6 points of cold damage on a successful strike). If he lets go of the weapon, the frost dissipates immediately, otherwise it lasts for a number of rounds equal to his cryokineticist class level.<\/p>\n\n\t<p><strong>Frostfell Creature Insight (Ex)<\/strong>: At 5th level, the cryokineticist gains a +2 insight bonus on attack and damage rolls against all creatures with the cold subtype.<\/p>\n\n\t<p><strong>Cold Walk (Ps)<\/strong>: Starting at 6th level, the cryokineticist can walk on air that is 32\u00b0 F or colder (cold, severe cold, extreme cold or unearthly cold temperatures). He moves at his normal speed in all directions, including vertically, but cannot move more than double his speed in a single round. A coldwalker leaves footprints of coldfire in the air that disperse in 2 rounds, but his tread does not deal damage. He must pay 1 power point per round traveled in this fashion.<\/p>\n\n\t<p><strong>Fear No Cold (Ex)<\/strong>: At 7th level, the cryokineticist is perfectly at home in cold temperatures. He now has a +8 bonus on all saving throws against cold and cold spells and spell-like abilities, and resistance to cold 20.<\/p>\n\n\t<p><strong>Greater Weapon Afrost (Ps)<\/strong>: At 8th level, the cryokineticist&#39;s weapon afrost ability improves, dealing +2d6 points of cold damage on a successful strike. In addition, the cryokineticist can instead choose to apply this ability to his frozen fist (see above), which increases the cold damage of frozen fist from 1d8 to 2d8.<\/p>\n\n\t<p><strong>Wall of Ice (Ps)<\/strong>: At 9th level, the cryokineticist gains the ability to create &quot;<em>walls of ice<\/em>&quot;\/spells\/players-handbook-v35&#8212;6\/wall-of-ice&#8212;2660\/, as the spell wall of ice. It is a full-round action to use this psi-like ability, and the cryokineticist must expend his psionic focus. The cryokineticist manifests this as a psi-like ability but otherwise it is just as if a 9th-level sorcerer cast the spell wall of ice.<\/p>\n\n\t<p><strong>Bone Chill (Ps)<\/strong>: At 10th level, the cryokineticist gains the ability to create a massive burst of supernal cold around him, flash-freezing everything in the area. Once per day, the cryokineticist can use this psi-like ability to deal 9d6+21 points of cold damage in a 30-foot-radius burst emanating from himself (Fortitude save DC 15 + Cha modifier for half damage). Any creature failing its Fortitude saving throw against &quot;<em>bone chill<\/em>&quot; \/spells\/frostburn&#8212;68\/bone-chill&#8212;1281\/ must succeed on a second Fortitude saving throw at the same DC or die due to the extreme shock of the intense cold.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> <em>Glacial ray<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Cold adaptation, <em>frozen fist<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> <em>Bolt of cold<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> <em>Weapon afrost<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Frostfell creature insight <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Cold walk<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Fear no cold <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Greater weapon afrost<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Wall of ice<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td>+7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Bone chill<\/em> <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Frostburn 54<\/h5>","reference":"Usergen"},{"id":10499,"name":"Disciple of Thrym","type":"prestige","alignment":"Any nongood","hit_die":"10","full_text":"<div topic='titel'><p><h3>Disciple of Thrym<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nongood.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Cold Endurance feat or cold subtype.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Disciples of Thrym are proficient with all simple and martial weapons, with all types of armor, and with shields.<\/p>\n\n\t<p><strong>Spells per Day<\/strong>: A disciple of Thrym can cast a small number of divine spells. To cast a spell, the disciple must have a Wisdom score of at least 10 + the spell&#39;s level. The disciple of Thrym&#39;s spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the disciple&#39;s Wisdom modifier. A disciple of Thrym otherwise casts spells as a cleric does, although he cannot swap out prepared spells to spontaneously cast cure or inflict spells. The disciple&#39;s spell list appears at the end of this prestige class description; when he prepares spells, he may select from any of the spells on this list.<\/p>\n\n\t<p><strong>Detect Fire (Sp)<\/strong>: At 1st level, the disciple of Thrym can <a href=\/spells\/frostburn--68\/detect-fire--1265\/><em>detect fire<\/em><\/a> at will as a cleric of a level equal to his class level.<\/p>\n\n\t<p><strong>Protection of Winter (Su)<\/strong>: At 1st level, the disciple of Thrym gains greater protection based on the local temperature. In cold areas (temperature at or below 40\u00b0 F), he gains +1 sacred bonus on all saving throws and a +1 bonus to Armor Class. In areas of extreme cold (below &#8212;20\u00b0 F), the sacred bonus is increased to +2 on all saves and AC.<\/p>\n\n\t<p><strong>Resistance to Fire (Ex)<\/strong>: At 2nd level, the disciple of Thrym gains resistance to fire 5. At 6th level, this increases to resistance to fire 10.<\/p>\n\n\t<p><strong>Powerful Grip (Ex)<\/strong>: At 3rd level, the disciple of Thrym gains a damage bonus equal to half his Strength bonus when he attacks with a greataxe. This means he adds 2 times his Strength bonus on his damage rolls instead of 1&#8212;1\/2 times his Strength bonus when wielding the weapon in two hands.<\/p>\n\n\t<p><strong>Frost Greataxe (Sp)<\/strong>: At 4th level, as a move action, the disciple of Thrym can cause a greataxe he wields to become sheathed in a layer of intense cold, granting the axe the frost special ability (+1d6 points of cold damage on a successful strike). If he lets go of the axe, the frost dissipates immediately; other wise it lasts for a number of rounds equal to his class level.<\/p>\n\n\t<p><strong>Agonizing Strike (Su)<\/strong>: At 5th level, the disciple of Thrym gains the ability to focus all the anger and hatred in his frozen heart into a single blow once per day. He makes a normal melee attack; if he hits, he deals +1d6 points of cold damage for every two class levels (+2d6 at 5th, +3d6 at 6th, +4d6 at 8th, and +5d6 at 10th level). If the attack misses, the agonizing strike is still used up for the day. At 9th level, the disciple can perform this strike twice per day.<\/p>\n\n\t<p><strong>Dispel Fire (Sp):<\/strong> At 7th level, the disciple of Thrym can <a href=\/spells\/frostburn--68\/dispel-fire--1229\/><em>dispel fire<\/em><\/a> as a cleric of the same level a number of times per day equal to 1 + his Charisma modifier.<\/p>\n\n\t<p><strong>Icy Greataxe (Sp):<\/strong> At 8th level, as a move action, the disciple of Thrym can cause a greataxe he wields to become sheathed in a layer of intense cold, granting the axe the icy burst special ability (+1d6 points of cold damage on a successful strike, plus an extra 2d10 points of cold damage on a successful critical). If he lets go of the axe, the frost dissipates immediately, otherwise it lasts for a number of rounds equal to his class level.<\/p>\n\n\t<p><strong>Immunity to Fire (Ex)<\/strong>: At 10th level, the disciple of Thrym gains immunity to fire, becoming prepared for the burning flames of Surtur that will destroy the multiverse.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=5>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Detect fire<\/em>, protection of winter <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Resistance to fire 5 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Powerful grip <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Frost greataxe<\/em> <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Agonizing strike 1\/day <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Resistance to fire 10 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <em>Dispel fire<\/em> <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <em>Icy greataxe<\/em> <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Agonizing strike 2\/day <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Immunity to Fire <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Frostburn 56<\/h5>","reference":"Usergen"},{"id":10500,"name":"Frost Mage","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Frost Mage<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to cast 1st-level arcane spells.<\/p>\n\n\t<p><strong>Special<\/strong>: The character must spend 24 hours unprotected in a blizzard.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Frost mages gain no proficiency with any weapons, armor, or shields.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known:<\/strong> At every level gained in the frost mage class, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation bonus feats, hit points beyond those he receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character has more than one spellcasting class before becoming a frost mage, he must decide to which class he adds the new level for purposes of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Natural Armor Increase (Ex):<\/strong> At 1st, 4th, 7th, and 10th level, a frost mage&#39;s body becomes more like the ice he venerates. His skin turns whiter and colder to the touch as the permanent layer of frost grows deeper. This provides an increase to the character&#39;s existing natural armor, as indicated on Table 3&#8212;5 (the numbers represent the total increase gained to that point) and he takes no damage from cold environments. In warm temperatures, the frost continually evaporates and replenishes itself, enshrouding the frost mage in a wispy vapor.<\/p>\n\n\t<p><strong>Resistance to Cold (Ex):<\/strong> Starting at 2nd level, the frost mage&#39;s icy skin grants him resistance to cold 10.<\/p>\n\n\t<p><strong>Gain Knowledge (Ex):<\/strong> Beginning at 3rd level, the frost mage gains knowledge of the spell conjure &quot;<em>ice beast  I<\/em>&quot;: \/spells\/frostburn&#8212;68\/conjure-ice-beast-i&#8212;1238\/, if he does not already have it. Former wizards get to add this spell to their spellbooks for free, and former sorcerers and bards get to add this spell to their spells known, even if this takes them over their normal limit. For each two levels gained in the prestige class, he gains knowledge of the next higher level in the conjure ice beast spell progression (conjure ice beast II at 5th level, conjure ice beast <span class=caps>III<\/span> at 7th level, and conjure ice beast IV at 9th level). At 7th level, in addition to gaining conjure ice beast <span class=caps>III<\/span>, the frost mage gains &quot;<em>animate snow<\/em>&quot;: \/spells\/frostburn&#8212;68\/animate-snow&#8212;1296\/ as a spell known. At 9th level, in addition to gaining conjure ice beast IV, the frost mage gains &quot;<em>frostfell<\/em>&quot;: \/spells\/frostburn&#8212;68\/frostfell&#8212;1313\/ as a spell known. This class feature does not change the level of the spell. A frost mage still must have a spell slot of the appropriate level to prepare or cast a spell acquired through the gain knowledge ability.<\/p>\n\n\t<p><strong>Piercing Cold:<\/strong> At 4th level, the frost mage gains Piercing Cold as a bonus metamagic feat. In addition to the normal benefits of the feat, the frost mage bypasses all resistances and immunities to cold granted by spells and spell-like effects of magic items (for example, a ring of minor energy resistance [cold]).<\/p>\n\n\t<p><strong>One with Cold (Ex):<\/strong> At 10th level, the frost mage&#39;s body has become perfectly adapted to cold energy. He gains the cold subtype, granting him immunity to cold. His oneness with cold, however, makes him more susceptible to flame. Just like any other creature with the cold subtype, he gains vulnerability to fire, which means he takes half again as much (+50%) damage as normal from fire, regardless of whether or not a saving throw is allowed, or if the save is a success or a failure.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Natural armor increase (+1) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Resistance to cold 10 <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Gain knowledge <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Natural armor increase (+2), piercing cold <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Gain knowledge <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Natural armor increase (+3), Gain knowledge <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Gain knowledge <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Natural armor increase (+4), one with cold <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Frostburn 58<\/h5>","reference":"Usergen"},{"id":10501,"name":"Frostrager","type":"prestige","alignment":"","hit_die":"12","full_text":"<div topic='titel'><p><h3>Frostrager<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 12.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Rage as a class ability.<\/p>\n\n\t<p><strong>Special<\/strong>: The character must have been reduced to fewer than 0 hit points by cold damage (either from magical cold attacks or by taking enough damage from exposure to extreme cold environments). Whether or not this trauma is what allows the frostrage to take root in the character&#39;s soul, or if the trauma merely unhinges the character&#39;s mind enough that he decides to become a frostrager, is unknown.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Frostragers gain no proficiency with any weapon, armor, or shields.<\/p>\n\n\t<p><strong>Frostrage (Su):<\/strong> While raging, the character grows larger and more massive, and his freezing sweat forms icicles as it streams out of his pores, coating his body in a glittering crust of ice. The frostrager&#39;s actual size category does not change (nor does his space\/reach), but he does gain a +4 natural armor bonus to Armor Class from the sheets of ice that form over his body. In addition, a frostrager&#39;s unarmed attacks deal 1d6 points of damage plus 1d4 points of cold damage on a successful hit. If the frostrager is Small, his unarmed attack deals 1d4 points of damage, and if the frostrager is Large, his unarmed attack deals 1d8 points of damage.<\/p>\n\n\t<p><strong>Freezing Blood (Su):<\/strong> At 1st level, a frostrager&#39;s blood becomes freezing cold. His wounds instantly freeze over and stop bleeding; he is immune to attacks that cause wounding effects. If reduced to negative hit points, he automatically stabilizes. He still takes 1 point of damage if he takes any actions while at 0 or negative hit points, however.<\/p>\n\n\t<p><strong>One-Two Punch (Ex):<\/strong> At 2nd level, while making an unarmed attack, the frostrager may make one extra attack in a round at his highest base attack bonus, but each attack made in that round (the extra one and the normal ones) take a &#8212;2 penalty.<\/p>\n\n\t<p><strong>Absorb Cold (Su):<\/strong> At 3rd level, while raging, the frostrager not only gains immunity to cold, but it heals him. For every 2 points of cold damage that would have otherwise have been dealt by an attack, the frostrager heals 1 point of damage.<\/p>\n\n\t<p><strong>Improved Frostrage (Su):<\/strong> At 4th level while raging, the frostrager&#39;s natural armor bonus increases to +6. His unarmed attacks deal 1d8 points of damage plus 1d6 points of cold damage on a successful hit. If the frostrager is Small, his unarmed attack deals 1d6 points of damage, and if the frostrager is Large, his unarmed attack deals 2d6 points of damage.<\/p>\n\n\t<p><strong>Rend (Ex):<\/strong> At 5th level, a frostrager gains the ability to rend a target. In any round that the frostrager hits the same foe with two or more unarmed attacks, he immediately deals an additional 2d8 points of damage (plus 1-1\/2 times his Strength bonus), plus an additional 1d6 points of cold damage. If he is Small, his rend deals 2d6 points of damage; if he is Large, his rend deals 3d8 points of damage.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Frostrage, freezing blood <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> One-two punch <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Absorb cold <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Improved frostrage <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Rend <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Frostburn 60<\/h5>","reference":"Usergen"},{"id":10502,"name":"Knight of the Iron Glacier","type":"prestige","alignment":"Lawful good or lawful neutral","hit_die":"0","full_text":"<div topic='titel'><p><h3>Knight of the Iron Glacier<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful good or lawful neutral.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Before a character is accepted into the Order of the Iron Glacier, she must first prove to the order that her intentions are noble and true. Typically, this means the character must undertake some form of task or quest in a region of the frostfell, such as defending a remote village from an attack by orcs or slaying a white dragon that has been menacing a region. Usually, high-ranking knights will send aspiring knights on a particular quest, but sometimes they waive this requirement for someone they have seen upholding Iron Glacier ideals even though she has not herself approached the order for membership.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Knights of the Iron Glacier gain no proficiency with weapons, armor, or shields.<\/p>\n\n\t<p><strong>Warmount:<\/strong> Upon becoming a Knight of the Iron Glacier, the character is awarded his own specially bred and trained mount, a war megaloceros. The character is expected to care for, feed, and protect his warmount; when a mission does not require the aid of the warmount, it can be stabled at no cost at any Iron Glacier stronghold.<\/p>\n\n\t<p><strong>War Megaloceros:<\/strong> Large animal; HD 7d8+28; hp 59; Init +1; Spd 50 ft.; AC 14, touch 10, flat-footed 13; Base Atk +5; Grp +15; Atk or Full Atk +10 melee (1d8+9, gore); Space\/Reach 10 ft.\/5 ft.; SA improved grab, stampede, toss; SQ combative mount, low-light vision, scent; AL N; SV Fort +10, Ref +8, Will +6; Str 23, Dex 12, Con 19, Int 2, Wis 13, Cha 8.<br \/><em>Skills and Feats:<\/em> Listen +9, Spot +9; Alertness, Lightning Reflexes, Run.<br \/><em>Combative Mount (Ex)<\/em>: A rider on a war megaloceros gains a +2 circumstance bonus on all Ride checks. A war megaloceros is trained for war.<br \/><em>Skills:<\/em> A war megaloceros gains a +1 racial bonus on Listen and Spot checks.<\/p>\n\n\t<p>If the knight has enough paladin levels that he has a paladin&#39;s special mount, the character has the option of dismissing his current special mount and replacing it with a war megaloceros special mount. In this case, the warmount functions identically to the paladin&#39;s special mount except for the improved base statistics given above. The character&#39;s paladin levels and Knight of the Iron Glacier levels stack for purposes of determining what sort of bonus Hit Dice, natural armor adjustments, Strength adjustments, base Intelligence, and special abilities the special mount gains.<\/p>\n\n\t<p><strong>Frostfell Awareness (Ex):<\/strong> A Knight of the Iron Glacier trains extensively on how to notice signs of danger in the frostfell, and is quite adept at spotting ambushes and similar danger. Starting at 2nd level, as long as he is in the frostfell, he gains a +2 competence bonus on all Initiative, Listen, and Spot checks. This bonus increases to +4 at 5th level and to +6 at 8th level.<\/p>\n\n\t<p><strong>Rally the Troops (Su):<\/strong> At 4th level, the Knight of the Iron Glacier&#39;s ability to inspire allies has become so potent that his words take on a supernatural divine power. Once per day, the knight may speak to a number of listeners equal to his class level plus his Charisma modifier. He must speak for at least one minute, after which all listeners are filled with hope and bravery. For the next hour, these creatures gain a +2 morale bonus on attack rolls and Will saving throws, and have immunity to fear (magic or otherwise).<\/p>\n\n\t<p><strong>Oath of Wrath (Su):<\/strong> Beginning at 7th level, as a free action, the Knight of the Iron Glacier may select a single opponent within 60 feet and swear an oath to defeat him. For the duration of the encounter, the knight gains a +2 morale bonus on melee attack rolls, weapon damage rolls, saving throws, and skill checks made against the challenged target. This effect ends immediately if the Knight of the Iron Glacier makes an attack or casts a spell targeted at any hostile creature other than the challenged target. Attacks of opportunity and spells cast on allies do not end the effect, nor do area spells such as <em>fireball<\/em> that catch other creatures in the area (as long as the challenged target is included in the area). The Knight of the Iron Glacier can use oath of wrath once per day.<\/p>\n\n\t<p><strong>Overwhelming Odds (Ex):<\/strong> A 10th-level Knight of the Iron Glacier has expelled from his mind and soul the very notion of a hopeless battle; no matter how slight, there is always a chance for victory. Whenever the Knight of the Iron Glacier faces an enemy in combat that has 3 or more Hit Dice or levels than he does, the knight&#39;s faith that he shall prevail grants him damage reduction 3\/&#8212; and a +2 insight bonus to his Armor Class and all saving throws. These benefits apply only against attacks made against the knight from a creature whose levels or Hit Dice exceed the knight&#39;s by 3 or more; if a creature with fewer Hit Dice or levels attacks the knight, he does not receive these benefits.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Warmount <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Frostfell awareness +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Rally the troops <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Frostfell awareness +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Oath of wrath <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Frostfell awareness +6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Overwhelming odds <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Frostburn 62<\/h5>","reference":"Usergen"},{"id":10503,"name":"Primeval","type":"prestige","alignment":"Any nonlawful","hit_die":"10","full_text":"<div topic='titel'><p><h3>Primeval<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonlawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Primevals gain no proficiency with weapons, armor, or shields. (They are proficient with their natural weapons while in primeval form, though.)<\/p>\n\n\t<p><strong>Primeval Form (Su):<\/strong> The primary ability of the primeval is the supernatural ability to assume an alternate form. This functions similarly to the druid&#39;s wild shape ability, except the alternate form chosen must be selected when the character takes his first level of primeval and cannot be changed after that. Each time the character changes form with this ability, he assumes the same form. At 1st level, he may change shape into his primeval form once per day. He can use this ability one additional time each day at 4th level, 7th level, and again at 10th level. This ability functions like the polymorph spell, except as noted here. It lasts for 1 minute per primeval level, or until he changes back. Changing form (into either form) is a standard action and doesn&#39;t provoke attacks of opportunity. The primeval does not assume the animal&#39;s physical ability scores. Instead, he adds the animal&#39;s ability score &#8212;10 (for even scores) or &#8212;11 (for odd scores) to his own ability scores. For example, a primeval with a Strength score of 16 who assumes the form of a dire lion (Strength 25) adds +14 to his normal Strength of 16 to determine his Strength score in his primeval form. Remember, items that enhance the character&#39;s ability scores may be rendered inoperative by his change in form. The primeval loses his ability to speak while in primeval form because he is limited to the sounds that the form can make naturally. The primeval form chosen must be a prehistoric animal of some sort (dinosaur, dire animal, or other creature approved by the DM). The primeval form chosen must have no more than 8 HD and cannot be more than one size category larger than the primeval (so a Small character is limited to Medium animals or smaller, and a Medium character is limited to Large or smaller animals). The primeval form can be from any terrain familiar to the character. Appropriate primeval forms for a frostfell environment from the Monster Manual and this book include the dire lion, dire wolf, dire wolverine, and megaloceros. If the primeval has the wild shape ability from other class levels, he may use wild shape to assume his primeval form. He cannot use his primeval form ability to wild shape, however.<\/p>\n\n\t<p><strong>Animal Empathy (Ex):<\/strong> In any form, the primeval can communicate with animals of his chosen primeval form (or related types). For example, a primeval whose primeval form is a dire wolf may communicate with wolves and dire wolves. He gains a +4 bonus on  charisma-based checks against animals of his chosen primeval form and related animals.<\/p>\n\n\t<p><strong>Regression (Su):<\/strong> As a primeval gains levels, he begins to physically regress into a more primal, feral version of himself. At 2nd level, the primeval reduces his Intelligence and Charisma scores by 1 point (to a minimum of 3) and gains 1 point of Strength, Dexterity, Constitution, and Wisdom. At 5th level, he repeats his regression, losing an additional point of Intelligence and Charisma, and gaining an additional point to the rest of his ability scores. At 8th level, the primeval regresses again, losing a third point of Intelligence and Charisma but gaining a third point to the rest of his ability scores.<\/p>\n\n\t<p><strong>Low-Light Vision (Ex):<\/strong> In any form, the primeval gains low-light vision at 2nd level. He can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. If the primeval already has racial low-light vision, he can instead see four times as far as a human.<\/p>\n\n\t<p><strong>Feral Power (Ex):<\/strong> As the primeval gains levels, his primeval form grows stronger and tougher, as shown below:<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th colspan=1><\/th>\n\t\t\t<th style=text-align:center; colspan=3>Primeval Class Level <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Characteristic <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>6th <\/th>\n\t\t\t<th>9th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Strength <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Dexterity <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Constitution <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Natural armor <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>These bonuses are not cumulative. For example, a 6th-level primeval whose primeval form is a dire lion has Str 29, Dex 17, Con 21, and a natural armor bonus of +8, instead of Str 25, Dex 15, Con 17, and natural armor +4.<\/p>\n\n\t<p><strong>Scent (Ex):<\/strong> At 5th level, the primeval form gains the scent special quality in any form.<\/p>\n\n\t<p><strong>Fast Movement (Ex):<\/strong> As he grows closer to his animal spirit, the primeval becomes quicker in his humanoid form. At 8th level, his base land speed improves by 10 feet. This benefit does not apply if the primeval is wearing heavy armor or carrying a heavy load.<\/p>\n\n\t<p><strong>Primeval Shapechanger (Su):<\/strong> The primeval unites with his animal spirit at 10th level. His type changes to magical beast (shapechanger), which means that he is no longer subject to spells that affect humanoids. In addition, he gains damage reduction 10\/magic in any form. His natural attacks (but not weapon attacks) overcome damage reduction as if they were magic weapons.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Primeval form 1\/day, animal empathy <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Regression 1, low-light vision <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Feral power <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Primeval form 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Regression 2, scent <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Feral power 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Primeval form 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Regression 3, fast movement <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Feral power 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Primeval form 4\/day, primeval shapechanger <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Frostburn 65<\/h5>","reference":"Usergen"},{"id":10504,"name":"Rimefire Witch","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Rimefire Witch<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to cast 1st-level divine spells.<\/p>\n\n\t<p><strong>Patron Deity:<\/strong> Hleid.<\/p>\n\n\t<p><strong>Special:<\/strong> Once a character meets all the requirements listed above, she soon has a vivid dream in which she receives a call from a rimefire eidolon. Once she wakes from the dream, she knows the most direct route to the rimefire eidolon&#39;s iceberg, as if she had cast <a href=\/spells\/players-handbook-v35--6\/discern-location--2497\/><em>discern location<\/em><\/a> to find it. This call does not force the character to answer, but until she travels to the iceberg and accepts the bond of the rimefire eidolon that dwells within, she cannot take any levels of rimefire witch. The journey to the iceberg should be played out as a minor quest, perhaps with some encounters with Iborighu cultists bent on preventing the rise of a new rimefire witch.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Rimefire witches gain proficiency with the trident. The trident is the favored weapon of Hleid, and many rimefire witches choose to wield tridents as well. They gain no other proficiency with weapons, armor, or shields.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: When a new rimefire witch level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spell-casting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a rimefire witch, she must decide to which class she adds the new level for purposes of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Rimefire Bond (Su)<\/strong>: A rimefire witch becomes bonded on a deeply spiritual level with the rimefire eidolon that selected her as its guardian. Both the witch and the eidolon are constantly aware of the other&#39;s location and condition, as if both were under the effects of a <a href=\/spells\/players-handbook-v35--6\/status--2517\/><em>status<\/em><\/a> spell. This is a permanent effect that cannot be dispelled or destroyed. The bond also shores up the mind and will to live of the witch and her eidolon; both gain a +2 morale bonus on all saving throws against mind-affecting and death effects while the other is alive. A rimefire bond is powerful enough that it even extends across planes. If a rimefire witch or her eidolon is killed, this bond is broken. A surviving rimefire witch loses all her supernatural and spell-like abilities granted by this class (but not her spellcasting ability) until she restores the slain eidolon to life and returns it to its iceberg. A surviving eidolon does not lose any of its abilities, and typically waits for a year before sending out a call for a new guardian. If the slain member of the bond is brought back to life within a year of death, the rimefire bond instantly reforges itself despite any physical distance between the two. If more than a year has passed, the rimefire witch does not regain her powers but within a week she is contacted in her dreams by a new rimefire eidolon; once she travels to its iceberg and accepts its bond of rimefire she immediately regains her lost powers.<\/p>\n\n\t<p><strong>Detect Minion of Iborighu (Sp)<\/strong>: A rimefire witch possesses the spell-like ability to detect minions of Iborighu at will. This spell-like ability functions like <a href=\/spells\/players-handbook-v35--6\/detect-evil--2486\/><em>detect evil<\/em><\/a> , except that it detects the presence or absence of devotion to Iborighu in a living creature&#39;s aura and soul. Undetectable alignment can block this ability, as can certain magic items that have similar effects, such as the mantle of hidden faith.<\/p>\n\n\t<p><strong>Rimefire Bolt (Su):<\/strong> At 3rd level, a rimefire witch&#39;s bond with her eidolon becomes powerful enough that she can summon and direct a bolt of rimefire, as long as she is currently in the boundaries of a frostfell. Summoning and directing a rimefire bolt is a standard action. Rimefire bolts have a range of 30 feet and attack as ranged touch attacks, dealing damage equal to 1d6 + the witch&#39;s Charisma modifier. Half this damage is cold damage and half is fire damage; for more information on rimefire, see page 17. At 6th level, a rimefire witch deals cold damage equal to 2d6 + her Charisma modifier with her rimefire bolt. At 9th level, a rimefire witch deals cold damage equal to 3d6 + her Charisma modifier with her rimefire bolt.<\/p>\n\n\t<p><strong>Ice Skate (Sp):<\/strong> At 4th level, a rimefire witch gains the ability to use <a href=\/spells\/frostburn--68\/ice-skate--1316\/><em>ice skate<\/em><\/a> as a spell-like ability. She can use this ability a number of times each day equal to her Charisma modifier (minimum of once per day), at a caster level equal to her rimefire witch level.<\/p>\n\n\t<p><strong>Word of Recall (Sp):<\/strong> At 7th level, a rimefire witch gains the ability to use <a href=\/spells\/players-handbook-v35--6\/word-of-recall--2473\/><em>word of recall<\/em><\/a> as a spell-like ability. She can use this ability once per day, and it always recalls her to the chamber of her bonded rimefire eidolon.<\/p>\n\n\t<p><strong>Iceberg (Sp):<\/strong> At 10th level, a rimefire witch gains the ability to use <a href=\/spells\/frostburn--68\/iceberg--1274\/><em>iceberg<\/em><\/a> as a spell-like ability. She can use this ability once per day, at a caster level equal to her rimefire witch level.<\/p>\n\n\t<p><strong>Rimefire Apotheosis (Su):<\/strong> Upon achieving 10th level, a rimefire witch undergoes a dramatic transformation as the bond with her eidolon physically changes her into a fey creature. Her type immediately changes to fey, and she can no longer be affected by effects that target her old type; she does become susceptible to attacks and effects that harm or aid fey. She gains low-light vision, damage reduction 5\/cold iron, and a +2 racial bonus to her Charisma score as her skin and hair become light blue or white in color. Once she undergoes rimefire apotheosis, the death of her bonded eidolon does not cause the loss of her supernatural or spellcasting abilities.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Rimefire bond, <em>detect minion of Iborighu<\/em> <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Rimefire bolt (1d6) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Ice skate<\/em> <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Rimefire bolt (2d6) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <em>Word of recall<\/em> <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Rimefire bolt (3d6) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> <em>Iceberg<\/em>, rimefire apotheosis <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Frostburn 67<\/h5>","reference":"Usergen"},{"id":10505,"name":"Stormsinger","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Stormsinger<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: The stormsinger must have the bardic music class ability.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Stormsingers gain no proficiency with any weapon, armor, or shields.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known:<\/strong> At each stormsinger level, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a stormsinger, she must decide to which class she adds the new level for purposes of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Bardic Music:<\/strong> A stormsinger&#39;s class level stacks with any levels of bard she has for purposes of determining the number of times per day she may use bardic music. Many of the stormsinger&#39;s high-level abilities require her to use bardic music as well. When a stormsinger uses her bardic music ability to create a stormsong effect (see below), it counts as one (or more) uses of her bardic music for the day.<\/p>\n\n\t<p><strong>Stormsong:<\/strong> The stormsinger can use her bardic music ability to create various storm-related effects in addition to the normal uses of bardic music. Additionally, the stormsinger can detect the approach of a natural storm 24 hours in advance of it reaching the character&#39;s current location.<\/p>\n\n\t<p><em>Gust of Wind (Sp)<\/em>: A stormsinger of 1st level or higher with 9 or more ranks in Perform (sing) can use bardic music to generate a &quot;<em>gust of wind<\/em>&quot;: \/spells\/players-handbook-v35&#8212;6\/gust-of-wind&#8212;2618\/, as the spell of the same name. Her caster level is equal to her ranks in Perform (sing), with a maximum caster level of 20th.<\/p>\n\n\t<p><em>Thunderstrike (Su)<\/em>: At 3rd level, a stormsinger with 11 or more ranks in Perform (sing) can use bardic music to unleash a deadly thunderbolt. The bolt can be targeted at any one creature within 60 feet, and the stormsinger must make a successful ranged touch attack to hit the target. If she hits, the stormsinger then makes a Perform (sing) check; the result indicates how much electricity damage the thunderbolt deals. A Reflex save (DC 10 + stormsinger&#39;s class level + Cha modifier) halves the damage. If the creature fails its Ref lex save, it must make a Fortitude save (same DC) or be deafened for a number of rounds equal to the damage dealt.<\/p>\n\n\t<p><em>Control Winds (Sp)<\/em>: At 5th level, a stormsinger with 13 or more ranks in Perform (sing) can use bardic music to cast &quot;<em>control winds<\/em>&quot;: \/spells\/players-handbook-v35&#8212;6\/control-winds&#8212;2798\/. This functions like the spell of the same name, except that the duration of the effect is concentration plus 3 rounds, and the save DC is 10 + the stormsinger&#39;s class level + Charisma modifier. The stormsinger&#39;s caster level is equal to her ranks in Perform (sing), with a maximum caster level of 20th.<\/p>\n\n\t<p><em>Winter&#39;s Ballad (Su)<\/em>: At 7th level, a stormsinger with 15 or more ranks in Perform (sing) can use bardic music to cast &quot;<em>control weather<\/em>&quot;: \/spells\/players-handbook-v35&#8212;6\/control-weather&#8212;2797\/. This functions like the spell of the same name, except that the duration of the effect is concentration plus 1d6 hours. The stormsinger&#39;s caster level is equal to her ranks in Perform (sing), with a maximum caster level of 20th.<\/p>\n\n\t<p><em>Great Thunderstrike (Su)<\/em>: At 9th level, a stormsinger with 17 or more ranks in Perform (sing) can use bardic music to unleash a terrible stroke of lightning, followed by a deafening clap of thunder. The great thunderstrike affects a line 60 feet long from the stormsinger. The stormsinger makes a Perform (sing) check; the result indicates how much electricity damage the great thunderstrike deals. A Reflex save (DC 10 + stormsinger&#39;s class level + Cha modifier) halves the damage. If a creature fails its Reflex save, it must make a Fortitude save (same DC) or take an additional 2d6 points of sonic damage and be permanently deafened. The great thunderstrike is very strenuous, and uses up two of the stormsinger&#39;s bardic music uses for the day.<\/p>\n\n\t<p><em>Storm of Vengeance (Sp)<\/em>: At 10th level, a stormsinger with 18 or more ranks in Perform (sing) can use bardic music to cause a &quot;<em>storm of vengeance<\/em>&quot;: \/spells\/players-handbook-v35&#8212;6\/storm-of-vengeance&#8212;2439\/ , as the spell of the same name (DC 10 + stormsinger&#39;s class level + Cha modifier). Her caster level is equal to her ranks in Perform (sing), with a maximum caster level of 25th. This potent ability is quite exhausting to use; each time it is activated, the stormsinger uses four of her bardic music uses for the day.<\/p>\n\n\t<p><strong>Stormpower (Ex):<\/strong> At 2nd level, a stormsinger gains a +2 bonus on Perform (sing) checks made to use her stormsong powers and adds a +2 bonus to her caster level with stormsong powers when the temperature is cold or colder (40\u00b0 F or lower) or when she is in a storm. For information on storms, see Table 3&#8212;24: Wind Effects, page 95 of the <em>Dungeon Master&#39;s Guide<\/em>.<\/p>\n\n\t<p><strong>Resistance to Electricity (Ex):<\/strong> At 4th level, a stormsinger gains resistance to electricity 5. This increases to resistance to electricity 10 at 6th level, and resistance to electricity 15 at 8th level.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bardic music, stormsong (<em>gust of wind<\/em>) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Stormpower <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Stormsong (thunderstrike) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Resistance to electricity 5 <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Stormsong (<em>control winds<\/em>) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Resistance to electricity 10 <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Stormsong (winter&#39;s ballad) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Resistance to electricity 15 <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Stormsong (great thunderstrike) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Stormsong (<em>storm of vengeance<\/em>) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Frostburn 70<\/h5>","reference":"Usergen"},{"id":10506,"name":"Winterhaunt of Iborighu","type":"prestige","alignment":"Chaotic neutral, chaotic evil, or neutral evil","hit_die":"8","full_text":"<div topic='titel'><p><h3>Winterhaunt of Iborighu<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Chaotic neutral, chaotic evil, or neutral evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to cast 1st-level divine spells.<\/p>\n\n\t<p><strong>Patron Deity<\/strong>: Iborighu.<\/p>\n\n\t<p><strong>Special<\/strong>: The character must successfully create an iceheart. This can be either a minor iceheart or a major iceheart; most prospective cultists opt to create a minor iceheart, naturally. The iceheart, once created, serves as the winterhaunt&#39;s badge of office in the cult; if it is lost or destroyed, he must replace it with a new one within a week. Failure to do so results in the loss of all spellcasting and supernatural abilities granted by this prestige class. Regaining these abilities is possible only if the winterhaunt gains a new iceheart and then receives an atonement spell.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Winterhaunts of Iborighu gain proficiency with all simple weapons, as well as proficiency with the scythe (the favored weapon of Iborighu). Winterhaunts are proficient with light armor, but not shields.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: When a new winterhaunt level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class she belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a winterhaunt, he must decide to which class he adds the new level for purposes of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Cloak ofWinter&#39;s Chill (Su)<\/strong>: As a free action, a winterhaunt can shroud himself in a sphere of cold a number of times per day equal to 3 + his Charisma modifier. This cloak of winter&#39;s chill lasts for a number of rounds equal to the winterhaunt&#39;s class level + his Charisma modifier. While cloaked in winter&#39;s chill, the winterhaunt gleams with a frosty radiance that is both alluring and terrifying. He gains a +2 profane bonus on Will saving throws and all Charisma-based checks, including all Charisma-based skills and rebuke or command undead checks.<\/p>\n\n\t<p><strong>Resistance to Cold (Ex)<\/strong>: A winterhaunt gains resistance to cold 5 at 2nd level. This increases to resistance to cold 10 at 5th level. This resistance to cold granted to this ability stacks with a character&#39;s natural cold resistance, if any.<\/p>\n\n\t<p><strong>Frozen Skin (Su)<\/strong>: At 3rd level, the winterhaunt&#39;s skin becomes as hard (and cold) as frozen flesh, while retaining its flexibility. His skin appears to be coated with a fine layer of frost, and flecks of snow seem to float from his flesh at times. He gains a +2 natural armor bonus to his Armor Class, which increases to +4 while he is cloaked in his winter&#39;s chill ability.<\/p>\n\n\t<p><strong>Coldstrike (Su)<\/strong>: Starting at 4th level, every time a winter haunt deals cold damage with a spell, spell-like ability, or supernatural ability (including an uldra&#39;s icy touch or a white dragon&#39;s breath weapon), he deals an additional 1d6 points of cold damage. Magic weapons that deal cold damage (such as frost weapons) do not trigger this additional cold damage, since the source of the cold damage is the weapon itself, not the winterhaunt. The winterhaunt&#39;s coldstrike damage increases to +2d6 points of cold damage at 8th level. When his cloak of winter&#39;s chill is active, he adds an additional 1d6 points of damage with his coldstrike ability (to a total of +2d6 at 4th level and +3d6 at 8th level).<\/p>\n\n\t<p><strong>Constant Piercing Cold (Su)<\/strong>: At 6th level, all spells with the cold descriptor cast by the winterhaunt are automatically enhanced by the Piercing Cold feat, with no change to the spell&#39;s actual level.<\/p>\n\n\t<p><strong>Cold Subtype (Ex)<\/strong>: At 7th level, the winterhaunt gains the cold subtype. He gains immunity to cold, but also has a vulnerability to fire, which means he takes half again as much (+50%) damage as normal from fire, regardless of whether or not a saving throw is allowed, or if the save is a success or a failure.<\/p>\n\n\t<p><strong>Summon the Entombed (Sp)<\/strong>: At 9th level, a winterhaunt gains the spell-like ability to summon one of the entombed to do his bidding. Treat this as a <em>summon monster IX<\/em> spell, except that the winterhaunt can only summon entombed with it. The caster level of this ability is equal to the winterhaunt&#39;s class level plus his Charisma modifier. The winterhaunt may use this spell-like ability once per day. For more information on entombed, see page 128.<\/p>\n\n\t<p><strong>Wintry Apotheosis (Su)<\/strong>: At 10th level, the winterhaunt undergoes a powerful and unholy transformation as his flesh and bones become consumed by the frozen wrath of Iborighu, only to be replaced by snowy flesh and icy bones. The winterhaunt has become a powerful supernatural servant of Iborighu. Once this apotheosis takes place, the winterhaunt&#39;s type changes to elemental, and he gains the evil subtype. As a being composed of living, profane ice and snow, he is immune to poison, sleep effects, paralysis, and stunning. He is also not subject to extra damage from critical hits or flanking. The winter haunt cannot be <em>raised<\/em>, <em>reincarnated<\/em> or <em>resurrected<\/em> (though a <em>limited wish<\/em>, <em>wish<\/em>, <em>miracle<\/em>, or <em>true resurrection<\/em> spell can restore life). The winterhaunt also gains dark vision out to 60 feet. The winterhaunt&#39;s natural weapons, as well as any weapons he wields, are treated as evil-aligned for the purpose of overcoming damage reduction.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Cloak of winter&#39;s chill <\/td>\n\t\t\t<td> +1 spell of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Resistance to cold 5 <\/td>\n\t\t\t<td> +1 spell of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Frozen skin <\/td>\n\t\t\t<td> +1 spell of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Coldstrike +1d6 <\/td>\n\t\t\t<td> +1 spell of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Resistance to cold 10 <\/td>\n\t\t\t<td> +1 spell of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Constant Piercing Cold <\/td>\n\t\t\t<td> +1 spell of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Cold subtype <\/td>\n\t\t\t<td> +1 spell of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Coldstrike +2d6 <\/td>\n\t\t\t<td> +1 spell of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <em>Summon the entombed<\/em> <\/td>\n\t\t\t<td> +1 spell of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Wintry apotheosis <\/td>\n\t\t\t<td> +1 spell of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Frostburn 72<\/h5>","reference":"Usergen"},{"id":10507,"name":"Arcane Devotee","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Arcane Devotee<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>Spellcasting: Ability to cast 4th-level arcane spells.<br \/>Patron Deity: And arcane devotee must have a patron deity, and it must be the deity of which she is a devotee.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>Weapon and Armor Proficiency: Arcane devotees gain no proficiency in any weapon or armor.<\/p>\n\n\t<p>Spells per Day: An arcane devotee&#39;s training focuses on arcane spells. Thus, when a new arcane devotee level is gained, the character gains new spells per day as if he had also gained a level in whatever arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or feats, bard or assassin abilities, and so on). This essentially means that he adds the level of arcane devotee to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly.<\/p>\n\n\t<p>If a character had more than one arcane spellcasting class before he became and arcane devotee, he must decide which class he adds each level of arcane devotee for the purpose of determining spells per day.<\/p>\n\n\t<p>Enlarge Spell: The arcane devotee may cast a spell as if it were under the effects of the Enlarge Spell feat. He does not need to prepare this spell in advance, and it does not increase the casting time or use a higher spell slot. This ability can be used a number of times per day equal to 1 + The arcane devotee&#39;s Charisma bonus (minimum of once per day).<\/p>\n\n\t<p>Sacred Defense: Add this value (+1 at 2nd level, +2 at 4th level) to the arcane devotee&#39;s saving throws against divine spells, as well as the spell-like and supernatural abilities of outsiders.<\/p>\n\n\t<p>Alignment Focus: A 2nd-level arcane devotee chooses one component of his deity&#39;s alignment. He now casts spells of that alignment at a +1 caster level. If his deity is neutral, he chooses one component of his alignment for this focus. If the arcane devotee and his deity are neutral, the character chooses chaos, evil, good, or law for his focus.<\/p>\n\n\t<p>Bonus Feat: At 3rd level, an arcane devotee can choose any one item creation feat or any feat from the following list: Spell focus, Greater Spell Focus, Spell Penetration, Greater Spell Penetration, Improved Counterspell, Magical Artisan, or Shadow Weave Magic (devotees of Shar only)<\/p>\n\n\t<p>Divine Shroud (Su): Once per day, a 5th level arcane devotee may surround himself with a shroud of glowing divine power that protects him against enemy spells. The shroud is of a color appropriate to the arcane devotee&#39;s patron&#39;s alignment: constant blue for law, shimmering white for good, wavering black for evil, or flickering yellow for chaos. The shroud grants spell resistance of 12 + the character&#39;s caster level as if he were under the effects of a spell resistance spell. This ability can be invoked as a free action and lasts a number of rounds equal to the arcane devotee&#39;s Charisma bonus + 5.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Enlarge Spell <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sacred Defense +1, alignment focus <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Sacred Defense +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Divine Shroud <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Forgotten Realms Campaign Setting 40<\/h5>","reference":"Usergen"},{"id":10508,"name":"Archmage","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Archmage<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Forgotten Realms Campaign Setting 41<\/h5>","reference":"Usergen"},{"id":10509,"name":"Divine Champion","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Divine Champion<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Forgotten Realms Campaign Setting 42<\/h5>","reference":"Usergen"},{"id":10510,"name":"Divine Disciple","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Divine Disciple<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Forgotten Realms Campaign Setting 43<\/h5>","reference":"Usergen"},{"id":10511,"name":"Divine Seeker","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Divine Seeker<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Forgotten Realms Campaign Setting 44<\/h5>","reference":"Usergen"},{"id":10512,"name":"Guild Thief","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Guild Thief<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Forgotten Realms Campaign Setting 45<\/h5>","reference":"Usergen"},{"id":10513,"name":"Harper Scout","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Harper Scout<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Forgotten Realms Campaign Setting 46<\/h5>","reference":"Usergen"},{"id":10514,"name":"Hathran","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Hathran<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Forgotten Realms Campaign Setting 47<\/h5>","reference":"Usergen"},{"id":10515,"name":"Hierophant","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Hierophant<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Forgotten Realms Campaign Setting 48<\/h5>","reference":"Usergen"},{"id":10516,"name":"Purple Dragon Knight","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Purple Dragon Knight<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Forgotten Realms Campaign Setting 49<\/h5>","reference":"Usergen"},{"id":10517,"name":"Red Wizard","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Red Wizard<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Forgotten Realms Campaign Setting 50<\/h5>","reference":"Usergen"},{"id":10518,"name":"Runecaster","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Runecaster<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Forgotten Realms Campaign Setting 51<\/h5>","reference":"Usergen"},{"id":10519,"name":"Shadow Adept","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Shadow Adept<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Forgotten Realms Campaign Setting 52<\/h5>","reference":"Usergen"},{"id":10520,"name":"Arboreal Guardian","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Arboreal Guardian<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Ghostwalk 19<\/h5>","reference":"Usergen"},{"id":10521,"name":"Bone Collector","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Bone Collector<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Ghostwalk 21<\/h5>","reference":"Usergen"},{"id":10522,"name":"Deathwarden Chanter","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Deathwarden Chanter<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Ghostwalk 23<\/h5>","reference":"Usergen"},{"id":10523,"name":"Ghost Slayer","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Ghost Slayer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Ghostwalk 26<\/h5>","reference":"Usergen"},{"id":10524,"name":"Combat Medic","type":"prestige","alignment":"Any nonevil","hit_die":"6","full_text":"<div topic='titel'><p><h3>Combat Medic<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonevil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>Spells: Ability to cast <a href=\/spells\/players-handbook-v35--6\/cure-light-wounds--2380\/>cure light wounds<\/a>.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: As you attain more levels, you continue your training in your chosen spellcasting field. You get new spells per day, spells known, and an increase in caster level as if you had also gained a level in any one spellcasting class that includes cure light wounds on its spell list, provided you belonged to that class previously. You do not, however, gain any other class feature a character of that class would have gained. This essentially means that you add the level of combat medic to the level of whatever eligible spellcasting class you have, and then determine spells per day and caster levels accordingly.<\/p>\n\n\t<p>If you had more than one eligible spellcasting class before becoming a combat medic, you must decide to which class you add each level of combat medic for the purposes of determining spells per day, spells known, and caster level.<\/p>\n\n\t<p><strong>Healing Kicker (Su)<\/strong>: You hate to see your careful work ruined by an attack made right afterward. Thus, you can choose to add a short-term protective effect to your healing spells, allowing a healed target to more easily survive the rigors of combat.<\/p>\n\n\t<p>Whenever you cast a conjuration (healing) spell on an ally, you can choose to imbue the spell with a secondary effect as described below. You can use this ability once per round, up to a total number of times per day equal to your class level + your Wisdom modifier (minimum once per day). In each case, the secondary effect lasts for 1 round unless otherwise noted. Only one secondary effect can be imbued into any single spell. You can&#39;t apply this secondary benefit to yourself.<\/p>\n\n\t<p>At 1st level, you can imbue a healing spell with a sanctuary effect (as the spell). The Will save DC to overcome this effect is equal to 15 + class level + Wisdom modifier.<\/p>\n\n\t<p>At 3rd level, you can grant the target of your healing spell a competence bonus on Reflex saves equal to your class level.<\/p>\n\n\t<p>At 5th level, you can imbue a healing spell with a maximized aid effect (as the spell, but the quantity of temporary hit points granted is equal to 8 + your class level). This effect lasts for 1 minute or until the temporary hit points are depleted, whichever comes first.<\/p>\n\n\t<p><strong>Defensive Casting (Ex)<\/strong>: Starting at 2nd level, you are capable of spellcasting even under the most dangerous circumstances. You gain a competence bonus equal to your class level on Concentration checks made to cast spells defensively.<\/p>\n\n\t<p><strong>Field Healer (Ex)<\/strong>: At 2nd level, you become adept at administering first aid quickly and while under duress. You can make a Heal check to provide first aid as a move action (rather than a standard action) and can take 10 on such checks even when stress or distraction would normally prevent you from doing so.<\/p>\n\n\t<p><strong>Mobility<\/strong>: You frequently find it necessary to dive into a pitched melee in order to heal a comrade. As a result, you gain Mobility as a bonus feat at 3rd level.<\/p>\n\n\t<p><strong>Evasion (Ex)<\/strong>: Beginning at 4th level, you can avoid damage from certain attacks with a successful Reflex save. See the monk class feature, page 41 of the Player&#39;s Handbook.<\/p>\n\n\t<p><strong>Spontaneous Heal<\/strong>: At 5th level, you gain the ability to &quot;lose&quot; any prepared spell or spell slot of 6th level or higher in order to cast heal, even if that spell is not normally on your spell list. If you do not have the ability to cast 6th-level spells, you can&#39;t use this class feature. This ability otherwise functions identically to the cleric&#39;s spontaneous casting class feature (see page 32 of the Player&#39;s Handbook).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Healing kicker (sanctuary) <\/td>\n\t\t\t<td> +1 level of existing eligible spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Defensive casting, field healer <\/td>\n\t\t\t<td> +1 level of existing eligible spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Healing kicker (Reflex saves), Mobility <\/td>\n\t\t\t<td> +1 level of existing eligible spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Evasion <\/td>\n\t\t\t<td> +1 level of existing eligible spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Healing kicker (aid), spontaneous heal <\/td>\n\t\t\t<td> +1 level of existing eligible spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Heroes of Battle 99<\/h5>","reference":"Usergen"},{"id":10525,"name":"Dread Commando","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Dread Commando<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Sudden Strike (Ex)<\/strong>: If you can catch an opponent when she is unable to defend herself effectively from your attack, you can strike a vital spot for extra damage. Whenever your target is denied her Dexterity bonus to AC against your attack (whether the target actually has a Dexterity bonus to Armor Class or not), you deal an extra 1d6 points of damage with your attack. The extra damage increases to 2d6 at 3rd level and to 3d6 at 5th level.<\/p>\n\n\t<p>Ranged attacks count as sudden strikes only if the target is within 30 feet; you can&#39;t strike with deadly accuracy from beyond this range.<\/p>\n\n\t<p>You can only use sudden strike against living creatures with discernible anatomies&#8212;undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to extra damage from critical hits is not vulnerable to sudden strike damage. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot make a sudden strike while striking a creature with concealment or striking the limbs of a creature whose vitals are out of reach.<\/p>\n\n\t<p>You can&#39;t use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don&#39;t deal extra damage when used as part of a sudden strike.<\/p>\n\n\t<p>The extra damage from the sudden strike ability stacks with extra damage from a sneak attack whenever both would apply to the same target.<\/p>\n\n\t<p><strong>Team Initiative Bonus (Ex)<\/strong>: You are skilled at keeping a team organized and ready for danger. All allies within 30 feet who can see you (including yourself) gain a competence bonus on initiative checks equal to your class level.<\/p>\n\n\t<p><strong>Armored Ease (Ex)<\/strong>: You learn to adapt your movements to the restrictive nature of armor. Beginning at 2nd level, you reduce the armor check penalty of any armor with which you are proficient by 2 (to a minimum of 0). At 4th level, this reduction increases to 4 points (to a minimum of 0).<\/p>\n\n\t<p><strong>Stealthy Movement (Ex)<\/strong>: You learn to remain quiet and hidden even while mobile. Beginning at 4th level, you take no penalty on Hide or Move Silently checks while moving at up to your normal speed, and you take only a &#8212;10 penalty on Hide and Move Silently checks when running or charging (instead of the usual &#8212;20).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Sudden strike +1d6, team initiative bonus <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Armored ease 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sudden strike + 2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Armored ease 4, stealthy movement <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sudden strike +3d6 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Heroes of Battle 103<\/h5>","reference":"Usergen"},{"id":10526,"name":"Legendary Leader","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Legendary Leader<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Base Leadership score of 7 or higher.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Fearless (Ex)<\/strong>: Because of their supreme confidence in their own abilities, legendary leaders are not subject to effects that would shake others&#39; resolve. When you enter this class, you become immune to fear effects.<\/p>\n\n\t<p><strong>Hero&#39;s Luck (Ex)<\/strong>: Upon becoming a legendary leader, you gain a +1 luck bonus on all saving throws. This bonus improves to +2 at 3rd level and to +3 at 5th level.<\/p>\n\n\t<p><strong>Natural Commander (Ex)<\/strong>: As a legendary leader, your commander rating equals your class level (unless your rank would normally grant you a higher commander rating). See page 75 for information on commander ratings.<\/p>\n\n\t<p><strong>Legendary Reputation (Ex)<\/strong>: As you advance in the prestige class, tales of your exploits begin to circulate. When people match your face with your reputation, they are more likely to be friendly toward you. You add your class level to any Diplomacy check you make to influence the attitude of any <span class=caps>NPC<\/span> who is not already unfriendly or hostile.<\/p>\n\n\t<p><strong>Greater Command (Sp)<\/strong>: Beginning at 2nd level, you can focus your powers of persuasion to use greater command (as the spell) once per day (save DC 16 + Cha modifier). At 4th level and higher, you can use this ability twice per day.<\/p>\n\n\t<p><strong>Quick Rally (Ex)<\/strong>: Starting at 2nd level, you can perform a rally check (see page 73) as a free action once per round.<\/p>\n\n\t<p><strong>Bonus Feat<\/strong>: At 3rd level, you gain a bonus feat from among the feats with the leader type (see page 96). You must meet the normal prerequisites for the feat.<\/p>\n\n\t<p><strong>Heroic Success (Ex)<\/strong>: When you reach 4th level, your deeds become truly legendary, and you demonstrate your ability to beat the odds even when the situation looks bleak. Once per day, you can choose to automatically succeed on a single saving throw instead of rolling the dice.<\/p>\n\n\t<p><strong>Additional Commander Aura (Ex)<\/strong>: At 5th level, you can select a secondary commander aura, which can be any commander aura for which you qualify (see page 75 for more information on commander auras). Your followers benefit from both commander aura effects, though any bonuses granted follow the normal rules for stacking. If you further increase your commander rating at another time and choose to gain a new commander aura, you can replace either of your existing commander auras.<\/p>\n\n\t<p><strong>To Hell and Back (Ex)<\/strong>: Your followers will accompany you to the ends of the world, and beyond. When you reach 5th level, any followers or cohorts gained from your Leadership feat are immune to fear effects (including morale checks) when they have line of sight to you.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Fearless, hero&#39;s luck +1, natural commander, legendary reputation <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Greater command 1\/day, quick rally <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus feat, hero&#39;s luck +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Greater command 2\/day, heroic success <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Additional commander aura, hero&#39;s luck +3, to hell and back <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Heroes of Battle 107<\/h5>","reference":"Usergen"},{"id":10527,"name":"War Weaver","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>War Weaver<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Ability to cast 3rd-level arcane spells<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Eldritch Tapestry (Su)<\/strong>: Upon entering the class, you gain an understanding of the rudiments of the war weaver&#39;s craft. You can thread together unseen strands of life force to connect willing allies in a magically resonant network known as an eldritch tapestry. Doing so takes 10 minutes and requires a DC 15 Craft (weaving) check. (Most war weavers take 10 on the check.) When you weave an eldritch tapestry, you can connect a number of allies equal to your bonus in your arcane spellcasting ability score (Intelligence for wizards, Charisma for sorcerers and bards). Creatures must be within line of sight to have their life force woven into an eldritch tapestry, and they must be living creatures. An eldritch tapestry lasts for 24 hours or until you weave a new one. You&#39;re always connected to your own eldritch tapestry, and you don&#39;t count against the limit of allies that can be connected.<\/p>\n\n\t<p>Once you have woven an eldritch tapestry, you can send your spells across the life-force strands to your allies. Although you cast but a single spell, you can have it affect every creature in your eldritch tapestry as if the group were a single creature. The maximum level of spell you can cast into an eldritch tapestry is equal to your class level. For example, a 5th-level wizard\/2nd-level war weaver with an Intelligence of 16 could cast a 2nd-level spell such as bull&#39;s strength and have it affect herself and the three allies connected to her eldritch tapestry. Each of the four characters would gain a +4 enhancement bonus to Strength&#8212;at the cost of a single spell, not four separate castings.<\/p>\n\n\t<p>Only spells with the &quot;harmless&quot; designation in their saving throw entry or ones requiring willing targets can be cast into an eldritch tapestry. In addition, spells with a range of personal cannot be cast through an eldritch tapestry. If a spell has a costly material component or an XP cost, you must expend one casting&#39;s worth of the material component or pay the XP cost for each creature targeted by the spell (including yourself). For example, sharing a stoneskin spell with four allies requires the expenditure of diamond dust worth a total of 1,250 gp.<\/p>\n\n\t<p>An eldritch tapestry doesn&#39;t change the range of a spell. To cast bull&#39;s strength, for example, you must touch all your allies. You can touch as many willing targets as you can reach as part of the casting, but all targets must be touched in the same round you finish casting the spell. You can exclude specific creatures connected to an eldritch tapestry from a spell if you like.<\/p>\n\n\t<p>If the spell requires decision-making on your part, you must make the same decision for everyone the spell is meant to affect. For instance, if you cast protection from energy through the eldritch tapestry, you must choose the same energy type for everyone affected by the spell.<\/p>\n\n\t<p>An eldritch tapestry doesn&#39;t allow your spells to affect illegal targets. You can&#39;t affect objects with spells cast into your eldritch tapestry, even if those objects are held by your allies (for instance, you can&#39;t use eldritch tapestry to deliver a greater magic weapon spell).<\/p>\n\n\t<p><strong>Quiescent Weaving (Su)<\/strong>: Beginning at 2nd level, you can weave a single spell into your eldritch tapestry for later use. For each level you gain beyond 2nd, you can store one additional spell as a quiescent weaving in your eldritch tapestry. The maximum level of spell that you can weave into your eldritch tapestry with this ability is equal to your class level.<\/p>\n\n\t<p>Quiescent weaving enables you to prepare beneficial spells you know your allies will need in a crisis. You can release the quiescent spells right away at the beginning of a fight, then commence with more offensive spellcasting.<\/p>\n\n\t<p>To make a quiescent weave, you must designate the eldritch tapestry as the target for the spell as you cast it (regardless of what the spell&#39;s normal target is). The spell is now woven into the eldritch tapestry in a dormant state; it doesn&#39;t use up its duration or affect targets in any way.<\/p>\n\n\t<p>As a move action, you can release all the spells in your quiescent weaving. They immediately and instantaneously take effect in the order they were cast. The same restrictions apply to a quiescent weaving that apply to any other spell woven into an eldritch tapestry (they must be &quot;harmless,&quot; cannot have a range of personal, and require separate expenditures of material components or XP for each target). The quiescent spells affect only legal targets at the time you release them. For example, if you have bull&#39;s strength and protection from energy in your eldritch tapestry as quiescent weavings, you still have to touch your allies during the move action to target them with the spells.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: At each level other than 1st level, you gain new spells per day (and spells known, if applicable) and an increase in caster level as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other class feature a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a war weaver, you must decide to which class to add each level for the purpose of determining spells per day, spells known, and caster level.<\/p>\n\n\t<p><strong>Enlarged Tapestry (Su)<\/strong>: At 5th level, you can stretch your magic across your eldritch tapestry beyond normal distances. Spells you cast through an eldritch tapestry have their range category increased: touch spells become close range, close-range spells become medium range, and medium-range spells become long range. Long-range spells and spells with fixed ranges are unaffected.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Eldritch tapestry <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Quiescent weaving 1 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Quiescent weaving 2 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Quiescent weaving 3 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Enlarged tapestry, quiescent weaving 4 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Heroes of Battle 112<\/h5>","reference":"Usergen"},{"id":10528,"name":"Corrupt Avenger","type":"prestige","alignment":"","hit_die":"12","full_text":"<div topic='titel'><p><h3>Corrupt Avenger<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 12.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Alignment:<\/strong> Non-evil<br \/><strong>Taint:<\/strong> Moderate corruption<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>Your thirst for vengeance drives you. Combined with your willing embrace of the taint you acquire in pursuit of your goal, it also powers your abilities, from the fury that fi lls you when you battle your  foes to the spells you cast.<\/p>\n\n\t<p><strong>Spellcasting:<\/strong> You have the ability to cast a small number of arcane spells. To cast a corrupt  avenger spell, you must have a corruption score equal to or greater than the spell&#39;s level. Bonus  spells are based on a number equal to 10 + your corruption score, and saving throws against these  spells have a DC of 10 + spell level + your Charisma modifier. When you  get 0 spells per day of a  given level, you gain only any bonus spells you would be entitled to based on your corruption score.  You prepare and cast spells just as a wizard does; your spell list appears below. You can also prepare  and cast corrupt spells (see page 125).<\/p>\n\n\t<p>You record your corrupt avenger spells in a spellbook, just as a wizard does. At 1st level, your  spellbook contains two 1st-level spells of your choice, selected from the corrupt avenger spell list on  page 90. At each new corrupt avenger level, you gain two new spells of any spell level or levels that  you can cast (based on your new corrupt avenger level) for your spellbook. At any time, you can also add spells found in other corrupt avengers&#39; spellbooks to your own, and you can also add spells from  another character&#39;s spellbook (such as a wizard&#39;s or a wu jen&#39;s book) to your own as long as those  spells appear on your class spell list.<\/p>\n\n\t<p><strong>Armored Casting:<\/strong> Because the somatic components required for corrupt avenger spells are simple,  you can cast corrupt avenger spells while wearing light armor without incurring the normal arcane  spell failure chance. However, wearing medium or heavy armor, or using a shield, imposes the normal chance of spell failure if the spell in question has a somatic component (most do). Wearing even light  armor still imposes the normal arcane spell failure chance for arcane spells derived from other classes. <\/p>\n\n\t<p><strong>Detect Sworn Foe (Sp):<\/strong> You have the spell-like ability to detect the presence of your sworn foe.  This ability is similar to the detect evil spell (see page 218 of the Player&#39;s Handbook) in range, area,  and duration. In the first round of concentration, you can ascertain the presence of a sworn foe within  the area. In the second round, you can determine the number of foes in the area and the power of the  strongest one (as per the detect evil spell). In the third round, you can determine the strength  and location of each foe. <\/p>\n\n\t<p><strong>Sworn Foe (Ex):<\/strong> At 1st level, you must choose a specific kind of monster or an organization as your  sworn foe. This cannot be a broad category such as aberrations but must be a single creature  type, like bugbears. You gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks relating to your sworn foe. This bonus increases to +4 at 4th level, to +6 at 7th level, and to +8 at  10th level. Unlike a ranger&#39;s attack against a favored enemy, you do not gain a bonus on damage  rolls against your sworn foe. Instead, whenever you face your sworn foe in combat, you enter a  ragelike fury. You gain a +2 bonus to your Strength and Constitution scores. This fury lasts for a  number of rounds equal to your corruption score, or until none of your sworn foes remain within sight  (or within 60 feet if they are invisible or otherwise hidden from your sight). At the conclusion of your  fury, you must make a Fortitude save with a DC equal to 15 + 1 per round that you were in your  frenzy. If you fail this save, your corruption score increases by 1. <\/p>\n\n\t<p><strong>Taint Suppression:<\/strong> While you are likely to accumulate high corruption and depravity scores over the  course of your career, this taint is not immediately obvious to onlookers. Your depravity  manifests in the normal range of mental symptoms, but you can replace any physical symptom of corruption with the internal corruption symptom. If you enter a tainted area, your corruption  immediately manifests externally, and you regain the physical symptoms you exchanged for internal  corruption. These physical symptoms disappear 1d4 days after you leave a tainted area. It is  otherwise impossible to tell, based on your external appearance, that you carry corruption. <\/p>\n\n\t<p><strong>Tainted Strike (Ex):<\/strong> Beginning at 2nd level, you can infuse a melee attack with the power of your  taint, adding 1\/2 your class level to the damage you deal with the attack. If you strike a creature  immune to the effects of taint (such as an undead creature or a creature with the evil subtype), the  tainted strike has no effect. You can use this ability once per day at 2nd level, twice per day at 6th  level, and three times per day at 10th level. <\/p>\n\n\t<p><strong>Grim Resolve (Ex):<\/strong> Starting at 3rd level, you gain a bonus equal to your Charisma bonus (if any)  on all saving throws. This benefit does not stack with other effects that allow you to add your  Charisma bonus to saves (such as divine grace). <\/p>\n\n\t<p><strong>Frightful Fury (Ex):<\/strong> Beginning at 5th level, when you face your sworn foe and enter your fury, all  opponents within 30 feet of you must succeed on a Will save (DC 10 + your corrupt avenger level +  your Cha modifier) or become shaken, taking a &#8212;2 penalty on attack rolls, saving throws, skill checks,  and ability checks.<\/p>\n\n\t<p><strong>Unnerving Fury (Ex):<\/strong> When you reach 9th level, your fury becomes even more fearsome.  Opponents within 30 feet of you who fail a Will save (DC 10 + your corrupt avenger level + your Cha  modifier) become unnerved, taking a &#8212;4 penalty on attack rolls, saving throws, skill checks, and ability checks.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=4>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Armored casting, detect sworn foe, sworn foe +2, taint suppression <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Tainted strike 1\/day <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> grim resolve <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sworn foe +4 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Frightful fury <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Tainted strike 2\/day <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sworn foe +6 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Unnerving fury <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sworn foe +8, tainted strike 3\/day <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Heroes of Horror 88<\/h5>","reference":"Usergen"},{"id":10529,"name":"Death Delver","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Death Delver<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Saving Throws<\/strong>: Base Will Save +2<br \/><strong>Special<\/strong>: Must have had at least one near-death experience (fallen below 0 hit points and lived)<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: As a death delver, you have the ability to cast a small number of divine spells. To cast a spell, you must have a Wisdom score of at least 10 + the spell&#39;s level. Death delver bonus spells are based on Wisdom, and saving throws against your spells have a DC of 10 + spell&#39;s level + your Wisdom modifier. When you get 0 spells per day of a given level, you gain only the bonus spells you would be entitled to based upon your Wisdom score. The death delver spell list appears on page 94. You have access to any spell on the list and can freely choose which to prepare. You prepare and cast spells just like a cleric does.<\/p>\n\n\t<p>Death delvers must spend 1 hour each night in the contemplation of death to regain their daily allotments of spells. Time spent resting has no impact on whether death delvers can prepare spells.<\/p>\n\n\t<p><strong>Deathsense (Ex)<\/strong>: You have the infallible ability to detect the presence and condition of nearby life. This ability functions as the spell deathwatch (see page 217 of the Player&#39;s Handbook) but can be invoked at will, with no cost, as a swift action.<\/p>\n\n\t<p><strong>Rebuke Undead<\/strong>: Like an evil cleric, you can rebuke undead. Use your death delver level as the cleric level for determining success and damage. You can do this a number of times per day equal to 3 + your Charisma modifier and can take the Extra Turning feat to gain additional turn attempts. If you already have the ability to rebuke undead from a previous class, death delver levels stack with those class levels for the purposes of rebuking undead.<\/p>\n\n\t<p><strong>Deadened Soul (Ex)<\/strong>: Upon reaching 2nd level, your understanding of death has progressed to the point where you no longer fear it, nor anything else. You are immune to fear effects of any kind.<\/p>\n\n\t<p><strong>Spontaneous Casting<\/strong>: By 2nd level, your familiarity with the ebb and flow of death has blossomed to the point that, like a cleric, you can lose any prepared spell in order to cast any cure spell of the same level or lower. An evil death delver can only spontaneously convert prepared spells into inflict spells of equal level or lower. Neutral death delvers must choose whether they will cast spontaneous cure or inflict spells and can never change their selection once the choice has been made.<\/p>\n\n\t<p><strong>Death Ward (Su)<\/strong>: At 3rd level, you gain the ability to mystically protect yourself or another from the depredations of death magic and life-draining attacks. This supernatural ability functions exactly like the spell death ward (see page 217 of the Player&#39;s Handbook), save that the duration is 1 hour per death delver level. Using this ability is a standard action.<\/p>\n\n\t<p>You gain an additional use of this ability per day upon reaching 6th level, and again at 9th level.<\/p>\n\n\t<p><strong>Diehard<\/strong>: Death delvers of at least 4th level gain the benefit of the Diehard feat (see page 93 of the Player&#39;s Handbook), even if they do not meet the prerequisites.<\/p>\n\n\t<p><strong>Fear Aura (Su)<\/strong>: Starting at 5th level, once per day you can emanate a nearly palpable aura of fear in a 30-foot radius. The effect lasts for a number of rounds equal to your class level. Enemies (not allies) within the area must make a Will save (DC 10 + class level + your Cha modifier) or be affected as if by a fear spell (see page 229 of the Player&#39;s Handbook).<\/p>\n\n\t<p><strong>Cheat Death (Ex)<\/strong>: Upon reaching 7th level, your mastery over death and dying has progressed to the point where you can deny a foe the ability to send you into death&#39;s embrace in a single, cowardly blow. Whenever anyone attempts a coup de grace on you, you automatically make the subsequent Fortitude save (see pages 153&#8212;154 of the Player&#39;s Handbook). The attacker still deals just as much damage as she normally would, and you could still die from that damage. Similarly, when you take massive damage (50 or more points of damage from a single attack), you automatically succeed on the Fortitude save to survive the associated trauma (see page 145 of the Player&#39;s Handbook), although you can be killed by sheer damage dealt.<\/p>\n\n\t<p><strong>Mantle of Life (Su)<\/strong>: Beginning at 8th level, you gain the ability to project your own wisdom and confidence into your allies. As a full-round action, you can send a surge of vitality through all companions within 60 feet. This surge grants every ally in the area (including yourself) a +4 bonus on Will saves for 1 minute per class level.<\/p>\n\n\t<p><strong>Nine Lives (Ex)<\/strong>: The pinnacle of achievement for a death delver is the remarkable ability to step back through death&#39;s door when forcibly pushed through it. Upon reaching 10th level, you gain the ability to cheat death nine times&#8212;in effect, gaining nine bonus lives. Every time a single attack, spell, or effect would drop you below &#8212;10 hit points or otherwise kill you, you lose one of your nine lives in lieu of taking the effects of whatever would have killed you; instead you drop to &#8212;9 hit points but are stable. Continuing sources of damage, such as being dropped into lava or held under water, will of course burn through a character&#39;s nine lives in no time. Keep track of how many lives you&#39;ve used, because once they&#39;re gone, they&#39;re gone.<\/p>\n\n\t<p>For example, consider a death delver with seven lives and 11 hit points remaining who is struck by a critical hit that deals 32 points of damage. Since dropping to &#8212;21 hit points would kill him, he automatically loses one of his remaining bonus lives instead and stabilizes at &#8212;9 hit points, leaving him with six lives remaining. Later in the adventure, after he has been fully healed, a dread witch hits him with a disintegrate spell, which would normally reduce him to a pile of dust. He is once again reduced to &#8212;9 hit points and marks off another life (leaving five bonus lives remaining). He&#39;s not having a very good week, but at least he&#39;s still around to complain about it.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=4>&#8212;Spellcasting&#8212; <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Deathsense, rebuke undead <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Deadened soul, spontaneous casting <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Death ward 1\/day <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Diehard <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Fear aura <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Death ward 2\/day <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Cheat death <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Mantle of life <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Death ward 3\/day <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Nine lives <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Heroes of Horror 93<\/h5>","reference":"Usergen"},{"id":10530,"name":"Dread Witch","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Dread Witch<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Saving Throws<\/strong>: Base Will save +4<br \/><strong>Spellcasting<\/strong>: Ability to cast cause fear and scare<br \/><strong>Special<\/strong>: Must have suffered at least one fear effect against which she failed her save<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: At every dread witch level except 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class you belonged to before you added the prestige class. You do not, however, gain any other class benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a dread witch, you must decide to which class to add each level for the purpose of determining spells per day.<\/p>\n\n\t<p><strong>Master of Terror (Ex)<\/strong>: Your fear-based spells become more potent. The save DC of any spell you cast with the fear descriptor increases by 1. This bonus stacks with Spell Focus. Furthermore, add the spells bane and doom to your arcane spellcaster list as 2nd-level spells.<\/p>\n\n\t<p>In addition, you become adept at making people uneasy with the right word, expression, or gesture. You gain a bonus to all Intimidate skill checks equal to +2 per class level.<\/p>\n\n\t<p><strong>Unnatural Will (Ex)<\/strong>: You gain Unnatural Will (see page 124) as a bonus feat, even if you do not meet the prerequisites.<\/p>\n\n\t<p><strong>Absorb Fear (Su)<\/strong>: Starting at 2nd level, you can turn your own fear, whether natural or mystical in origin, into extra power for your spells. (See Dread on page 59 for more on nonmagical fear.) Any time you are exposed to a condition that could make you shaken, all your spells function at +1 caster level; if the condition could make you frightened, they function at +2 caster level; if panicked, they function at +3 caster level. These bonuses last for the duration of the fear effect, or for a number of rounds equal to your Charisma modifier, whichever is less. (Of course, if you fail your saving throw against the condition, you might not be in a position to use the bonuses, but you do have them.) These bonuses are treated in all ways as though you had failed the save. In other words, if you are subject to a spell that causes panic on a failed save but only frightens those who make the save, you gain the bonus from being panicked even if you make the save.<\/p>\n\n\t<p>You can, instead of gaining these bonuses, choose to cast a single extra spell; this casting does not use up a spell slot. You must make this choice the instant you are subject to the fear effect, and once you have made your choice you must cast the spell within a number of rounds equal to your Charisma modifier. You can cast an additional cantrip if shaken, an additional 1st-level spell if frightened, or an additional 2nd level spell if panicked.<\/p>\n\n\t<p>If you are subject to a second fear effect while still enjoying the effects of the first&#8212;either the granted benefits or holding the extra spell&#8212;you must decide whether to keep the original effect or replace it with the new one; you cannot benefit from more than one fear effect at a time.<\/p>\n\n\t<p><strong>Fearful Empowerment (Su)<\/strong>: Starting at 3rd level, once per day you can add the fear descriptor to any spell you cast that has some sort of visual manifestation. For example, you could apply it to a fireball, to a summon monster spell, or to any visual illusion, but not to charm person, since that spell does not directly create any visual effect. Creatures targeted by a spell modified by fearful empowerment must make a Will save (DC equal to 10 + your class level + your Cha modifier) or become shaken for 1d4 rounds; this is in addition to any other effects the spell might have. Your save DC bonuses from master of terror apply to this spell.<\/p>\n\n\t<p>At 5th level, you can invoke this power twice per day.<\/p>\n\n\t<p><strong>Delay Fear (Su)<\/strong>: Starting at 4th level, you can choose to delay the onset of any fear effect you impose on someone else, such as by casting a cause fear spell. You can delay the onset up to a number of minutes equal to your Charisma modifier. You must determine the onset time when casting the spell, and you cannot later change your mind.<\/p>\n\n\t<p>Similarly, you can delay fear effects affecting you. If you fail your save against a fear effect, you can delay its onset for a number of rounds equal to your Charisma modifier. You still gain the advantages granted by the absorb fear class feature, even though you are delaying the negative effects. You can invoke this version of delay fear twice per day.<\/p>\n\n\t<p><strong>Greater Master of Terror (Ex)<\/strong>: Beginning at 4th level, the increased difficulty of all save DCs against all spells you cast with the fear descriptor increases from +1 to +2. In addition, your fear spells are now so potent that they can even affect individuals normally immune to fear, such as paladins, although the subject still gains a saving throw to resist the spell&#39;s effect. Only a target whose HD exceed your caster level by 4 or more is immune to your mastery of terror. For instance, if you are a sorcerer 7\/dread witch 4 (overall caster level 10), a paladin of 14th level or higher is immune to your fear spells.<\/p>\n\n\t<p><strong>Horrific Aura (Su)<\/strong>: At 5th level, you radiate an aura of terror. Creatures with 6 or fewer HD must succeed in a Will save (DC equal to 10 + your class level + your Cha modifier) or remain shaken as long as they are within 10 feet of you. A creature who successfully saves is immune to your horrific aura for 24 hours. Creatures of greater than 6 HD are unaffected.<\/p>\n\n\t<p>Once per day per point of Charisma modifier, you can channel this aura into a potent touch attack. Creatures struck by this horrific touch attack who fail their Will save (see above) are panicked for 1d4+1 rounds; creatures who succeed on their save are shaken for 1 round. This touch attack, unlike the standard aura, functions against creatures of any HD and can even affect individuals normally immune to fear.<\/p>\n\n\t<p><strong>Reflective Fear (Su)<\/strong>: At 5th level, any fear effect against which you successfully save is immediately targeted back at the source. You still gain the benefits of absorb fear. If the source of the fear effect fails its save, everyone else who might have been subject to the fear effect (such as your companions) immediately gains a second saving throw to shake off the effects, as they observe the object of their fear itself grow terrified.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Master of terror, Unnatural Will <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Absorb fear <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Fearful empowerment 1\/day <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Delay fear, greater master of terror <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Fearful empowerment 2\/day, horrific aura, reflective fear <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Heroes of Horror 98<\/h5>","reference":"Usergen"},{"id":10531,"name":"Fiend-blooded","type":"prestige","alignment":"Any nongood","hit_die":"4","full_text":"<div topic='titel'><p><h3>Fiend-blooded<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nongood.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>Race: Any humanoid race (cannot already be a half-fiend)<br \/>Spellcasting: Must be able to cast 2nd-level arcane spells without preparation<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: At each new fiend-blooded level except for 10th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had gained a level in a spellcasting class to which you belonged before adopting the prestige class. You do not gain any other class benefit a member of that class would normally gain, except that your fiend-blooded levels also stack with any other arcane spellcaster levels for the purpose of determining familiar abilities. If you had more than one spellcasting class before becoming a fiend-blooded, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Fiendish Companion<\/strong>: Your familiar benefits from your fiendish heritage. The fiendish template (described on page 108 of the Monster Manual) can be applied to your familiar, if you so desire. Since this is not possession but rather a sympathetic link, the familiar&#39;s alignment need not shift to evil.<\/p>\n\n\t<p><strong>Fiendish Heritage (Ex)<\/strong>: You draw strength from your fiendish ancestor&#39;s essence as you gain increased mastery over your lineage.<\/p>\n\n\t<p>At 1st level, a subtle toughening of your physical form grants you a +1 natural armor bonus to AC.<\/p>\n\n\t<p>At 3rd level, you gain a +1 boost to your Charisma score.<\/p>\n\n\t<p>At 5th level, you gain a +1 boost to your Intelligence score.<\/p>\n\n\t<p>At 7th level, you gain a +1 boost to your Dexterity score.<\/p>\n\n\t<p>At 9th level, you gain a +1 boost to your Constitution score.<\/p>\n\n\t<p><strong>Fiendish Sorcery<\/strong>: You gain insight into the power of your fiendish heritage, and this insight strengthens your spellcasting prowess. At 2nd level, and again at 4th, 6th, 8th, and 10th level, add one additional spell to your spells known list. Each new spell must be of a level that you can cast but can be any spell having the fire descriptor or any spell from the schools of enchantment, illusion, or necromancy. Thus, you could add fireball (a fire spell) or speak with dead (a necromancy spell) to your 3rd-level spells known (even though you are an arcane caster and speak with dead is normally a divine spell), but not lightning bolt (which neither carries the fire descriptor nor belongs to one of the three specified schools).<\/p>\n\n\t<p><strong>Blood of Fiends (Ex)<\/strong>: Upon reaching 3rd level, you gain a +1 bonus on saves against poison. You also reduce any damage taken from poison (whether hit point or ability damage) by 1 point.<\/p>\n\n\t<p>Starting at 6th level, your fiendish essence grants you resistance to cold and fire 5.<\/p>\n\n\t<p>Upon reaching 9th level, you have unlocked much of the power of your fiendish lineage, gaining resistance to acid and electricity 5.<\/p>\n\n\t<p><strong>Smiting Spell (Su)<\/strong>: If you are a fiend-blooded of at least 4th level, you can as a free action, once per day, invest a portion of your fiendish power into any damaging spell you cast. The resulting spell will deal an additional number of hit points of damage equal to your fiend-blooded class level + Charisma modifier to all within the spell&#39;s area.<\/p>\n\n\t<p>Starting at 8th level, you can use smiting spell twice per day.<\/p>\n\n\t<p><strong>Fiendish Exaltation (Ex)<\/strong>: At 10th level, you unlock the final secrets buried within your lineage. In addition to the ability boosts you gained from your fiendish heritage, you now gain an additional +1 to Dexterity, Constitution, and Intelligence, and +2 to Strength. You also gain complete immunity to poison, and damage reduction 10\/magic.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Fiendish companion, fiendish heritage +1 AC <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Fiendish sorcery <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Blood of fiends +1 saves, fiendish heritage +1 Cha <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Fiendish sorcery, smiting spell 1\/day <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Fiendish heritage +1 Int <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Blood of fiends cold\/fire res. 5, fiendish sorcery <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Fiendish heritage +1 Dex <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Fiendish sorcery, smiting spell 2\/day <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Blood of fiends acid\/electricity res. 5, fiendish heritage +1 Con <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Fiendish exaltation, fiendish sorcery <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\/table><br\/><h5>Reference: Heroes of Horror 102<\/h5>","reference":"Usergen"},{"id":10532,"name":"Purifier of the Hallowed Doctrine","type":"prestige","alignment":"Any good or true neutral","hit_die":"8","full_text":"<div topic='titel'><p><h3>Purifier of the Hallowed Doctrine<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any good or true neutral.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Ability to turn undead<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Tainted Creatures<\/strong>: For purposes of your special abilities, a tainted creature includes any creature with a corruption or depravity score of 1 or more, any creature with a tainted feat, and any creature that has the ability to bestow corruption or depravity on another creature.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: At every odd-numbered level, you gain new spell levels and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class you belonged to before you added the prestige class. You do not, however, gain any other class benefit a character of that class would have gained. Determine spells per day, spells known, and caster level accordingly.<\/p>\n\n\t<p>If you had more than one divine spellcasting class before you became a purifier of the Hallowed Doctrine, you must decide to which class to add each level of purifier for the purpose of determining spells per day.<\/p>\n\n\t<p><strong>Aura of Purity (Ex)<\/strong>: You radiate an aura of holiness, making it difficult for you to hide your true nature. Tainted creatures need only succeed on a Spot check (DC 20 minus your purifier class level) to recognize you for what you are (or at least as a threat).<\/p>\n\n\t<p><strong>Detect Taint (Sp)<\/strong>: At will, you can use detect taint (see page 128 for spell description).<\/p>\n\n\t<p><strong>Turn Undead (Su)<\/strong>: Your purifier class levels stack with any cleric or paladin levels you might have for purposes of turning undead.<\/p>\n\n\t<p><strong>Lay on Hands (Su)<\/strong>: Starting at 2nd level, you can lay on hands as a paladin of your class level (see page 44 of the Player&#39;s Handbook). If you also have paladin levels, these levels stack.<\/p>\n\n\t<p><strong>Smite Taint (Su)<\/strong>: Beginning at 3rd level, you can smite tainted creatures as a paladin smites evil (see page 44 of the Player&#39;s Handbook). If you have another smite ability, such as a paladin&#39;s ability to smite evil, you can choose as need dictates to use that power to smite taint instead of the power&#39;s original target.<\/p>\n\n\t<p>You gain additional uses of this power at higher levels (2\/day at 6th level and 3\/day at 9th level).<\/p>\n\n\t<p><strong>Aura of Sanctity (Su)<\/strong>: Starting at 4th level, all allies within 10 feet of you gain a +2 sacred bonus on saves made to resist acquiring taint.<\/p>\n\n\t<p>This bonus rises to +4 when you reach 10th level.<\/p>\n\n\t<p><strong>Turn Tainted (Su)<\/strong>: At 5th level, you can turn any tainted creature as though it were an undead equal to the creature&#39;s HD +4.<\/p>\n\n\t<p><strong>Purify Soul (Su)<\/strong>: Beginning at 6th level, you can cure a living being of 1 point of corruption or depravity by touching that individual and spending a use of your turn undead ability. Unwilling creatures can attempt saving throws to resist: This is a Fortitude save if you are trying to cure them of corruption and a Will save if you are trying to cure them of depravity. The DC of this save is equal to 10 + your purifier class level + your Charisma modifier. This ability cannot remove so much corruption or depravity that it would move the target creature down to a lower taint category. Creatures who are innately tainted (that is, creatures whose monster entries in this or another book describe them as possessing corruption or depravity scores, tainted feats, or the ability to bestow taint) are unaffected.<\/p>\n\n\t<p>At 8th level, your purifying touch improves and henceforward cures 2 points of corruption or depravity per touch; at 10th level this improves still further to cure 3 points per touch.Cleansing Flame (Su): Starting at 7th level, three times per day you can cast any offensive spell against a tainted creature as though it were maximized (as per the metamagic feat), without preparing in advance to do so and without increasing the effective spell slot of the spell. The spell functions as maximized only against tainted creatures; against any other creature in its area it functions normally.<\/p>\n\n\t<p><strong>Shield of Purity (Su)<\/strong>: At 8th level, you can surround yourself and your companions with a shield of holy energy. This effect covers up to a 10-foot radius around you. Any creature with even a single point of taint cannot enter this area, and all within gain a +6 sacred bonus on saves against spells or magical attacks made by tainted creatures from a distance. This effect requires you to spend a use of your turn undead ability to activate and lasts for a number of rounds equal to your Charisma modifier (minimum 1).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Aura of purity, detect taint, turn undead <\/td>\n\t\t\t<td> +1 level of existing divine class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Lay on hands <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Smite taint 1\/day <\/td>\n\t\t\t<td> +1 level of existing divine class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Aura of sanctity +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Turn tainted <\/td>\n\t\t\t<td> +1 level of existing divine class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Purify soul 1 pt\/touch, smite taint 2\/day <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Cleansing flame <\/td>\n\t\t\t<td> +1 level of existing divine class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Purify soul 2 pt\/touch, shield of purity <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Smite taint 3\/day <\/td>\n\t\t\t<td> +1 level of existing divine class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Aura of sanctity +4, purify soul 3 pt\/touch <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Heroes of Horror 108<\/h5>","reference":"Usergen"},{"id":10533,"name":"Tainted Scholar","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Tainted Scholar<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: Ability to cast 1st-level arcane spells or use least invocations (warlock)<br \/><strong>Taint<\/strong>: Moderate or greater depravity<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you belonged to more than one arcane spellcasting class before becoming a tainted scholar, you must choose to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Blood Component (Su)<\/strong>: You can substitute a drop of your own blood for a spell&#39;s material component (if any), and in so doing increase the spell&#39;s power. The pinprick or minor knife cut to draw the requisite blood is a free action (just like using a material component) that becomes a normal part of casting the spell. Using this ability deals 1 point of damage to the tainted scholar but raises the spell&#39;s caster level by 1. Damage reduction, if you have any, doesn&#39;t apply to this damage.<\/p>\n\n\t<p>If a spell has a costly material component (greater than 1 gp), you must still provide it but can use this ability to enhance the spell if you desire. You can similarly enhance a spell that has no material component.<\/p>\n\n\t<p><strong>Level Advancement<\/strong>: The power of taint is seductive. Once you have tasted its attractions, it is hard to resist. If you wish to advance a level in another class after taking your first level as a tainted scholar, you must succeed on a Will save (DC = 10 + your depravity score). If you fail, you must stay in this prestige class and advance another level in tainted scholar instead. If you succeed, you can advance the level in another class, although you must still attempt the saving throw the next time you gain a level or default back to this prestige class.<\/p>\n\n\t<p>Once you reach 10th level as a tainted scholar, you can freely advance in other classes.<\/p>\n\n\t<p><strong>Tainted Spellcasting (Su)<\/strong>: Rather than using a key ability score for spellcasting, you use your corruption and depravity scores. To cast a spell, you must have a depravity score at least equal to the spell&#39;s level. Your bonus spells are based on a number equal to your depravity score + 10, and saving throws against your spells have a DC of 10 + spell level + 1\/2 your corruption score. For example, a tainted scholar with a depravity score of 3 would gain bonus spells as a wizard with an Intelligence score of 13 or a sorcerer with a Charisma score of 13.<\/p>\n\n\t<p>You accumulate taint for casting your spells. Each time you cast an arcane spell, you must make a Will save (DC 10 + spell level) or increase your depravity score by 1. All arcane spells you cast are evil spells.<\/p>\n\n\t<p><strong>Taint Suppression<\/strong>: You are likely to accumulate high corruption and depravity scores, but this taint is not immediately obvious to onlookers. Your depravity manifests in the normal range of mental symptoms, but you can replace any physical symptom of corruption with the internal corruption symptom. If you enter a tainted area, your corruption immediately manifests externally again, and you regain the physical symptoms you exchanged for internal corruption, if any. These physical symptoms disappear again 1d4 days after you leave a tainted area. Otherwise, it is impossible to tell from external appearance that you carry corruption.<\/p>\n\n\t<p><strong>Secret<\/strong>: In your studies, you unearth all sorts of useful forbidden knowledge. At 2nd level, and again at 4th, 6th, 8th, and 10th level, choose a secret from the table below. Your class level plus your depravity score determines which secrets you can choose: The table shows the minimum requirement for each secret. You can&#39;t choose the same secret twice. The details of each secret are given after the table.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th style=text-align:center; colspan=2>Tainted Scholar Secrets <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Min. Level + Depravity <\/th>\n\t\t\t<th>Secret <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> Blooded metamagic <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> Stanch <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> Death knell <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> Clarity of true madness <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> Wholesome corruption <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> Bloodseeking spell <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> Thicker than water <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> Tainted knowledge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> Forbidden arcana <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10<\/td>\n\t\t\t<td>  Greater forbidden arcana <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><em>Blooded Metamagic<\/em>: This secret allows you to apply a metamagic feat you know to a spell you cast by paying an additional cost in blood. By draining your own blood, you can enhance your spells without using a higher-level spell slot. The cost is a number of points of Constitution damage equal to the spell slot adjustment of the metamagic feat. Thus, casting an empowered vampiric touch spell costs you 2 points of Constitution damage, because an empowered spell uses up a spell slot two levels higher than normal. You cannot enhance a spell to a level higher than you can cast. For example, you must be at least a 9th-level caster to cast an empowered vampiric touch spell (or at least 10th-level, if you are casting as a sorcerer), since the empowered spell would require a 5th-level spell slot.<\/p>\n\n\t<p>If you do not have a Constitution score, you cannot use this ability.<\/p>\n\n\t<p><em>Stanch (Ex)<\/em>: This secret allows you to become stable automatically when your hit points drop below 0. You still die if you reach &#8212;10 hit points or below.<\/p>\n\n\t<p><em>Death Knell (Sp)<\/em>: This secret grants you the ability to use death knell once per day as a spell-like ability (see page 217 of the Player&#39;s Handbook).<\/p>\n\n\t<p><em>Clarity of True Madness (Su)<\/em>: Once per day, this secret allows you to add your depravity score as a bonus on one Wisdombased skill check or Will save. You must choose to use this benefit before the check or save is rolled.<\/p>\n\n\t<p><em>Wholesome Corruption (Su)<\/em>: Once per day, this secret allows you to add your corruption score as a bonus on one Concentration check or Fortitude save. You must choose to use this benefit before the check or save is rolled.<\/p>\n\n\t<p><em>Bloodseeking Spell (Su)<\/em>: This secret grants you the ability to imbue your spells with the ability to draw blood from their targets. To use this ability, you must inflict a minor wound on yourself; this is a free action that deals 3 points of damage to you and becomes a normal part of casting the spell. Damage reduction, if you have any, doesn&#39;t apply to this damage.<\/p>\n\n\t<p>A bloodseeking spell deals an extra 1d6 points of damage to each target that takes damage from the spell. You can&#39;t apply this ability to any spell that doesn&#39;t deal damage. This extra damage applies only to spells that deal hit point damage, not to spells that deal ability damage, ability drain, or other kinds of damage. Constructs, elementals, oozes, plants, undead, and any creatures without blood or a similar substance within their bodies are immune.<\/p>\n\n\t<p><em>Thicker Than Water (Su)<\/em>: This secret grants you partial conscious control over your own vital fluids. When you are injured, your blood withdraws from the wound, preventing some damage. This effect gives you damage reduction 1\/piercing and slashing.<\/p>\n\n\t<p><em>Tainted Knowledge<\/em>: This secret grants you a bonus tainted feat, chosen from the list of tainted feats on page 121.<\/p>\n\n\t<p><em>Forbidden Arcana<\/em>: This secret grants you the ability to use one additional 1st-level spell per day, as if gained through having a high ability or depravity score.<\/p>\n\n\t<p><em>Greater Forbidden Arcana<\/em>: This secret grants you the ability to use one additional 2nd-level spell per day, as if gained through having a high ability or depravity score.<\/p>\n\n\t<p><strong>Lore<\/strong>: Tainted scholars gather knowledge. At 3rd level, you gain the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. You add your tainted scholar class level and your Intelligence modifier to this lore check. You can add your depravity score instead of your Intelligence modifier to any lore check dealing with supernatural, horrific, tainted, or otherwise forbidden subjects, at the DM&#39;s discretion. See page 28 of the Player&#39;s Handbook for more information on bardic knowledge.<\/p>\n\n\t<p><strong>Outr\u00e9 Lore (Sp)<\/strong>: Beginning at 5th level, your knowledge of lore beyond the realm of common experience is broadened and magically augmented. Once per day, you can use contact other plane (see pages 212&#8212;213 of the Player&#39;s Handbook) as a spell-like ability. If your Intelligence and Charisma temporarily decrease as a result of using this ability, you must make a Will save or have your depravity score increased by 1. The DC for this Will save equals the DC of the Intelligence check to avoid the ability score decrease +10. Thus, if you contact an Elemental Plane (spell DC 7), the DC is 17; if you contact a greater deity on an Outer Plane (spell DC 16), the DC is 26.<\/p>\n\n\t<p><strong>Aberrant Lore<\/strong>: At 7th level, you gain an innate understanding of objects, places, and creatures that carry the taint of evil. By concentrating as a full-round action and focusing your attention on a creature, object, or specific site within 60 feet of you, you can determine if it carries or transmits taint.<\/p>\n\n\t<p>In the case of a creature, you can determine the strength of its higher taint score (corruption or depravity): mild, moderate, or severe (see pages 62&#8212;66).<\/p>\n\n\t<p>In the case of an object, by spending a full hour examining it you can determine its magic properties as if you had cast an identify spell on it (see page 243 of the Player&#39;s Handbook).<\/p>\n\n\t<p>In the case of a location, you can determine its magical properties, if it has any, in the same way as with an object. If it has no magical properties but is tainted by some horrific event in the past, you receive a vision of the event. Examining a location requires you to spend 1 hour in the location.<\/p>\n\n\t<p><strong>Heretical Lore<\/strong>: Beginning at 9th level, you gain contacts among the evil creatures of the planes. These beings can rescue you from extreme situations or otherwise grant your wishes. As often as once per day, you can call upon these entities to grant you a limited wish (see page 248 of the Player&#39;s Handbook), with no XP cost attached. However, using this ability increases your corruption and depravity scores by 1d3 points each, and results in the imposition of a geas\/quest (see page 234 of the Player&#39;s Handbook) that requires you to perform some evil act in repayment for the favor.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Blood component, level advancement, tainted spellcasting, taint suppression <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Secret <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Lore <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Secret <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Outr\u00e9 lore <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Secret <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Aberrant lore <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Secret <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Heretical lore <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Secret <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Heroes of Horror 113<\/h5>","reference":"Usergen"},{"id":10534,"name":"Darkmask","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Darkmask<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Lords of Darkness 33<\/h5>","reference":"Usergen"},{"id":10535,"name":"Spur Lord","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Spur Lord<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Lords of Darkness 11<\/h5>","reference":"Usergen"},{"id":10536,"name":"Thayan Knight","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Thayan Knight<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Lords of Darkness 64<\/h5>","reference":"Usergen"},{"id":10537,"name":"Zhentarim Skymage","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Zhentarim Skymage<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Lords of Darkness 102<\/h5>","reference":"Usergen"},{"id":10538,"name":"Cultist of the Shattered Peak","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Cultist of the Shattered Peak<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race<\/strong>: Human of Netherese descent (home region Anauroch, Halruaa, Nimbral, the North, the Ride, Uthgardt Tribesfolk, or the Western Heartlands).<br \/><strong>Special<\/strong>: Sneak attack +1d6.<br \/><strong>Special<\/strong>: You may not have any levels in an arcane spellcasting class.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: You are proficient with all simple and martial weapons, as well as with light armor and bucklers.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: You have the ability to cast a small number of arcane spells. To cast a cultist spell, you must have an Intelligence score of at least 10 + the spell&#39;s level, so if you have an Intelligence of 10 or lower, you cannot cast these spells. Bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + your Int modifier. When you get 0 spells per day of a given level (for instance, 0 1st-level spells at 1st level), you gain only the bonus spells you would be entitled to based on your Intelligence score for that spell level. You can learn sorcerer\/wizard spells from the schools of abjuration or enchantment only. You have access to any spell on those lists and can freely choose which to prepare, just as a wizard can. You prepare and cast spells just as a wizard does.<\/p>\n\n\t<p><strong>Ominous Presence (Ex)<\/strong>: When adventurers or explorers come too close to discovering some great Netherese secret, you prefer to frighten them off rather than kill them if at all possible. Upon becoming a cultist of the Shattered Peak, you gain a bonus equal to your class level on all Bluff and Intimidate checks.<\/p>\n\n\t<p><strong>Zeal (Ex)<\/strong>: You gain a +1 morale bonus on attack rolls against arcane spellcasters and a +1 morale bonus on saving throws against arcane spells and effects. The bonus on attack rolls does not apply to a creature with arcane spell-like abilities unless it is also an arcane spellcaster.<\/p>\n\n\t<p><strong>Sneak Attack (Ex)<\/strong>: Beginning at 2nd level, you deal extra damage when you are flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. See the rogue class feature, page 50 of the Player&#39;s Handbook.<\/p>\n\n\t<p><strong>Smite Mage (Su)<\/strong>: If you are forced into battle with an arcane spellcaster, your life depends on quick and decisive action. Starting at 3rd level, you can attempt to smite an arcane spellcaster with one normal melee attack once per day. You add your Charisma bonus (if any) to your attack roll, and you deal an extra 1 point of damage per cultist level you possess on a successful attack. If you accidentally smite a creature that is not an arcane spellcaster, the smite has no effect, but the ability is still used up for that day.<\/p>\n\n\t<p><strong>Death Attack (Ex)<\/strong>: Sometimes the only way to stop especially determined foes from acquiring forbidden knowledge is to kill them. At 5th level, you gain a death attack that works like the assassin ability of the same name, except that the DC of the Fortitude save to avoid the kill or paralysis effect is 15 + your Int modifier. See the assassin class feature, page 180 of the Dungeon Master&#39;s Guide.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=3>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1 <\/th>\n\t\t\t<th>2 <\/th>\n\t\t\t<th>3 <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Ominous presence, zeal <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sneak attack +1d6 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Smite mage <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Sneak attack +2d6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Death attack <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Lost Empires of Faerun 10<\/h5>","reference":"Usergen"},{"id":10539,"name":"Glorious Servitor","type":"prestige","alignment":"Any","hit_die":"8","full_text":"<div topic='titel'><p><h3>Glorious Servitor<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells:<\/strong> Ability to cast 2nd-level divine spells.<br \/><strong>Patron Deity:<\/strong> Any from the Mulhorandi pantheon.<br \/><strong>Special:<\/strong> You must have the approval of your patron deity&#39;s church.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>As a glorious servitor, you dedicate your life to the service of a single deity. To that end, you gain a variety of abilities that allow you to advance your deity&#39;s agenda in Faerun. All the following are class features of the glorious servitor prestige class.<\/p>\n\n\t<p><strong>Weapon and Armor Proficiency:<\/strong> You are proficient with the short sword, longsword, and khopesh, as well as with all types of armor and all types of shields except tower shields.<\/p>\n\n\t<p><strong>Bestial Form (Su):<\/strong> You can assume the bestial form of your patron deity (animal, vermin, or magical beast, as given on Table 1-4, below) as a standard action and remain in that form for up to 1 hour. This ability functions like a polymorph spell (caster level equals your glorious servitor level), except that you can use it only on yourself, you do not regain hit points for changing form, and you can assume only the designated shape. This ability is usable once per day per glorious servitor level.\n  Your natural attacks in your bestial form are treated as magic weapons for the purpose of overcoming damage reduction.<\/p>\n\n\t<p><strong>Fearlessness (Su):<\/strong> Because the power of your deity suffuses both your body and your mind, you are immune to fear effects.<\/p>\n\n\t<p><strong>Spell Resistance (Su):<\/strong> Your deity&#39;s glory makes you more resistant to magic than other mortals. You gain spell resistance equal to 12 + your glorious servitor level.<\/p>\n\n\t<p><strong>Divine Shield (Su):<\/strong> At 2nd level, you gain a +2 deflection bonus to AC when you are in animal form. this bonus increases to +4 at 4th level and to +6 at 6th level.<\/p>\n\n\t<p><strong>Increased Strength (Ex):<\/strong> Your connection to the divine grants you great physical strength. At 2nd, 4th, and 6th level, you gain a +1 inherent bonus to Strength in both your normal and your bestial form.<\/p>\n\n\t<p><strong>Divine Voice (Ex):<\/strong> Beginning at 3rd level, you can speak any languages you know with your normal human voice while in bestial form. This ability allows you to cast spells with verbal components normally while in bestial form, although you cannot cast spells that require somatic components unless you use the Still Spell or Natural Spell feat.<\/p>\n\n\t<p><strong>True Seeing (Sp):<\/strong> Upon attaining 3rd level, you gain the ability to use <a href=\/spells\/players-handbook-v35--6\/true-seeing--2520\/><em>true seeing<\/em><\/a> once per day (caster level equals your character level).<\/p>\n\n\t<p><strong>Greater Command (Sp):<\/strong> At 5th level and higher, you can use <a href=\/spells\/players-handbook-v35--6\/command-greater--2537\/><em>greater command<\/em><\/a> once per day (caster level equals your character level).<\/p>\n\n\t<p><strong>Divine Transformation (Su):<\/strong> When you attain 7th level, your deity rewards you for your faithful service by changing your type to outsider (native).<\/p>\n\n\t<p><strong>Immunity to Poison (Ex):<\/strong> Your devotion to your deity has rendered you immune to poison.<\/p>\n\n\t<p><strong>Mass Cure Serious Wounds (Sp):<\/strong> At 7th level, you can use <a href=\/spells\/players-handbook-v35--6\/cure-serious-wounds-mass--2386\/><em>mass cure serious wounds<\/em><\/a> (or <a href=\/spells\/players-handbook-v35--6\/inflict-serious-wounds-mass--2751\/><em>mass inflict serious wounds<\/em><\/a> if your patron is Set or Sebek) once per day (caster level equals your character level).<\/p>\n\n\t<h4>Table 1-4: <span class=caps>BESTIAL<\/span> <span class=caps>FORMS<\/span> OF <span class=caps>MULHORANDI<\/span> <span class=caps>DEITIES<\/span><\/h4>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Deity <\/th>\n\t\t\t<th>Bestial Form <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>Anhur <\/td>\n\t\t\t<td>Lion<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>Bast <\/td>\n\t\t\t<td> Leopard<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>Geb <\/td>\n\t\t\t<td> Brown Bear<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>Hathor <\/td>\n\t\t\t<td> Bison<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>Horus-Re <\/td>\n\t\t\t<td> Giant Eagle<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>Isis <\/td>\n\t\t\t<td> Giant Eagle<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>Nephthys <\/td>\n\t\t\t<td> Huge Viper Snake<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>Osiris <\/td>\n\t\t\t<td> Brown Bear<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>Sebek <\/td>\n\t\t\t<td> Giant Crocodile<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>Set <\/td>\n\t\t\t<td> Large Monstrous Scorpion<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>Thoth <\/td>\n\t\t\t<td>Giant Owl<\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Unfaithful Servitors:<\/strong> If you willfully violate the orders of your deity, you lose all supernatural and spell-like abilities of the prestige class and cannot progress further as a glorious servitor. In much the same was as a paladin, you regain your abilities and advancement potential if you atone for your violations. You can also regain your abilities if you switch allegiance to one of your deity&#39;s rivals in the Mulhorandi pantheon-a tactic that earns you the unending enmity of your previous deity&#39;s church.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>1st <\/td>\n\t\t\t<td>+0<\/td>\n\t\t\t<td>+0<\/td>\n\t\t\t<td>+0<\/td>\n\t\t\t<td>+2<\/td>\n\t\t\t<td>Bestial form, fearlessness, spell resistance <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>2nd <\/td>\n\t\t\t<td>+1<\/td>\n\t\t\t<td>+0<\/td>\n\t\t\t<td>+0<\/td>\n\t\t\t<td>+3<\/td>\n\t\t\t<td>Divine shield +2, increased Strength +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>3rd <\/td>\n\t\t\t<td>+2<\/td>\n\t\t\t<td>+1<\/td>\n\t\t\t<td>+1<\/td>\n\t\t\t<td>+3<\/td>\n\t\t\t<td>Divine voice, true seeing <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>4th <\/td>\n\t\t\t<td>+3<\/td>\n\t\t\t<td>+1<\/td>\n\t\t\t<td>+1<\/td>\n\t\t\t<td>+4<\/td>\n\t\t\t<td>Divine shield +4, increased Strength +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>5th <\/td>\n\t\t\t<td>+3<\/td>\n\t\t\t<td>+1<\/td>\n\t\t\t<td>+1<\/td>\n\t\t\t<td>+4<\/td>\n\t\t\t<td>Greater command, immunity to poison <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>6th <\/td>\n\t\t\t<td>+4<\/td>\n\t\t\t<td>+2<\/td>\n\t\t\t<td>+2<\/td>\n\t\t\t<td>+5<\/td>\n\t\t\t<td>Divine shield +6, increased Strength +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>7th <\/td>\n\t\t\t<td>+5<\/td>\n\t\t\t<td>+2<\/td>\n\t\t\t<td>+2<\/td>\n\t\t\t<td>+5<\/td>\n\t\t\t<td>Divine transformation, mass cure serious wounds<\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Lost Empires of Faerun 13<\/h5>","reference":"Usergen"},{"id":10540,"name":"Magelord","type":"prestige","alignment":"Any","hit_die":"4","full_text":"<div topic='titel'><p><h3>Magelord<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Ability to cast 5th-level arcane spells.<br \/><strong>Special<\/strong>: You must have the evasion special quality as either a class feature or a racial trait.<br \/><strong>Special<\/strong>: You may not be lawful in alignment.<br \/><strong>Special<\/strong>: You must be tutored by a magelord or obtain rare tomes to study the tradition. Either option costs no less than 10,000 gp or a service of equivalent value.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> You gain no new proficiency with weapons, armor, or shields.<\/p>\n\n\t<p><strong>Spellcasting:<\/strong> At each magelord level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a magelord, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Sneak Attack (Ex):<\/strong> Beginning at 1st level, you deal extra damage when you are flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applied to ranged attacks only if the target is within 30 feet. See the <a href=\/classes\/rogue\/>rogue<\/a> class feature, page 50 of the Player&#39;s Handbook<\/p>\n\n\t<p><strong>Bonus Mastered Spell (Ex):<\/strong> When you attain 2nd level, you can choose one spell that you already know. From that point on you can prepare that spell without referring to a spellbook, as if you had chosen to master it with the <a href=\/feats\/players-handbook-v35--6\/spell-mastery--2704\/>Spell Mastery<\/a> feat. You can choose another known spell to master in this manner at 4th, 6th, and 8th level.<\/p>\n\n\t<p><strong>Signature Supremacy (Ex):<\/strong> By 3rd level, you have become so familiar with your mastered spells that you can convert any 4th-level or lower prepared spell into any 4th-level or lower mastered spell, just as a good cleric can spontaneously cast prepared spells as cure spells. Upon attaining 7th level, you can convert any 9th-level or lower prepared spell into a 9th-level or lower mastered spell in the same manner<\/p>\n\n\t<p><strong>Magelord Mastery (Ex):<\/strong> At 10th level, you can apply one or more metamagic feats that you know to a spell that you have converted to a mastered spell by means of either the Signature Supremacy ability or the <a href=\/feats\/players-guide-to-faerun--22\/signature-spell--2623\/>Signature Spell<\/a> feat. The level of the prepared spell to be converted must equal or exceed that of the mastered spell with the desired metamagic feats applied, For example, you could convert the 5th-level prepared spell <a href=\/spells\/players-handbook-v35--6\/teleport--2461\/>teleport<\/a> into the 1st-level mastered spell <a href=\/spells\/players-handbook-v35--6\/magic-missile--2631\/>magic missile<\/a> modified by the <a href=\/feats\/players-handbook-v35--6\/empower-spell--848\/>Empower Spell<\/a>, <a href=\/feats\/players-handbook-v35--6\/still-spell--2771\/>Still Spell<\/a>, and <a href=\/feats\/players-handbook-v35--6\/silent-spell--2626\/>Silent Spell<\/a> feats<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th>Base Attack Bonus <\/th>\n\t\t\t<th>Fort Save <\/th>\n\t\t\t<th>Ref Save <\/th>\n\t\t\t<th>Will Save <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Sneak Attack +1d6 <\/td>\n\t\t\t<td> +1 level existing arcane <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Bonus Mastered Spell <\/td>\n\t\t\t<td> +1 level existing arcane <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> + 1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Signature Supremacy <\/td>\n\t\t\t<td> +1 level existing arcane <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Bonus Mastered Spell <\/td>\n\t\t\t<td> +1 level existing arcane <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sneak Attack +2d6 <\/td>\n\t\t\t<td> +1 level existing arcane <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bonus Mastered Spell <\/td>\n\t\t\t<td> +1 level existing arcane <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Signature Supremacy <\/td>\n\t\t\t<td> +1 level existing arcane <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus Mastered Spell <\/td>\n\t\t\t<td> +1 level existing arcane <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sneak Attack +3d6 <\/td>\n\t\t\t<td> +1 level existing arcane <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Magelord Mastery <\/td>\n\t\t\t<td> +1 level existing arcane <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<h4>Magelord Lore<\/h4>\n\n\t<p>Characters with <a href=\/skills\/knowledge-arcana\/>Knowledge (arcana)<\/a> or <a href=\/skills\/knowledge-history\/>Knowledge (history)<\/a> can research the magelord tradition and find information on notable magelords (or magelord societies) and their actions. When a character makes a skill check, read or paraphrase the following material, including the information from lower DCs.<\/p>\n\n\t<p><strong>DC 10:<\/strong> &quot;Wizards who call themselves magelords are skillful, quick, and often quite proud and cruel as well&quot;<\/p>\n\n\t<p><strong>DC 15:<\/strong> &quot;At best, magelords are spellslingers or duelists-for-hire. More often, however, they are petty tyrants and villains who use their magic to plunder and dominate the weak. In the past, societies of magelords have virtually rules kingdoms, such as ancient Athalantar.&quot;<\/p>\n\n\t<p><strong>DC 20:<\/strong> &quot;Their magical tradition emphasizes the alteration or exchange of spells on the fly, so that they always have battle-spells ready and are rarely caught without a good offense or defense at hand.&quot;<\/p>\n\n\t<p><strong>DC 30:<\/strong> Characters who achieve this level of success can learn important details about specific magelords in your campaign<\/p><br\/><h5>Reference: Lost Empires of Faerun 17<\/h5>","reference":"Usergen"},{"id":10541,"name":"Olin Gisir","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Olin Gisir<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Feats<\/strong>: Any two metamagic feats.<br \/><strong>Spells<\/strong>: Ability to cast 3rd-level arcane spells.<br \/><strong>Special<\/strong>: Abjuration must not be a prohibited school for you.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: You gain no new proficiency with weapons, armor, or shields.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: At each Olin Gisir level, you gain new spells per day, and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class that granted you access to 3rd-level spells before you added the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you have access to 3rd-level spells from more than one arcane spellcasting class when you gain a level as an Olin Gisir, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Ancient Knowledge (Ex)<\/strong>: You have studied ancient lore in considerable depth. You gain a +1 bonus on all Knowledge (arcana), Knowledge (history), and Use Magic Device checks. You also gain the same bonus on bardic knowledge checks if you possess that class feature. The bonus increases to +2 at 4th level, to +3 at 7th level, and to +4 at 10th level.<\/p>\n\n\t<p><strong>Secret (Ex)<\/strong>: You have picked up countless bits of forgotten lore from ancient tomes you have uncovered, the whispers of imprisoned fiends you have been set to guard, and other even more dangerous sources. Add your Intelligence modifier to your Olin Gisir level. You can choose any one secret for which that result equals or exceeds the number in the left column of the table below. You can choose another secret in the same manner at 4th, 7th, and 10th level, though you may not select the same secret more than once.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Level + Int Mod <\/th>\n\t\t\t<th>Secret <\/th>\n\t\t\t<th>Effect <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> Lore of tongues <\/td>\n\t\t\t<td> Learn 3 new languages (any except secret languages) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> Secret of health <\/td>\n\t\t\t<td> +3 hit points <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> Secret of inner strength <\/td>\n\t\t\t<td> +2 bonus on Will saves <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> Lore of true stamina <\/td>\n\t\t\t<td> +2 bonus on Fortitude saves <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> Dungeon navigation <\/td>\n\t\t\t<td> Trap sense +2 (as the rogue ability, page 50 of the Player&#39;s Handbook) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> Sight of the hidden <\/td>\n\t\t\t<td> +4 bonus on Search checks <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> Ancient artifice <\/td>\n\t\t\t<td> Any item creation feat as a bonus feat \/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> Forgotten spell lore <\/td>\n\t\t\t<td> Any metamagic feat as a bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> Fiend warding <\/td>\n\t\t\t<td> +2 sacred bonus to AC and on saves against attacks made by evil outsiders <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10 or higher<\/td>\n\t\t\t<td>  Focused mind <\/td>\n\t\t\t<td> Spell resistance 20 against enchantment spells <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Signs and Portents (Sp)<\/strong>: At 2nd level, you learn to ferret out ancient, hidden evils by reading mystic omens in the world around you. Three times per day, you can use augury, as the spell (caster level equals your character level).<\/p>\n\n\t<p><strong>Word of Dispel (Sp)<\/strong>: At 5th level, you gain additional power against the old perils you seek to destroy or subdue. You can add dispel chaos, dispel evil, or dispel law (your choice) to the 5th-level arcane spells that you can cast. If you cast spells as a wizard, you simply add the spell to your spellbook. If you cast spells as a sorcerer, you acquire it as a bonus spell known at that level. The spell you have chosen is now an arcane spell for you.<\/p>\n\n\t<p><strong>Word of Might (Sp)<\/strong>: At 8th level, you can use words of power against your enemies. You can add dictum, holy word, or word of chaos (your choice) to the 7th-level arcane spells that you can cast. If you cast spells as a wizard, you simply add the spell to your spellbook. If you cast spells as a sorcerer, you acquire it as a bonus spell known at that level. The spell you have chosen is now an arcane spell for you.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Ancient knowledge +1, secret <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Signs and portents <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Ancient knowledge +2, secret <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Word of dispel <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Ancient knowledge +3, secret <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Word of might <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Ancient knowledge +4, secret <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Lost Empires of Faerun 21<\/h5>","reference":"Usergen"},{"id":10542,"name":"Sunmaster","type":"prestige","alignment":"Any lawful","hit_die":"8","full_text":"<div topic='titel'><p><h3>Sunmaster<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any lawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Ability to cast 2nd-level divine spells.<br \/><strong>Domains<\/strong>: Law, Sun.<br \/><strong>Patron Deity<\/strong>: Amaunator.<br \/><strong>Special<\/strong>: You must own a holy symbol of Amaunator, either personally recovered from a ruined temple of that deity or given to you by an existing sunmaster.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: You gain no new proficiency with weapons, armor, or shields.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: At each sunmaster level, you gain new spells per day, and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a sunmaster, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Sun Spells<\/strong>: You can prepare any Sun domain spell as if it were on your divine spell list. The spell uses a spell slot of a level equal to its level in the Sun domain list.<\/p>\n\n\t<p><strong>Glaring Eyes (Sp)<\/strong>: Starting at 2nd level, your eyes glow with the brilliant orange color of the sun. You can produce a searing light effect from your eyes once per day (caster level equals your character level). Additionally, you can never be blinded or dazed by spells or effects with the light descriptor, or by natural light of any kind. You can use searing light twice per day at 5th level and three times per day at 8th level.<\/p>\n\n\t<p><strong>Resistance to Fire (Ex)<\/strong>: Your link to the sun gives you increasing resistance to its fire. At 3rd level, you gain resistance to fire 5. Your fire resistance increases to 10 at 6th level and to 15 at 9th level.<\/p>\n\n\t<p><strong>Law Spells<\/strong>: Beginning at 4th level, you can prepare any Law domain spell as if it were on your divine spell list. The spell uses a spell slot of a level equal to its level in the Law domain list.<\/p>\n\n\t<p><strong>Planning Domain<\/strong>: At 7th level, you gain access to the Planning Domain and acquire its granted ability (see Player&#39;s Guide to Faer\u00fbn). On any given day, you can choose spells from the Planning Domain or from one of the domains you chose as a 1st-level cleric to fill your domain spell slots. You do not gain additional domain spells each day, only a broader choice of domain spells at each spell level.<\/p>\n\n\t<p><strong>Sunform (Sp)<\/strong>: Upon reaching 10th level, you gain the ability to become an insubstantial ball of bright, glowing light the size of a Medium creature. This effect is identical to that of the gaseous form spell, except as follows. In sunform, you radiate daylight as the spell, gain a fly speed of 120 feet (perfect), and have immunity to fire, light, and air effects. In addition, you gain a melee touch attack that deals 6d6 points of fire damage. You can remain in sunform for up to 10 rounds. Sunform is the equivalent of an 8th-level spell and is usable once per day.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sun spells <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Glaring eyes 1\/day <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Resistance to fire 5 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Law spells <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Glaring eyes 2\/day <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Resistance to fire 10 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Planning domain <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Glaring eyes 3\/day <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Resistance to fire 15 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Sunform <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Lost Empires of Faerun 25<\/h5>","reference":"Usergen"},{"id":10543,"name":"Death's Chosen","type":"prestige","alignment":"Any nongood","hit_die":"10","full_text":"<div topic='titel'><p><h3>Death's Chosen<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nongood.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Type<\/strong>: Aberration, dragon, giant, humanoid, magical beast, or monstrous humanoid.<br \/><strong>Special<\/strong>: The character must be accepted as a death&#39;s chosen by a sentient undead creature with at least as many Hit Dice as the character.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Death&#39;s chosen gain no proficiency with any weapons, armor, or shields.<\/p>\n\n\t<p><strong>Shield of the Master (Ex)<\/strong>: Whenever the master of a death&#39;s chosen casts a spell or uses an extraordinary, supernatural, or spell-like ability, it can choose (as a free action) to exempt the death&#39;s chosen from its effects. The master must make this choice when it casts the spell or uses the ability. If the ability is always active, the master can choose to exempt its death&#39;s chosen from the effect; this immunity remains in effect until the master chooses otherwise.<\/p>\n\n\t<p>For example, a mummy could (and probably would) choose to make its death&#39;s chosen immune to its despair ability. An undead spellcaster casting a fireball into a fight that included its death&#39;s chosen could choose when casting the spell to have it not affect the death&#39;s chosen.<\/p>\n\n\t<p><strong>Vigor of the Chosen (Ex)<\/strong>: The physical needs of a death&#39;s chosen are greatly reduced. He needs to consume only one-tenth the normal amount of food and water each day&#8212;a few grubs and a mouthful of water make a full meal. He can subsist on a mere 2 hours of sleep each night without becoming fatigued (though spellcasters require the normal amount of rest to regain spells). He gains Endurance as a bonus feat (or, if he already has the feat, the bonuses granted by the feat increase to +8). He also gains a +4 bonus on Fortitude saves to resist disease.<\/p>\n\n\t<p><strong>Will of the Chosen (Ex)<\/strong>: Starting at 2nd level, a death&#39;s chosen serves his master with inhuman intensity. He gains a +2 morale bonus on Will saves as long as he is within 60 feet of his master.<\/p>\n\n\t<p><strong>Bravery of the Chosen (Ex)<\/strong>: When within 30 feet of his master, a death&#39;s chosen who has attained 3rd level gains a +1 morale bonus on melee attack rolls and melee damage rolls. If his master has been reduced to half or less of its full normal hit points, this bonus increases to +2. The bonus disappears if his master is destroyed.<\/p>\n\n\t<p><strong>Unnatural Aura (Su)<\/strong>: When a death&#39;s chosen reaches 3rd level, wild or domesticated animals can sense his unnatural presence out to a distance of 30 feet. The animals do not willingly approach nearer than that and become panicked if forced to do so. They remain panicked as long as they are within that distance.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Shield of the master, vigor of the chosen <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Will of the chosen <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Bravery of the chosen, unnatural aura <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Libris Mortis: The Book of the Dead 41<\/h5>","reference":"Usergen"},{"id":10544,"name":"Dirgesinger","type":"prestige","alignment":"Any nongood","hit_die":"6","full_text":"<div topic='titel'><p><h3>Dirgesinger<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nongood.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Bardic music class feature.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Dirgesingers gain no proficiency with any weapons, armor, or shields.<\/p>\n\n\t<p><strong>Dirgesong (Su)<\/strong>: A dirgesinger gains the dirgesong ability. Dirgesong follows the same rules as bardic music (see Bardic Music, page 29 of the Player&#39;s Handbook). Dirgesinger levels stack with bard levels for the purpose of determining how often a character can use dirgesong or bardic music. Dirgesinger levels do not stack with bard levels for determining which bardic music effects and spells a bard has access to. Each of these songs counts as a use of bardic music.<\/p>\n\n\t<p><em>Song of Sorrow<\/em>: A dirgesinger can evoke sorrow and lament in his enemies. To be affected, an enemy must be able to hear the dirgesinger perform. The effect lasts for as long as the enemy hears the dirgesinger perform and for 5 rounds thereafter. An affected enemy takes a &#8212;2 penalty on Will saving throws and a &#8212;2 penalty on attack rolls and weapon damage rolls. A successful Will save (DC 10 + the dirgesinger&#39;s ranks in Perform) negates the effect and makes the character immune to that dirgesinger&#39;s song of sorrow ability for 24 hours. Song of sorrow is a mind-affecting ability.<\/p>\n\n\t<p><em>Song of Bolstering<\/em>: At 2nd level and higher, a dirgesinger can bolster undead creatures against turning, much as an evil cleric does. All undead within 30 feet of the dirgesinger gain a bonus on their turn resistance equal to the dirgesinger&#39;s class level plus the dirgesinger&#39;s bard class level. The bolstering lasts for as long as the dirgesinger performs and for 10 rounds thereafter. An undead dirgesinger can bolster himself in this manner.<\/p>\n\n\t<p><em>Song of Grief<\/em>: A dirgesinger of 3rd level or higher can use song or poetics to inspire maddening grief in a living creature. The creature must be within 60 feet of the dirgesinger and able to hear him. Unless the target succeeds on a Will save (DC 10 + the dirgesinger&#39;s ranks in Perform), she becomes confused for as long as the dirgesinger performs and for 5 rounds thereafter. Song of grief is an enchantment (compulsion), mind-affecting ability.<\/p>\n\n\t<p><em>Song of Horror<\/em>: At 4th level and higher, a dirgesinger can strike a horrifying chord in the hearts of his enemies. Any enemy within 60 feet who can hear the dirgesinger must succeed on a Will save (DC 10 + the dirgesinger&#39;s ranks in Perform) or take 1d6 points of Strength damage and 1d6 points of Dexterity damage. A creature that is affected by a dirgesinger&#39;s song of horror or a creature that successfully saves against this effect cannot be affected by the same dirgesinger&#39;s song of horror for 24 hours.<\/p>\n\n\t<p><em>Song of Awakening<\/em>: At 5th level, a dirgesinger can animate the recently slain corpse of a creature within 30 feet. This requires the dirgesinger to make a Perform check (DC 10 + target creature&#39;s HD). The slain creature can have no more Hit Dice than the dirgesinger&#39;s character level. If the attempt fails, the dirgesinger can try again in a later round. The corpse to be awakened must have been dead for no more than 1 hour.<\/p>\n\n\t<p>The awakened creature&#39;s type becomes undead, and it retains any subtypes it had. The creature retains all class features, as well as any supernatural or spell-like (but not extraordinary) abilities it possessed in life (though any spells cast or daily uses expended before the creature&#39;s death count against its normal limits). The awakened creature is completely loyal to the dirgesinger and obeys any commands given it (if no commands are given, it simply attacks the dirgesinger&#39;s foes). The creature remains animate as long as the dirgesinger continues to perform.<\/p>\n\n\t<p>A dirgesinger can animate no more than one awakened corpse at a time. If he awakens a second one while the first is still active, the first one falls dead as if the dirgesinger had ceased to perform.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Song of sorrow <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Song of bolstering <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Song of grief <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Song of horror <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Song of awakening <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Libris Mortis: The Book of the Dead 43<\/h5>","reference":"Usergen"},{"id":10545,"name":"Ephemeral Exemplar","type":"prestige","alignment":"","hit_die":"12","full_text":"<div topic='titel'><p><h3>Ephemeral Exemplar<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 12.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Type<\/strong>: Undead (incorporeal subtype).<br \/><strong>Base Save Bonus<\/strong>: Will +5.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Ephemeral exemplars gain no proficiency with any weapons, armor, or shields.<\/p>\n\n\t<p><strong>Improved Deflection (Su)<\/strong>: An ephemeral exemplar adds its class level to its deflection bonus to AC.<\/p>\n\n\t<p><strong>Turn Resistance (Ex)<\/strong>: An ephemeral exemplar adds its class level to its turn resistance.<\/p>\n\n\t<p><strong>Enhanced Spawn (Su)<\/strong>: Any spawn created by an ephemeral exemplar of 2nd level or higher gains a +4 enhancement bonus to its Dexterity score. If the exemplar is destroyed, the spawn loses this bonus.<\/p>\n\n\t<p><strong>Ghostly Grasp<\/strong>: At 3rd level, an ephemeral exemplar gains Ghostly Grasp (see page 27) as a bonus feat, even if it doesn&#39;t meet the prerequisite.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Improved deflection, turn resistance <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Enhanced spawn <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Ghostly Grasp <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Libris Mortis: The Book of the Dead 53<\/h5>","reference":"Usergen"},{"id":10546,"name":"Lurking Terror","type":"prestige","alignment":"","hit_die":"12","full_text":"<div topic='titel'><p><h3>Lurking Terror<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 12.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Type<\/strong>: Undead.<br \/><strong>Special<\/strong>: If the character possesses the incorporeal subtype, it need not meet the Move Silently requirement.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Lurking terrors gain no proficiency with any weapons, armor, or shields.<\/p>\n\n\t<p><strong>Deathly Power (Ex)<\/strong>: A lurking terror adds its class level to any save DCs for the extraordinary and supernatural special attacks possessed by an undead creature of its kind. This ability has no effect on the lurking terror&#39;s spells or spell-like abilities, nor on any special abilities gained from its nonundead kind (such as a vampiric medusa&#39;s petrifying gaze), feats, or class features (such as the assassin&#39;s death attack).<\/p>\n\n\t<p>For example, a vampire that becomes a 1st-level lurking terror increases the DC of its dominate and energy drain special attacks by 1. If the vampire were also a sorcerer with the Stunning Fist feat, neither its spell save DCs nor the save DC for its stunning attacks would be affected.<\/p>\n\n\t<p><strong>Improved Darkvision (Ex)<\/strong>: At 2nd level, the effective distance of a lurking terror&#39;s darkvision improves to 90 feet. (If the lurking terror doesn&#39;t already have darkvision, it gains darkvision out to 60 feet.)<\/p>\n\n\t<p><strong>Hide in Plain Sight (Ex)<\/strong>: At 3rd level, a lurking terror can use the Hide skill even while being observed, as long as it has cover or concealment.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Deathly power <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Improved darkvision <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Hide in plain sight <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Libris Mortis: The Book of the Dead 54<\/h5>","reference":"Usergen"},{"id":10547,"name":"Master of Radiance","type":"prestige","alignment":"Any nonevil","hit_die":"8","full_text":"<div topic='titel'><p><h3>Master of Radiance<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonevil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>Spells: Able to cast <a href=\/spells\/players-handbook-v35--6\/daylight--2601\/>daylight<\/a> as a divine spell.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Masters of radiance gain no profi ciency with any weapons, armor, or shields.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: Beginning at 2nd level, a master of radiance gains new spells per day (and spells known, if applicable) as if she had also gained a level in a divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefi t a character of that class would have gained (metamagic or item creation feats and so on; but see Turn Undead, below). If she had more than one divine spellcasting class before becoming a master of radiance, she must decide to which class to add each level for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Turn Undead (Su)<\/strong>: Master of radiance class levels stack with levels of all other classes that grant the ability to turn undead for the purpose of determining the character&#39;s effective cleric level for turning. See Turn or Rebuke Undead, page 159 of the Player&#39;s Handbook. For example, a 7th-level cleric\/5th-level master of radiance turns undead as a 12th-level cleric.<\/p>\n\n\t<p><strong>Radiant Aura (Su)<\/strong>: A master of radiance can emanate an aura of brilliant light that weakens undead creatures. The aura provides bright illumination in a 30-foot radius around the character, and shadowy illumination for an additional 30 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of the bright aura. In addition, undead creatures within the radius of bright light take a &#8212;2 penalty on attack rolls, damage rolls, and saving throws.<\/p>\n\n\t<p>Activating the radiant aura is a free action that does not provoke attacks of opportunity. While her radiant aura is active, a master of radiance casts spells with the light descriptor at +2 caster level.<\/p>\n\n\t<p>A master of radiance can use this ability once per day at 1st level, twice per day at 3rd level, and three times per day at 5th level. Each use lasts 1 minute.<\/p>\n\n\t<p>The radiant aura is the equivalent of a 5th-level spell with the light descriptor for the purpose of interacting with spells and effects with the darkness descriptor.<\/p>\n\n\t<p><strong>Searing Light (Sp)<\/strong>: Beginning at 2nd level, a master of radiance can use searing light as a standard action once per round as long as her radiant aura is active. Treat the character&#39;s caster level for this effect as equal to her highest divine caster level, including the +2 caster level adjustment for the radiant aura (for example, a 7th-level druid\/2nd-level master of radiance would use this effect as a 10th-level spellcaster).<\/p>\n\n\t<p><strong>Beam of Sunlight (Sp)<\/strong>: A 5th-level master of radiance can evoke a dazzling beam of intense light (the equivalent of a beam from the sunbeam spell) once per round as a full-round action as long as her radiant aura is active. Treat the character&#39;s caster level for this effect as equal to her highest divine caster level, including the +2 caster level adjustment for the radiant aura (for example, a 7th-level druid\/5th-level master of radiance would use this effect as a 13th-level spellcaster).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Radiant aura 1\/day, turn undead <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Searing light<\/em> <\/td>\n\t\t\t<td> +1 level of divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Radian aura 2\/day <\/td>\n\t\t\t<td> +1 level of divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Beam of sunlight<\/em>, radiant aura 3\/day <\/td>\n\t\t\t<td> +1 level of divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Libris Mortis: The Book of the Dead 44<\/h5>","reference":"Usergen"},{"id":10548,"name":"Master of Shrouds","type":"prestige","alignment":"Any Nongood","hit_die":"8","full_text":"<div topic='titel'><p><h3>Master of Shrouds<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any Nongood.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Base Save Bonus:<\/strong> Will +5.<br \/><strong>Spells:<\/strong> Able to cast <a href=\/spells\/players-handbook-v35--6\/protection-from-good--2349\/><em>protection from good<\/em><\/a> as a divine spell.<br \/><strong>Special:<\/strong> Able to rebuke undead<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Master of shrouds gain no proficiency with any weapons, armor, or shields.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known:<\/strong> Beginning at 2nd level, a master of shrouds gains new spells per day (and spells known, if applicable)as if she had also gained a level in a divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats and so on; but see Rebuke Undead, below). If she had more than one divine spellcasting class before becoming a master of shrouds, she must decide to which class to add each level for the purpose of determining spells per day and spells known. <\/p>\n\n\t<p><strong>Extra Rebuking (Ex):<\/strong> A master of shrouds may use her rebuke undead ability four additional times per day.<\/p>\n\n\t<p><strong>Rebuke Undead (Su):<\/strong> Master of shrouds class levels stack with levels of all other classes that grant the ability to rebuke undead for the purpose of determining the character&#39;s effective cleric level for rebuking. See Turn or Rebuke Undead, page 159 of the Player&#39;s Handbook. For example, a 7th-level cleric\/5th-level master of shrouds rebukes undead as a 12th-level cleric.<\/p>\n\n\t<p><strong>Summon Undead (Sp):<\/strong> At 2nd level and higher, a master of shrouds can summon one or more incorporeal undead creatures a number of times per day equal to 3 + her Charisma modifier (minimum 1). This ability is otherwise identical to the <a href=\/spells\/players-handbook-v35--6\/summon-monster-i--2441\/>summon monster<\/a> spells, except that a master of shrouds adds her Charisma modifier (if possible) to the duration of the effect.<\/p>\n\n\t<p>At 2nd level, a master of shrouds can summon a single shadow. At 4th level, she can summon one wraith or two shadows. At 6th level, she can summon one spectre, two wraiths, or four shadows. At 8th level, she can summon one greater shadow, two spectres, four wraiths, or four shadows. At 10th level, she can summon one dread wraith, two greater shadows, four spectres, four wraiths, or four shadows. <\/p>\n\n\t<p><strong>Improved Summoning (Ex):<\/strong> Beginning at 5th level, a master of shrouds summons more powerful undead creatures than normal. Whenever she casts a <a href=\/spells\/spell-compendium--86\/summon-undead-i--3780\/>summon undead<\/a> spell or when she uses her summon undead class ability, the summoned creature gains a +2 enhancement bonus on attack rolls and damage rolls.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spellcasting<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Extra rebuking, rebuke undead <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Summon undead (shadow) <\/td>\n\t\t\t<td> +1 divine spellcasting level <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 divine spellcasting level <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Summon undead (wraith) <\/td>\n\t\t\t<td> +1 divine spellcasting level <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Improved summoning <\/td>\n\t\t\t<td> +1 divine spellcasting level <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Summon undead (spectre) <\/td>\n\t\t\t<td> +1 divine spellcasting level <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 divine spellcasting level <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Summon undead (greater shadow) <\/td>\n\t\t\t<td> +1 divine spellcasting level <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 divine spellcasting level <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Summon undead (dread wraith) <\/td>\n\t\t\t<td> +1 divine spellcasting level <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Libris Mortis: The Book of the Dead 46<\/h5>","reference":"Usergen"},{"id":10549,"name":"Master Vampire","type":"prestige","alignment":"","hit_die":"12","full_text":"<div topic='titel'><p><h3>Master Vampire<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 12.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: The character must be a vampire (not a vampire spawn).<br \/><strong>Special<\/strong>: The character must control at least two vampires or vampire spawn that it has created by means of its create spawn ability.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Master vampires gain no proficiency with any weapons, armor, or shields.<\/p>\n\n\t<p><strong>Spells Per Day\/Spells Known<\/strong>: At each odd-numbered level, a master vampire gains new spells per day (and spells known, if applicable) as if it had also gained a level in a spellcasting class to which it belonged before adding the prestige class level. It does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If the creature had more than one spellcasting class before becoming a master vampire, it must decide to which class to add each level for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>More Spawn (Su)<\/strong>: A master vampire adds its Charisma modifier to its Hit Dice to determine how many spawn it can have enslaved. For example, a master vampire with 10 HD and a Charisma of 18 is treated as having 14 HD for the purpose of determining its limit of controlled spawn, and therefore can enslave up to 28 HD of spawned vampires.<\/p>\n\n\t<p><strong>Turn Resistance (Ex)<\/strong>: A master vampire&#39;s turn resistance is increased by 1 for each of its spawn within 60 feet.<\/p>\n\n\t<p><strong>Enhanced Spawn (Su)<\/strong>: Any vampire or vampire spawn created by a master vampire of 2nd level or higher gains a +2 enhancement bonus to its Strength and Dexterity scores. If the master vampire is destroyed or releases the spawn from service, the spawn loses this bonus.<\/p>\n\n\t<p><strong>Master&#39;s Chosen (Su)<\/strong>: At 3rd level, a master vampire can designate a single vampire or a vampire spawn that it created with its create spawn ability as its chosen. Doing this requires a 1-hour ritual during which the chosen must consume a small portion of the master&#39;s flesh. The chosen gains a +6 enhancement bonus to its Strength and Dexterity scores. The master can remove this designation as a standard action. If the master vampire is destroyed or releases the chosen from service, the chosen loses this bonus.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> More spawn, turn resistance <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Enhanced spawn <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Master&#39;s chosen <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Libris Mortis: The Book of the Dead 55<\/h5>","reference":"Usergen"},{"id":10550,"name":"Pale Master","type":"prestige","alignment":"Any nongood","hit_die":"4","full_text":"<div topic='titel'><p><h3>Pale Master<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nongood.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to cast <a href=\/spells\/players-handbook-v35--6\/command-undead--2720\/>command undead<\/a> and <a href=\/spells\/players-handbook-v35--6\/vampiric-touch--2768\/>vampiric touch<\/a> as arcane spells.<br \/><strong>Special<\/strong>: The candidate must have spent three or more days locked in a tomb with animate undead. This contact may be peaceful or violent. A character who is slain by the undead and later raised still meets the requirement, although the resulting level loss may delay compliance with other prerequisites.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Profi ciency<\/strong>: Pale masters gain proficiency with light and medium armor. They gain no profi ciency with any weapons or shields.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: Beginning at 2nd level, a pale master gains new spells per day (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefi t a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If he had more than one arcane spellcasting class before becoming a pale master, he must decide to which class to add each level for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Animate Dead (Sp)<\/strong>: Starting at 2nd level, a pale master begins to exercise control over the undead. Once per day, he can use animate dead, as the spell, without need of a material component. Use the pale master&#39;s highest arcane caster level as the caster level for this effect. All other level restrictions of animate dead still apply. For example, a 6th-level sorcerer\/3rd-level pale master can animate up to 16 HD of undead with a single use of this ability. Likewise, he can control up to 32 HD of undead created using this ability, the animate dead spell, or both.<\/p>\n\n\t<p><strong>Darkvision (Ex)<\/strong>: At 3rd level, the dark begins to lose its mysteries to a pale master, who gains darkvision out to 60 feet. If he already has darkvision, its effective distance increases by 60 feet.<\/p>\n\n\t<p><strong>Undead Armor Affi nity (Ex)<\/strong>: A pale master has an instinctive feel for undead armor. At 4th level and higher, he treats the undead armor as if its arcane spell failure chance were 10% less. At 8th level, this reduction improves to 20%.<\/p>\n\n\t<p><strong>Control Undead (Sp)<\/strong>: Once per day, a pale master of 5th level or higher can gain control over an undead creature (with Hit Dice equal to or less than his highest arcane caster level) by making a successful touch attack against it. The undead creature receives no saving throw to resist this effect. The control lasts for 1 round per class level. When the duration expires, the undead creature returns to its former allegiance, if any. The newly controlled undead can still be turned or rebuked as normal. This effect is otherwise identical to the control undead spell. This ability is in addition to the number of undead a pale master can control using his animate dead ability.<\/p>\n\n\t<p><strong>Deathless Vigor (Ex)<\/strong>: Beginning at 5th level, a pale master&#39;s body becomes more akin to the undying fl esh of his undead associates. The character gains a +4 bonus on Fortitude saves except against effects that also work on objects.<\/p>\n\n\t<p><strong>Undead Graft (Su)<\/strong>: At 6th level, a pale master gives in to terrible necrophiliac urges. He cuts off his arm and replaces it with an undead prosthetic, which may be skeletal in form or preserved fl esh stitched in place like that of a fl esh golem. Regardless of its composition, the graft grants a +4 inherent bonus to the character&#39;s Strength score.<\/p>\n\n\t<p>Additionally, the undead graft allows him to deliver horrible touch attacks. A pale master can use this ability once per day at 6th level, twice per day at 8th level, and three times per day at 10th level. The character must declare that he is using this ability before making the attack roll; a failed attack roll still expends that use of the ability. Each time he makes a touch attack using this ability, the pale master can select from any of the effects described below for which he meets the prerequisite class level. The save DC for the pale master&#39;s touch attacks is 10 + his pale master class level + his Cha modifi er.<\/p>\n\n\t<p><em>Paralyzing Touch<\/em>: Any living foe except for an elf that is hit by a pale master&#39;s touch attack must succeed on a Fortitude save or be paralyzed for 1d4+1 rounds. <em>Prerequisite<\/em>: Class level 6th.<\/p>\n\n\t<p><em>Weakening Touch<\/em>: A living foe hit by a pale master&#39;s touch attack takes 1d6 points of Strength damage (no save). A creature reduced to Strength 0 dies. <em>Prerequisite<\/em>: Class level 7th.<\/p>\n\n\t<p><em>Degenerative Touch<\/em>: A living foe hit by a pale master&#39;s touch attack receives one negative level (no save), and must make a Fortitude save 24 hours later to avoid losing the level permanently. <em>Prerequisite<\/em>: Class level 8th.<\/p>\n\n\t<p><em>Destructive Touch<\/em>: A living foe hit by a pale master&#39;s touch attack must succeed on a Fortitude save or take 1d6 points of Constitution drain. <em>Prerequisite<\/em>: Class level 9th.<\/p>\n\n\t<p><em>Deathless Master&#39;s Touch<\/em>: A living foe of up to one size category larger than a pale master hit by the pale master&#39;s touch attack must succeed on a Fortitude save or die. A slain creature automatically animates 1 round later as a zombie (see page 265 of the Monster Manual) and is under the pale master&#39;s control as if he had animated it. Undead created using this power do not count against a pale master&#39;s HD total for controlling undead. <em>Prerequisite<\/em>: Class level 10th.<\/p>\n\n\t<p><strong>Tough as Bone (Ex)<\/strong>: On reaching 7th level, a pale master takes on even more of the qualities of an undead creature. He becomes immune to disease, nonlethal damage, and stunning.<\/p>\n\n\t<p><strong>Undead Cohort<\/strong>: A 9th-level pale master gains the service of a loyal undead cohort. The cohort follows the rules for undead cohorts described under the Undead Leadership feat (see page 31). The pale master does not gain any followers from this ability, only a single cohort. The cohort&#39;s effective character level is determined by the pale master&#39;s Leadership score and character level exactly as if the cohort had been gained by means of the Undead Leadership feat.<\/p>\n\n\t<p><strong>Deathless Mastery (Ex)<\/strong>: On reaching 10th level, a pale master gains the virtues of his deathless arts. His body becomes partly mummifi ed (though he is not truly undead), and he becomes immune to poison, sleep effects, paralysis, death effects, critical hits, ability drain, and energy drain, as well as damage to his physical ability scores (Str, Dex, and Con). He still needs to breathe, eat, and sleep as normal for his type, and he still ages normally.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Animate dead<\/em> <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Darkvision <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Undead armor affinity (10%) <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Control undead<\/em>, deathless vigor <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Undead graft, paralyzing touch <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Tough as bone, weakening touch <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Undead armor affinity (20%), degenerative touch <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Undead cohort, destructive touch <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Deathless mastery, deathless master&#39;s touch <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Libris Mortis: The Book of the Dead 47<\/h5>","reference":"Usergen"},{"id":10551,"name":"Sacred Purifier","type":"prestige","alignment":"Any good","hit_die":"8","full_text":"<div topic='titel'><p><h3>Sacred Purifier<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Base Will Save Bonus<\/strong>: +5.<br \/><strong>Spells<\/strong>: Able to cast 2nd-level divine spells.<br \/><strong>Special<\/strong>: Able to turn undead.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Sacred purifiers gain no proficiency with any weapons, armor, or shields.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: Beginning at 2nd level, a sacred purifier gains new spells per day (and spells known, if applicable) as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats and so on; but see Turn Undead, below). If he had more than one divine spellcasting class before becoming a sacred purifier, he must decide to which class to add each level for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Greater Turning (Su)<\/strong>: Once per day, a sacred purifier can perform a greater turning against an undead in place of a regular turning. The greater turning is like a normal turning, except that the undead creatures that would be turned are destroyed instead.<\/p>\n\n\t<p>If the character already has this ability (such as from the Sun domain), he can use it one additional time per day.<\/p>\n\n\t<p><strong>Turn Undead (Su)<\/strong>: Sacred purifier class levels stack with levels of all other classes that grant the ability to turn undead for the purpose of determining the character&#39;s effective cleric level for turning. See Turn or Rebuke Undead, page 159 of the Player&#39;s Handbook. For example, a 7th-level cleric\/5th-level sacred purifier turns undead as a 12th-level cleric.<\/p>\n\n\t<p><strong>Sacred Strike (Su)<\/strong>: Whenever a sacred purifier of 3rd level or higher successfully strikes an undead creature in melee, he can spend a turning attempt as a free action to deal an extra 2d6 points of damage with that attack. He can deliver such sacred strikes any number of times per round, but no more than once per attack. If the sacred purifier accidentally attempts a sacred strike against a nonundead creature, the turning attempt is lost with no effect.<\/p>\n\n\t<p><strong>Positive Energy Burst (Su)<\/strong>: As a full-round action, a 5th-level sacred purifier can spend two turning attempts to create a positive energy burst. This energy deals 10d6 points of damage to all undead creatures within a 30-foot-radius burst centered on the sacred purifier. A successful Reflex save (DC 10 + sacred purifier&#39;s class level + sacred purifier&#39;s Cha modifier) halves this damage.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Greater turning, turn undead <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of diving spellcasting level <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sacred strike <\/td>\n\t\t\t<td> +1 level of diving spellcasting level <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of diving spellcasting level <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Positive energy burst <\/td>\n\t\t\t<td> +1 level of diving spellcasting level <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Libris Mortis: The Book of the Dead 49<\/h5>","reference":"Usergen"},{"id":10552,"name":"Tomb Warden","type":"prestige","alignment":"Any nonchaotic","hit_die":"12","full_text":"<div topic='titel'><p><h3>Tomb Warden<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 12.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonchaotic.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Type<\/strong>: Undead.<br \/><strong>Base Save Bonus<\/strong>: Will +5.<br \/><strong>Special<\/strong>: A tomb warden must dedicate itself to the protection of a tomb, graveyard, or similar resting place of the dead.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Tomb wardens gain proficiency with simple and martial weapons, and with light, medium, and heavy armor.<\/p>\n\n\t<p><strong>Turn Immunity (Ex)<\/strong>: As long as it is within the tomb, graveyard, or similar resting place that it protects, a tomb warden is immune to turning or rebuking attempts. It can still be bolstered as normal.<\/p>\n\n\t<p><strong>Tomb Sense (Su)<\/strong>: While it is within the tomb, graveyard, or similar resting place it protects, a tomb warden of 2nd level or higher automatically knows the precise location of all intruders within that tomb. This ability is similar to blindsense, except that it functions without regard to line of effect and its effect extends to every portion of the tomb.<\/p>\n\n\t<p><strong>Power of the Dead (Su)<\/strong>: While it is within the tomb, graveyard, or similar resting place it protects, a 3rd-level tomb warden can call upon the spirits of the dead to gain insight from them. This ability requires only a free action to activate, and grants the tomb warden an insight bonus on attack rolls, damage rolls, and saving throws equal to its Charisma modifier (minimum +1). A tomb warden can use this ability once per day, and its effects last for 10 minutes.<\/p>\n\n\t<h4>Ex-Tomb Wardens<\/h4>\n\n\t<p>If a tomb warden leaves the tomb it protects for longer than seven days, or if it relinquishes guardianship of the tomb, it loses all class features (except for armor proficiencies). It must undergo <a href=\/spells\/players-handbook-v35--6\/atonement--2304\/>atonement<\/a> to regain these class features.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Turn immunity <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Tomb sense <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Power of the dead <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Libris Mortis: The Book of the Dead 57<\/h5>","reference":"Usergen"},{"id":10553,"name":"True Necromancer","type":"prestige","alignment":"Any nongood","hit_die":"6","full_text":"<div topic='titel'><p><h3>True Necromancer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nongood.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to cast <a href=\/spells\/libris-mortis-the-book-of-the-dead--71\/summon-undead-ii--1461\/>summon undead II<\/a> as a divine spell and <a href=\/spells\/players-handbook-v35--6\/command-undead--2720\/>command undead<\/a> as an arcane spell.<br \/><strong>Special<\/strong>: Able to rebuke undead.<br \/><strong>Special<\/strong>: Access to the <a href=\/spells\/domains\/death\/>Death<\/a> domain.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: True necromancers gain no proficiency with any weapons, armor, or shields.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: A true necromancer gains new spells per day (and spells known, if applicable) as if she had also gained a level in either an arcane spellcasting class she belonged to before adding the prestige class, a divine spellcasting class she belonged to before adding the prestige class, or both, according to the accompanying table. She does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats and so on; but see Improved Rebuking and Necromantic Prowess, below). If she had more than one arcane or divine spellcasting class before becoming a true necromancer, she must decide to which class she adds the new level for purposes of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Rebuke Undead (Su)<\/strong>: True necromancer class levels stack with levels of all other classes that grant the ability to rebuke undead for the purpose of determining the character&#39;s effective cleric level for rebuking. See Turn or Rebuke Undead, page 159 of the Player&#39;s Handbook. For example, a 5th-level cleric\/3rd-level sorcerer\/2nd-level true necromancer rebukes undead as a 7th-level cleric. The bonus from her necromantic prowess ability, once it is gained, also applies.<\/p>\n\n\t<p><strong>Create Undead (Sp)<\/strong>: On attaining 2nd level, a true necromancer can cast create undead once per day, as the spell of the same name. She can use this ability one additional time per day at 5th level and higher. She must still supply the requisite material components. The true necromancer&#39;s caster level equals her character level plus the bonus from her necromantic prowess ability, once it is gained.<\/p>\n\n\t<p><strong>Necromantic Prowess (Ex)<\/strong>: At 3rd level, a true necromancer gains unsurpassed power over death. When she rebukes undead, casts a necromancy spell, or uses a spell-like ability that mimics a necromancy spell, her effective caster level increases. The bonus is +1 at 3rd level, +2 at 6th level, +3 at 9th level, and +4 at 12th level and higher.<\/p>\n\n\t<p><strong>Zone of Desecration (Su)<\/strong>: At 4th level, a true necromancer begins to exert her authority over undead. This aura is identical to the effects of the desecrate spell (see page 218 of the Player&#39;s Handbook) except that it affects only allied undead.<\/p>\n\n\t<p><strong>Major Desecration (Su)<\/strong>: At 7th level, a true necromancer extends her authority over undead. The supernatural aura of negative energy surrounding her (see Zone of Desecration, above) now extends to a radius of 10 feet per true necromancer class level.<\/p>\n\n\t<p><strong>Create Greater Undead (Sp)<\/strong>: On reaching 8th level, a true necromancer can cast create greater undead (see page 215 of the Player&#39;s Handbook) once per day, as the spell. She can use this ability one additional time per day at 11th level and higher. She must still supply the requisite material component. The true necromancer&#39;s caster level equals her character level plus the bonus from her necromantic prowess ability.<\/p>\n\n\t<p><strong>Horrid Wilting (Sp)<\/strong>: At 10th level and higher, a true necromancer can use horrid wilting once per day, with a caster level equal to her character level plus her bonus from the necromantic prowess ability.<\/p>\n\n\t<p><strong>Energy Drain (Sp)<\/strong>: At 13th level and higher, a true necromancer can use energy drain once per day, with a caster level equal to her character level plus her bonus from the necromantic prowess ability.<\/p>\n\n\t<p><strong>Wail of the Banshee (Sp)<\/strong>: At 14th level, a true necromancer can use wail of the banshee once per day, with a caster level equal to her character level plus her bonus from the necromantic prowess ability.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Rebuke undead <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Create undead<\/em> 1\/day <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Necromantic prowess (+1) <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class\/ +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Zone of destruction <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class\/ +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Create undead<\/em> 2\/day <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class\/ +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Necromantic prowess (+2) <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Major destruction <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <em>Create greater undead<\/em> 1\/day <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class\/ +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Necromantic prowess (+3) <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class\/ +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> <em>Horrid wilting<\/em> <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class\/ +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> <em>Create greater undead<\/em> 2\/day <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class\/ +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Necromantic prowess (+4) <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class\/ +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> <em>Energy drain<\/em> <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class\/ +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> <em>Wail of the banshee<\/em> <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class\/ +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Libris Mortis: The Book of the Dead 51<\/h5>","reference":"Usergen"},{"id":10554,"name":"Abolisher","type":"prestige","alignment":"Any nonchaotic","hit_die":"8","full_text":"<div topic='titel'><p><h3>Abolisher<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonchaotic.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Type:<\/strong> Cannot be an aberration<br \/><strong>Special:<\/strong> Wild empathy class feature<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting:<\/strong> At each level except 1st and 6th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other<br \/>benefi t a character of that class would have gained. If you had more than one divine spellcasting class before becoming an abolisher, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Favored Enemy (Ex):<\/strong> At 1st level, your hatred of aberrations grants you a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against aberrations. Likewise, you gain a +2 bonus on weapon damage rolls against such creatures. At 4th level, and then again at 8th level, this bonus increases by 2. If you possess the favored enemy (aberrations) feature from another source, these bonuses stack.<\/p>\n\n\t<p><strong>Wild Shape (Su):<\/strong> You gain the druid ability to use wild shape once per day. Your abolisher wild shape is somewhat more limited than a full druid&#39;s wild shape ability, though, and you are limited to Medium animals. The ability otherwise works as detailed on page 37 of the Player&#39;s Handbook. As you gain levels, you gain additional uses of this ability per day. At 4th level, you can use wild shape two times per day, and at 8th level you can do so three times per day. If you already have wild shape uses from another class, such as druid, these wild shape uses stack. If you have druid levels, each time you gain a level of abolisher, you add 1 to your effective druid level to determine the maximum Hit Dice of a creature you can wild shape into and how long each use of wild shape lasts. The type and size of animal that you can wild shape into does not improve from abolisher levels.<\/p>\n\n\t<p><strong>Animal Companion:<\/strong> If you have an animal companion, your abolisher levels stack with your previous class levels (usually druid or ranger) to determine the animal companion&#39;s abilities. If you do not already have an animal companion, you do not gain one from this ability.<\/p>\n\n\t<p><strong>Winds of Nature&#39;s Grace (Ex):<\/strong> At 2nd level and higher, you gain a +1 bonus on all saving throws made against attacks from aberrations. The bonus increases to match your Charisma bonus, if any (minimum of +2) when you use wild shape or other magic to assume the form of an animal, elemental, or plant.<\/p>\n\n\t<p><strong>Pierce Aberrant Defense (Ex):<\/strong> Many aberrations possess some degree of spell resistance, and abolishers train to overcome this spell resistance. Beginning at 3rd level, you gain a +1 bonus on caster level checks made to overcome an aberration&#39;s spell resistance. This bonus increases to +2 at 6th level, and then to +3 at 9th level. These bonuses stack with those granted by the Spell Penetration and Greater Spell Penetration feats.<\/p>\n\n\t<p><strong>Crystals of Nature&#39;s Wrath (Su):<\/strong> At 5th level and higher, your wild shape natural attacks are enhanced with jagged crystals. These crystals are harmless to most creatures, but to aberrations they cause terrible welts and acidlike burns. An aberration struck by one of your natural weapons must make a Fortitude save (DC 10 + abolisher level + Cha modifi er) or become sickened for 1 minute. An aberration that makes its saving throw is immune to this effect for the duration of that use of wild shape.<\/p>\n\n\t<p><strong>Waves of Nature&#39;s Purity (Su):<\/strong> Beginning at 7th level, you can create a rippling aura of white vapor that spreads in a 20-foot radius. The vapor does not obscure vision, and it is cool and refreshing against the skin of nonaberrations. Against aberrations, the waves of nature&#39;s purity are foul and unsettling. An affected aberration must make a Fortitude save (DC 10 + abolisher level + Cha modifi er) each round or become nauseated for that round. You can use this ability once per day, and the power lasts for a number of rounds equal to your Charisma modifi er (minimum 1 round). Activating this ability is a standard action that does not provoke attacks of opportunity.<\/p>\n\n\t<p><strong>Fires of Nature&#39;s Rage (Su):<\/strong> A 10th level, you can infuse your wild shape form with fl ickering ghostly fi re three times per day. The fi res of nature&#39;s rage burn any aberration that comes in contact with them. Your natural attacks do an extra 3d6 points of fi re damage against aberrations, and an aberration that hits you, even with a weapon, takes 3d6 points of fire damage. You can activate the fires of nature&#39;s wrath as a free action, as long as you are in wild shape form. Doing so does not provoke attacks of opportunity, and each activation lasts for 1 round.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Favored Enemy (aberrations +2), Wild Shape +1\/Day, Animal Companion <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Winds of Nature&#39;s Grace <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class\t<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Pierce Aberrant Defence +1 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class\t<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Favored Enemy (aberrations +4), Wild Shape +2\/Day <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Crystals of Natures Rage <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class\t<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Pierce Aberrant Defence +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Waves of Nature&#39;s Purity <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class\t<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Favored Enemy (aberrations +6), Wild Shape +3\/Day <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Pierce Aberrant Defence +3 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class\t<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Fires of Nature&#39;s Rage <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class\t<\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Lords of Madness 182<\/h5>","reference":"Usergen"},{"id":10555,"name":"Beholder Mage","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Beholder Mage<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race<\/strong>: True beholder (beholderkin cannot become beholder mages).<br \/><strong>Special<\/strong>: Must put out central antimagic eye.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: A beholder mage gains the ability to cast arcane spells. These spells are drawn from the sorcerer\/wizard spell list. At 1st level, a beholder mage masters all the cantrips detailed in the Player&#39;s Handbook and also knows two 1st-level spells. Each time it gains a level, it automatically learns two more spells of any level it can cast.<\/p>\n\n\t<p>To learn or cast a spell, a beholder mage must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a beholder mage&#39;s spell is 10 + the spell level + the beholder mage&#39;s Intelligence modifier. A beholder mage&#39;s spells function at a caster level equal to twice its beholder mage level.<\/p>\n\n\t<p>A beholder mage can cast only a certain number of spells of each spell level per day. Its base daily spell allotment is given in Table 3&#8212;1. In addition, it receives bonus spells per day if it has a high Intelligence score.<\/p>\n\n\t<p>A beholder mage combines the best of two worlds; it can learn new spells as a wizard can, and there is no upper limit to the number of spells it can learn and know. However, it casts its spells on the fly like a sorcerer. A beholder mage of high level typically knows a huge number of spells and can call upon any one of them at any time, providing it has a spell slot open of the appropriate spell level.<\/p>\n\n\t<p>Starting at 1st level, whenever a beholder mage gains the ability to cast a new level of spells, it must sacrifice the use of its eye rays from one of its ten small eyestalks. From then on, that eyestalk casts spells of that level and is referred to as a spell-stalk. At 10th level, all of its eyestalks are spell-stalks.<\/p>\n\n\t<p>As with its eye rays, casting a spell from a spell-stalk is a free action (although a single spell-stalk can cast only one spell per round). The spell is technically considered a cast spell (as opposed to the use of a spell-like ability), and thus the act of casting provokes attacks of opportunity normally. A spell cast from a spell-stalk otherwise resolves normally; unlike an eye ray, it does not need to make a ranged touch attack to successfully strike a target (unless the spell itself requires a touch attack). The standard beholder limitation against turning more than three eyestalks in any particular direction (that is, forward, backward, left, right, up, or down) still applies.<\/p>\n\n\t<p>Beholder mages do not require material components to cast their spells. The ruined central eye acts as an arcane focus for all the creature&#39;s spells. If a spell normally requires a material component that carries with it a gold-piece cost, the beholder mage instead spends a number of experience points equal to one-fifth of the normal gold-piece cost (minimum of 1 experience point). The somatic components of a beholder mage&#39;s spells are supplied by the weaving and waving of its spell-stalks. The verbal component of a beholder mage&#39;s spells is the creature&#39;s special spellcasting song. The song takes effort; a beholder mage that is casting spells cannot speak or use its mouth to do anything else that round, including making bite attacks.<\/p>\n\n\t<p><strong>Arcane Hands (Su)<\/strong>: A beholder mage develops the ability to manipulate objects as if with a mage hand spell. This ability is constantly active and can not only manipulate objects but also use magic items like wands, staffs, rods, and some wondrous items (like a bag of tricks). The hand cannot activate items that must be worn to utilize an effect (such as a helm of brilliance).<\/p>\n\n\t<p>A beholder mage&#39;s arcane hand has an effective Strength score equal to the creature&#39;s beholder mage class level. An arcane hand can be used to perform any attack or defensive action for which a regular hand can be used. Using an arcane hand to make an unarmed strike provokes attacks of opportunity unless the beholder mage has the Improved Unarmed Strike feat. Theoretically, a beholder mage with monk levels could use its arcane hand for its unarmed attacks.<\/p>\n\n\t<p><strong>Ocular Transformation (Su)<\/strong>: At 10th level, a beholder mage&#39;s ruined central eye undergoes a supernatural transformation and can absorb magic energy directed at the beholder. This grants the beholder spell resistance equal to its Hit Dice +5 (maximum spell resistance of 30).<\/p>\n\n\t<p>If the creature&#39;s spell resistance succeeds in preventing the effect of a spell, its central eye begins to glow with red light equivalent to that of a torch. While it glows, the eye no longer grants spell resistance. In order to regain spell resistance, the beholder must spend a full-round action to absorb the energy stored in the eye. At the end of the full-round action, the eye stops glowing, and the beholder&#39;s spell resistance is again effective.<\/p>\n\n\t<p>Absorbing the energy stored in the eye does not provoke attacks of opportunity, and it heals the beholder of 5 points of damage per spell level absorbed. Hit points gained in excess of the beholder&#39;s normal maximum are lost.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=10>Spells Per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>0 <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t\t<th>6th <\/th>\n\t\t\t<th>7th <\/th>\n\t\t\t<th>8th <\/th>\n\t\t\t<th>9th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Arcane hands <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Occular Transformation <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Lords of Madness 42<\/h5>","reference":"Usergen"},{"id":10556,"name":"Darkrunner","type":"prestige","alignment":"Any","hit_die":"6","full_text":"<div topic='titel'><p><h3>Darkrunner<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Darkvision as a racial trait or class feature.<br \/><strong>Special:<\/strong> You must seek out a chapter house of the Darkrunner Guild and successfully petition to join the guild. Once you are a member, you gain your first level of darkrunner. If at a later time you lose membership in the guild, you become a darkrunner exile. You can still gain levels in this prestige class, but you can no longer rely upon the support of the guild.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> You gain proficiency with light armor and with martial weapons.<\/p>\n\n\t<p><strong>Direction Sense (Ex):<\/strong> You possess an incredible sense of direction. If you study a single underground location for at least 8 hours, that location becomes your directional focus until you choose a new location and study it for 8 hours. You must be within your directional focus to successfully study it. You can use find the path (as the spell) to determine the shortest, most direct physical route to your directional focus, as long as you are within 5 miles of your focus. This ability works only as long as you remain underground.<\/p>\n\n\t<p><strong>Spelunking (Ex):<\/strong> You are well trained in moving in and through natural caverns. You gain a competence bonus equal to your class level on Climb, Escape Artist, Jump, Survival, and Swim checks as long as you remain underground. In addition, you are treated as one size category smaller than your actual size for the purpose of squeezing into narrow tunnels or confi ned areas.<\/p>\n\n\t<p><strong>Darkrunner Emblem:<\/strong> Upon becoming a darkrunner, you are granted a darkrunner emblem by the Darkrunner Guild. This minor magic item is detailed in the accompanying sidebar. If your emblem is lost or destroyed, you can purchase a replacement from any guild chapter house at a 50% discount.<\/p>\n\n\t<p><strong>Aberration Lore (Ex):<\/strong> You have picked up a trove of knowledge concerning aberrations. Beginning at 2nd level, you gain a +2 competence bonus on any skill check, attack roll, or saving throw made against an aberration.<\/p>\n\n\t<p><strong>Darkvision (Ex):<\/strong> Starting at 2nd level, the extent of your darkvision increases by 10 feet. It increases by an additional 10 feet every other level.<\/p>\n\n\t<p><strong>Cavefighting (Ex):<\/strong> Beginning at 3rd level, you are so familiar with the terrain features of the subterranean world that you can use them to enhance your combat ability. While underground, you gain a bonus on initiative checks equal to your Intelligence bonus, and you can move over difficult terrain (see page 148 of the Player&#39;s Handbook) at normal speed. Additionally, as long as you stand in a square of diffi cult terrain, such as rubble or thick undergrowth, you gain a +2 circumstance bonus to your Armor Class.<\/p>\n\n\t<p><strong>Tunnelport (Sp):<\/strong> At 3rd level and higher, you can use an enlarged dimension door effect as a spell-like ability once per day. You cannot pass through solid barriers as you normally could with a dimension door spell. Additionally, the route you take when using tunnelport must follow an opening no more than 10 feet wide. Your caster level equals twice your darkrunner class level.<\/p>\n\n\t<p><strong>Tremorsense (Ex):<\/strong> Beginning at 4th level, you have tremorsense out to 30 feet. You are sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground.<\/p>\n\n\t<p><strong>Lore of the Stones (Sp):<\/strong> At 5th level, you gain an affinity with unworked stone. You treat unworked stone as very soft ground when making Survival checks to track quarry, and can use stone tell as a spell-like ability (caster level equal to your class level) once per day.<\/p>\n\n\t<p><strong>Aberration Specialist (Ex):<\/strong> At 6th level, your knowledge about a particular kind of underground-dwelling aberration increases. You must select a specific kind of aberration that has an environment entry of Underground, such as gibbering mouther, mind flayer, or umber hulk. Against this kind of aberration, your bonuses from your aberration lore ability increase to +4.<\/p>\n\n\t<p><strong>Deepsong (Su):<\/strong> All that occurs in the depths of the earth is witnessed by the stone. Over the ages, an infinite legion of events have occurred, and in their passing they have left their mark upon the stone. Beginning at 7th level, you can attune your mind to experience the deepsong. The deepsong can be seen, felt, heard, and tasted, and it even makes itself known in mystical ways. While underground, the deepsong fills you with a sense of belonging and welcome. This effect grants you a +2 morale bonus on all Will saving throws. In addition, your stone tell spell-like ability becomes much more powerful than the normal spell. When you use this ability, the stones relate complete descriptions of events when asked. You can gain knowledge of up to three facts from among the following topics with each use: the layout of caverns and tunnels; the presence of plants and fungi, minerals, bodies of water, or people; local animal population; and the presence of elemental creatures, powerful abominations, or undead.<\/p>\n\n\t<p><strong>Improved Cavefighting (Ex):<\/strong> At 8th level, your cavefighting techniques improve further. You can take 10 at any time with any of the following skills while underground, even if you are threatened or distracted: Balance, Climb, Escape Artist, Jump, and Swim. <br \/>In addition, you master a style of fighting that incorporates the terrain into your attacks. You might cause an opponent to slip with a successful attack and twist an ankle on loose rocks or to stagger into a sharp stalactite. You might brace yourself against a cave wall to get a little bit of extra pull on your bow. In any case, this fighting style works only if you are standing in a square of difficult terrain. As long as you do so, you add a circumstance bonus equal to your Intelligence bonus (minimum +1) to damage rolls with all melee weapons and any ranged weapon attacks at a range of 30 feet or less.<\/p>\n\n\t<p><strong>Greater Tunnelport (Sp):<\/strong> Beginning at 9th level, your tunnelport ability functions like greater teleport, although you are still bound by the restrictions on the width of passages you can teleport though. Your caster level equals twice your darkrunner class level.<\/p>\n\n\t<p><strong>Stonewalking (Su):<\/strong> At 10th level, you no longer need confine your underground exploration to caverns and passageways. For a limited number of rounds per day, you can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. While stonewalking, you have a burrow speed equal to your base land speed; this burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of a presence. A move earth spell cast on an area where you are stonewalking flings you back 30 feet and stuns you for 1 round if you fail a DC 15 Fortitude save. <br \/>You can stonewalk for a number of rounds each day equal to 10 + your Intelligence modifier. These rounds need not be continuous; you can activate this ability for 4 rounds to pass through a collapsed tunnel and still have the remainder of your rounds available for use later in the same day. Activating and deactivating stonewalking is a free action. If you are still burrowing when you run out of time, you are immediately ejected into the nearest open surface large enough to contain you. Distance is not a factor, but the ejection is quite painful and forces you to make a successful Fortitude save (DC 10 + 1 per 5 feet traveled to reach the open area) or be stunned for 1d4 rounds.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Direction Sense, Spelunking, <em>Darkrunner Emblem<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Aberration Lore, Darkvision +10 ft <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Cavefighting, <em>Tunnelport<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Tremorsense, Darkvision +20 ft <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> <em>Lore of the Stones<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Aberration Specialist, Darkvision +30 ft <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Deepsong <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Improved Cavefighting, Darkvision +40 ft <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Greater Tunnelport<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Stonewalking, Darkvision +50 ft <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Lords of Madness 186<\/h5>","reference":"Usergen"},{"id":10557,"name":"Fleshwarper","type":"prestige","alignment":"Any nonlawful","hit_die":"6","full_text":"<div topic='titel'><p><h3>Fleshwarper<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonlawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Summon familiar class feature.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: At each level above 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a fleshwarper, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Aberrant Familiar (Su)<\/strong>: Your familiar (if you have one) becomes tainted by your magic. The familiar&#39;s type changes to aberration, it gains darkvision out to 60 feet, and its form becomes warped. Your aberrant familiar gains one of the abilities described below, as chosen by you. At every third level you gain above 1st, your aberrant familiar gains another ability from those described below. You can&#39;t choose the same ability twice. If your familiar is killed and you obtain a new one, you can choose new aberrant abilities for your new familiar based on your current fleshwarper level.<\/p>\n\n\t<p>Your aberrant familiar grants you a +2 bonus on all saving throws against mind-affecting spells and abilities as long as the familiar is within arm&#39;s reach.<\/p>\n\n\t<p>Your fleshwarper class levels stack with all other class levels used to determine the familiar&#39;s other attributes (see page 53 of the Player&#39;s Handbook).<\/p>\n\n\t<p>The abilities your aberrant familiar can have are as follows:<\/p>\n\n\t<p><em>Amorphous Form<\/em>: A familiar with this ability is immune to extra damage from critical hits and sneak attacks.<\/p>\n\n\t<p><em>Scales<\/em>: The familiar&#39;s natural armor bonus improves by 4. The familiar gains a +2 bonus on Fortitude saves.<\/p>\n\n\t<p><em>Size Increase<\/em>: The familiar&#39;s size becomes larger by one category. Consult the Monster Manual for the effects of this size increase on the familiar&#39;s ability scores and other statistics.<\/p>\n\n\t<p><em>Tentacle<\/em>: The familiar gains a tentacle attack with a reach of 5 feet. The attack deals 1 point of damage (assuming Tiny size). It cannot combine this attack with its other natural attacks.<\/p>\n\n\t<p><em>Wings<\/em>: The familiar can fly at a speed of 40 feet with good maneuverability. (If the familiar already has a fly speed, use whichever speed is higher and whichever maneuverability is better.) The familiar gains a +2 bonus on Reflex saves.<\/p>\n\n\t<p><strong>Graft Reserve (Ex)<\/strong>: You receive a pool of points you can spend instead of experience points when creating a new graft with your Graft Flesh feat. Each time you gain a class level, you receive a new graft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. You can also use your graft reserve to supplement the XP cost of a graft you are creating, taking a portion of the cost from your graft reserve and a portion from your XP.<\/p>\n\n\t<p><strong>Elder Secret (Su)<\/strong>: Your continuous self-experimentation in grafting results in occasional improvements to your form. At 2nd level and every three levels thereafter, you make a powerful discovery in your research and learn how to improve your body in a subtle, minor way. Choose one elder secret from those described below when you reach 2nd, 5th, and 8th level.<\/p>\n\n\t<p><em>Secret of the Aboleth<\/em>: You gain a swim speed equal to your base land speed. You also gain a +8 racial bonus on Swim checks, and can always choose to take 10 on a Swim check even when rushed or threatened.<\/p>\n\n\t<p><em>Secret of the Beholder<\/em>: Your eyes protrude grotesquely from your head and move independently of each other. You gain a +4 racial bonus on Search and Spot checks, and you can&#39;t be flanked.<\/p>\n\n\t<p><em>Secret of the Choker<\/em>: You become preternaturally quick and alert to danger. You gain a +4 racial bonus on initiative checks and a +1 racial bonus on Reflex saving throws.<\/p>\n\n\t<p><em>Secret of the Destrachan<\/em>: You gain immunity to damage from sonic energy.<\/p>\n\n\t<p><em>Secret of the Ettercap<\/em>: You gain a climb speed equal to your base land speed and a +8 racial bonus on Climb checks, and you can always choose to take 10 on Climb checks even if rushed or threatened.<\/p>\n\n\t<p><em>Secret of the Gibbering Mouther<\/em>: Your form becomes partially amorphous. You have a 25% chance to ignore the extra damage dealt by a critical hit or a sneak attack.<\/p>\n\n\t<p><em>Secret of the Mind Flayer<\/em>: You gain a +4 racial bonus on saves against mind-affecting spells and abilities.<\/p>\n\n\t<p><em>Secret of the Otyugh<\/em>: You gain immunity to disease.<\/p>\n\n\t<p><em>Secret of the Umber Hulk<\/em>: You gain a +2 racial bonus to your natural armor.<\/p>\n\n\t<p><strong>Graft Mastery (Ex)<\/strong>: You learn how to create and apply grafts normally not available to your race by studying forbidden tomes and consulting ancient nameless sources. When you first gain the Graft Flesh feat, you choose a specific type of graft to associate with the feat (most likely silthilar grafts, or beholder or undead grafts from the Fiend Folio or Libris Mortis). At 3rd level, you can select a new type of graft to add to the list. If you choose a graft type that normally requires the creator to be a member of that race (such as aboleth and illithid grafts, or fiendish or yuan-ti grafts from the Fiend Folio), you ignore that restriction completely. You can select a new graft type every time you gain an odd-numbered fleshwarper level higher than 3rd.<\/p>\n\n\t<p><strong>Rapid Grafting (Ex)<\/strong>: Starting at 6th level, you can create grafts with shocking speed. Creating a graft with Graft Flesh now requires only 1 hour for each 1,000 gp.<\/p>\n\n\t<p><strong>Aberrant Apotheosis (Su)<\/strong>: At 10th level, you undergo a transformation into an aberration. Your type changes to aberration, and you gain darkvision out to 60 feet. You also gain a +2 racial bonus to your Constitution score.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Graft Reserve <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Aberrant familiar <\/td>\n\t\t\t<td> 500 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Elder secret <\/td>\n\t\t\t<td> 700 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Graft master <\/td>\n\t\t\t<td> 900 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Aberrant familiar <\/td>\n\t\t\t<td> 1200 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Elder secret, graft mastery <\/td>\n\t\t\t<td> 1500 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Rapid grafting <\/td>\n\t\t\t<td> 2000 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Aberrant familiar, graft master <\/td>\n\t\t\t<td> 2500 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Elder secret <\/td>\n\t\t\t<td> 3000 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Graft master <\/td>\n\t\t\t<td> 4000 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Aberrant apotheosis, aberrant familiar <\/td>\n\t\t\t<td> 5000 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Lords of Madness 189<\/h5>","reference":"Usergen"},{"id":10558,"name":"Keeper of the Cerulean Sign","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Keeper of the Cerulean Sign<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Type<\/strong>: Cannot be an aberration.<br \/><strong>Special<\/strong>: Must create a cerulean sign without aid.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a keeper of the Cerulean Sign, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Cerulean Focus<\/strong>: Before becoming a keeper of the Cerulean Sign, you must successfully craft your own personal version of the sign. Once created, this item functions as a cerulean sign (see the sidebar). In addition, it serves as a focus for most of your class features. Without this focus, these abilities do not function.<\/p>\n\n\t<p><strong>Detect Aberrant Taint (Sp)<\/strong>: As long as you wear your cerulean focus, you can detect the taint of aberrations. This ability functions as the spell detect aberration (see page 211), except that it also allows you to detect the presence or absence of any mind-affecting spells or supernatural abilities in effect on any creature, as long as the effect in question was placed there by an aberration. Additionally, it reveals any creature that willingly belongs to a cult that knowingly worships aberrations. A cultist who believes he is worshiping Pelor when in fact his devotions are led by a mind flayer in disguise would not register as tainted by the use of this ability, but a cultist who worships knowingly under a mind flayer would be revealed. You can use this ability a number of times per day equal to your class level.<\/p>\n\n\t<p><strong>Greater Banemagic (Su)<\/strong>: At 2nd level, you gain the greater banemagic feature. This ability works like the Aberration Banemagic feat (see page 178), except that once per day you can triple the benefit gained. The damage increases by 6d6 instead of 2d6 and the save DC increases by 6 instead of by 2. You gain an extra use of this ability at every even-numbered class level (two times per day at 4th level, three times per day at 6th level, and so on).<\/p>\n\n\t<p><strong>Word of Revelation (Su)<\/strong>: Starting at 3rd level, you can utter a word of revelation as a standard action once per day. This supernatural ability duplicates the effect of an area dispel magic that targets all spells or effects from the school of illusion that were originally cast by an aberration or aberration cultist within a 30-foot burst centered on you. Additionally, any aberration or aberration cultist in the area must make a Fortitude save (DC 10 + keeper level + Cha modifier) or take 1d4 points of Charisma damage.<\/p>\n\n\t<p><strong>Portal Warding (Su)<\/strong>: Starting at 5th level, you can place a potent warding effect on any doorway or magic portal once per day. An aberration can pass through a warded doorway or magic portal only if it makes a successful Will saving throw (DC 10 + keeper level + Cha modifier); otherwise it cannot use the doorway or portal and takes 3d6 points of damage. An attempt to destroy the door or magic portal counts as an attempt to pass through it. You know whenever an aberration attempts to pass through the door or portal, and you also know if the aberration is successful or not, provided you are on the same plane as the warding.<\/p>\n\n\t<p>You can maintain this effect indefinitely, but you can sustain only one warded portal at any time.<\/p>\n\n\t<p><strong>Mental Backlash (Su)<\/strong>: Beginning at 7th level, once per day you can reflexively lash out at any aberration or aberration cultist that targets you but fails to affect you with a mindaffecting spell or ability. You can do so only if you make a saving throw against a mind-affecting spell or ability directed at you by an aberration or aberration cultist. When this power is activated, the aberration or cultist must make a Fortitude saving throw (DC 10 + keeper level + Cha modifier) or take 1d6 points of damage per keeper level and become nauseated for 1d4 rounds. A successful saving throw halves the damage and negates the nausea.<\/p>\n\n\t<p><strong>Cleanse Aberration (Sp)<\/strong>: At 10th level, as a standard action once per day you can attempt to utterly destroy a single aberration within 30 feet. The aberration must make a Fortitude save (DC 20 + your Cha modifier) or be killed. If the aberration is destroyed, you heal a number of hit points equal to the number of hit points the aberration had when it died.<\/p>\n\n\t<h4><span class=caps>CERULEAN<\/span> <span class=caps>SIGN<\/span><\/h4>\n\n\t<p>The ancient <em>cerulean sign<\/em> is a potent symbol against aberrations and their ilk. Said to be an ancient glyph that captures and focuses the power of the natural world, an item of jewelry that bears a properly crafted cerulean sign becomes a potent ward against creatures from outside the natural order.<\/p>\n\n\t<p>A <em>cerulean sign<\/em> is usually crafted as an amulet, but it can sometimes be found in the form of a mantle, medallion, periapt, or ring. As long as a <em>cerulean sign<\/em> is carried (either in the hand or in a pocket or container you are wearing, excluding those that create extradimensional spaces, such as bags of holding), it grants the carrier a +1 resistance bonus on all Will saving throws made against effects that originate from aberrations.<\/p>\n\n\t<p>If worn, <em>a cerulean sign<\/em> also grants a luck bonus to your Armor Class and on all saving throws against attacks from aberrations, as well as a luck bonus on level checks made to penetrate an aberration&#39;s spell resistance. The magnitude of this luck bonus ranges from +1 to +5.<\/p>\n\n\t<p>Moderate abjuration; CL 7th; Craft Wondrous Item, <a href=\/spells\/lords-of-madness--72\/invoke-the-cerulean-sign--1539\/>invoke the cerulean sign<\/a>; Price 4,000 gp (+1), 16,000 gp (+2), 36,000 gp (+3), 60,000 gp (+4), 100,000 gp (+5).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Cerulean focus, detect aberrant taint <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Greater banemagic 1\/day <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Word of revelation <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Greater banemagic 2\/day <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Portal warding <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Greater banemagic 3\/day <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Mental backlash <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Greater banemagic 4\/day <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Cleanse aberration, greater banemagic 5\/day <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Lords of Madness 194<\/h5>","reference":"Usergen"},{"id":10559,"name":"Sanctified Mind","type":"prestige","alignment":"Any nonevil","hit_die":"8","full_text":"<div topic='titel'><p><h3>Sanctified Mind<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonevil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Proficiency<\/strong>: Proficient with all martial weapons.<br \/><strong>Psionics<\/strong>: Must have a power point reserve of at least 1 power point.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting\/Manifesting<\/strong>: At each level above 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a sanctified mind, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p>Alternatively, at each level above first, you gain new powers per day, an increase in manifester level, and powers known as if you had also gained a level in a manifesting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one manifesting class before becoming a sanctified mind, you must decide to which class to add each level for the purpose of determining powers per day, manifester level, and powers known.<\/p>\n\n\t<p>If you have both divine spellcaster levels and manifester levels upon gaining a level as a sanctified mind, you must choose which class gains the benefit of this ability. You cannot increase both your spellcasting and manifesting levels. At each level that grants this ability, however, you can choose to improve either your divine spellcaster level or your manifester level. Choosing one way does not restrict you to the same choice when you gain your next level.<\/p>\n\n\t<p><strong>Partition Mind (Su)<\/strong>: You can create a bastion of determination and resolve that helps you reduce the effects of mind-affecting spells and abilities. As an immediate action, you can choose to partition your mind even if dazed or stunned. While your mind is partitioned, you can choose to be slowed instead of suffering the normal effect of the mind-affecting spell or ability. Attacks with a duration&#8212;for example, a hold person spell, a deep slumber spell, or the stunning effect of a mind flayer&#39;s mind blast&#8212;are only held in abeyance. If the duration of your partitioned mind expires while the effect is still operative, you suffer the normal consequences for the balance of the effect&#39;s duration. You can keep your mind partitioned for a number of rounds per day equal to your class level plus your Charisma bonus (minimum 1 round per day).<\/p>\n\n\t<p>For example, a 2nd-level sanctified mind with a Charisma score of 13 is subjected to a mind blast and is stunned for 6 rounds. If he uses his partition mind ability, he can spend 3 rounds slowed instead of stunned. His partition mind ability then runs out, and he is stunned for the next 3 rounds.<\/p>\n\n\t<p><strong>Cleansing Strike (Su)<\/strong>: Beginning at 2nd level, you can expend your psionic focus to smite a psionics-using creature with one melee attack (including melee touch attacks). You add your Wisdom bonus (if any) to your attack roll and deal an extra 1d6 points of damage per sanctified mind class level. If you smite a creature that does not use psionics, the smite has no effect but the ability is still used up for the day.<\/p>\n\n\t<p><strong>Disrupting Blow (Su)<\/strong>: Starting at 3rd level, you can attempt a disrupting blow against a psionics-using creature in melee combat once per day. You have been taught the weak points and vulnerable areas of a psionic-using creature&#39;s source of mental power, and this ability allows you to take advantage of that knowledge. The disrupting blow attempt must be declared prior to the attack roll. On a successful hit, the target must succeed on a Fortitude save (DC 10 + sanctified mind level + Wis modifier) or lose access to all its psionic or psi-like abilities for 1d4 rounds due to the psychic disruption dealt by the blow. If the attack fails, the disrupting blow attempt is still used up for the day.<\/p>\n\n\t<p>At 5th level and higher, you can use this ability two times per day.<\/p>\n\n\t<p><strong>Hard to Hold (Ex)<\/strong>: Beginning at 4th level, you know how to wriggle free of the deadly tentacles that are so common among aberrations and other psionics-using creatures. You gain a bonus equal to your class level on all grapple checks to resist or escape from a grapple.<\/p>\n\n\t<p><strong>Power Resistance<\/strong>: At 6th level, you gain power resistance equal to 5 + your character level.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting\/Manifesting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Partition mind <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Cleansing strike <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class or +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Disrupting blow 1\/day <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class or +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Hard to hold <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class or +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Disrupting blow 2\/day <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class or +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Power resistance <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class or +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Lords of Madness 198<\/h5>","reference":"Usergen"},{"id":10560,"name":"Savant Aboleth","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Savant Aboleth<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race<\/strong>: Aboleth.<br \/><strong>Spells<\/strong>: Ability to cast 3rd-level arcane spells.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: At each level, a savant aboleth gains new spells per day as if it had also gained a level in an arcane spellcasting class it belonged to before adding the prestige class. It does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If an aboleth had more than one arcane spellcasting class before becoming a savant, it must decide to which class it adds the new level for the purpose of determining spells per day.<\/p>\n\n\t<p><strong>Glyph Mastery (Sp)<\/strong>: At 1st level, a savant aboleth has mastered the ancient craft of the aboleth glyph. When a savant aboleth creates an aboleth glyph, multiply the base cost of the glyph by 75% to determine its cost in XP and raw materials.<\/p>\n\n\t<p>Additionally, a savant aboleth gains the ability to cast <a href=\/spells\/players-handbook-v35--6\/glyph-of-warding--2326\/>glyph of warding<\/a> as a spell-like ability a number of times each day equal to its savant aboleth level. Each use of this spell-like ability costs 200 gp in raw materials (rare inks, crushed shells, and powdered gemstones). Alternatively, a savant aboleth can expend 8 XP instead of spending the 200 gp.<\/p>\n\n\t<p>Although this ability mimics a divine spell, this spell-like ability uses arcane magic.<\/p>\n\n\t<p><strong>Ossification (Ex)<\/strong>: As a savant aboleth grows more powerful, its body begins to transform and become more heavily armored. Ridges of bone form atop its skull and run down its spine, eventually encasing the savant aboleth&#39;s brain and back in thick natural armor. A savant aboleth&#39;s natural armor bonus improves by 2 points at 1st level, 3rd level, and 5th level.<\/p>\n\n\t<p><strong>Enlarged Enslave (Su)<\/strong>: Beginning at 2nd level, the range of a savant aboleth&#39;s enslave special attack is doubled from 30 feet to 60 feet.<\/p>\n\n\t<p><strong>Recrudescent Memories (Ex)<\/strong>: At 2nd level, a savant aboleth&#39;s memories surface in a sudden blast of forgotten and hidden knowledge. The memories quickly return to the hidden depths of the aboleth&#39;s mind, but the flash of insight is enough to infuse the creature&#39;s mind with a powerful rush of inspiration and spontaneous evolution. The aboleth can increase its Intelligence, Wisdom, or Charisma score by 2 points. This is a permanent, untyped bonus, similar to those gained by advancing four character levels.<\/p>\n\n\t<p>At 4th level, a savant aboleth&#39;s memories flare again, and it can increase its Intelligence, Wisdom, or Charisma score by 2 points.<\/p>\n\n\t<p><strong>Greater Glyph (Sp)<\/strong>: Starting at 3rd level, a savant aboleth&#39;s glyph of warding spell-like ability improves and becomes a <a href=\/spells\/players-handbook-v35--6\/glyph-of-warding-greater--2327\/>greater glyph of warding<\/a> spell-like ability. It must expend raw materials worth 400 gp (or 16 XP) each time it uses this spell-like ability. A savant aboleth can voluntarily underpower this spell-like ability to cast a glyph of warding instead.<\/p>\n\n\t<p><strong>True Enslave (Su)<\/strong>: Beginning at 4th level, a savant aboleth&#39;s enslave ability grows much more powerful. An enslaved creature can no longer make a new Will saving throw each day to break free from the enslavement; the condition is permanent until successfully dispelled. Additionally, the enslavement lasts no matter how far the savant aboleth moves from its slave.Slaves on a different plane remain enslaved, but the savant aboleth cannot communicate with them telepathically until they return to the same plane.<\/p>\n\n\t<p><strong>Elder Glyph (Sp)<\/strong>: At 5th level, a savant aboleth&#39;s greater glyph of warding spell-like ability improves and becomes an <a href=\/spells\/lords-of-madness--72\/elder-glyph-of-warding--1526\/>elder glyph of warding<\/a> spell-like ability (see below). It must expend raw materials worth 1,000 gp (or 40 XP) each time it uses this spell-like ability. A savant aboleth can voluntarily underpower this spell-like ability to duplicate either a glyph of warding or a greater glyph of warding instead.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Glyph mastery, ossification +2 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Enlarged enslave, recrudescent memories <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Greater glyph, ossification +4 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Recrudescent memories, true enslave <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Elder glyph, ossification +6 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Lords of Madness 21<\/h5>","reference":"Usergen"},{"id":10561,"name":"Topaz Guardian","type":"prestige","alignment":"Any good","hit_die":"8","full_text":"<div topic='titel'><p><h3>Topaz Guardian<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Base Will Save<\/strong>: +3 OR divine grace class feature.<br \/><strong>Special<\/strong>: Must be sponsored by an existing member and approved by a High Sunwarden of the order.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: At 2nd, 4th, and 5th levels, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a topaz guardian, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Topaz Diadem<\/strong>: All topaz guardians are given a topaz diadem as a symbol of their devotion and a shield against their foes. The diadem is a sturdy headband of finely tooled leather, with a large yellow topaz set in its center. See the sidebar on this page for a description of the topaz diadem&#39;s effects.<\/p>\n\n\t<p>At 3rd level, the sacred bonuses offered by the diadem increase to +2. At 5th level, the bonuses increase to +3.<\/p>\n\n\t<p>Topaz diadems function only for members of the topaz guardian prestige class. If your diadem is lost or destroyed, you can obtain another one from the order at a cost of 6,000 gp and after a wait of twelve days.<\/p>\n\n\t<p><strong>Smite Aberration (Su)<\/strong>: Beginning at 2nd level, you can attempt to smite an aberration once per day with one normal melee attack. You add your Charisma bonus (if any) to your attack roll and deal an extra 2 points of damage per topaz guardian class level. If you smite a creature that is not an aberration, the smite has no effect, but the ability is still used up for the day.<\/p>\n\n\t<p>At 4th level, you can attempt to smite aberrations twice per day.<\/p>\n\n\t<p><strong>Hard to Hold (Ex)<\/strong>: Beginning at 3rd level, you learn how to wriggle free of the deadly tentacles that are so common among aberrations and other psionics-using creatures. You gain a bonus equal to your class level on all grapple checks to resist or escape from a grapple.<\/p>\n\n\t<h4><span class=caps>THE<\/span> <span class=caps>TOPAZ<\/span> <span class=caps>DIADEM<\/span><\/h4>\n\n\t<p>All topaz guardians wear a magic headband known as a topaz diadem. A diadem confers a +1 sacred bonus to AC and a +1 sacred bonus on saving throws against attacks made by or effects created by evil creatures. It also blocks any attempt to possess the wearer or to exercise mental control over the wearer by means of enchantment (charm) or enchantment (compulsion) effects, as described in the spell protection from evil. (Some enchantment spells, such as hold person, do not require the caster to actively exercise mental control, and therefore still work against the wearer of a diadem.) Unlike the spell, a diadem offers no protection against summoned creatures.<\/p>\n\n\t<p>Diadems are created for members of the Topaz Order, and function only for characters of the topaz guardian prestige class. As a wearer gains levels in the topaz guardian prestige class, his topaz diadem likewise grows more powerful; see the topaz guardian prestige class description.<\/p>\n\n\t<p>Moderate abjuration; CL 9th; Craft Wondrous Item, bless, magic circle against evil, creator must be a member of the Topaz Order; Price 12,000 gp.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Topaz diadem +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Smite aberration 1\/day <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Topaz diadem +2, hard to hold <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Smite aberration 2\/day <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Topaz diadem +3 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Lords of Madness 203<\/h5>","reference":"Usergen"},{"id":10562,"name":"Gnome Artificer","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Gnome Artificer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Magic of Faerun 23<\/h5>","reference":"Usergen"},{"id":10563,"name":"Guild Wizard of Waterdeep","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Guild Wizard of Waterdeep<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Magic of Faerun 26<\/h5>","reference":"Usergen"},{"id":10564,"name":"Harper Mage","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Harper Mage<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Magic of Faerun 28<\/h5>","reference":"Usergen"},{"id":10565,"name":"Harper Priest","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Harper Priest<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Magic of Faerun 29<\/h5>","reference":"Usergen"},{"id":10566,"name":"Incantatrix","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Incantatrix<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Additional Feats:<\/strong> Any metamagic feat.<br \/><strong>Spellcasting:<\/strong> Able to cast 3rd-level arcane spells.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Incantatrixes gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day:<\/strong> An incantatrix continues to study standard magic as well as pursuing studies in metamagic. Thus, when a new incantatrix level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before becoming an incantatrix. She does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, for example).<\/p>\n\n\t<p>If a character had more than one spellcasting class before she became an incantatrix, she must decide to which class she adds each level of incantatrix for purposes of determining spells per day when she adds the new level.<\/p>\n\n\t<p><strong>School Specialization:<\/strong> Upon becoming an incantatrix, the character chooses to focus her studies on protective and metamagic, forsaking other types of spells. In effect, the incantatrix is a specialist in the school of Abjuration (gaining all the benefits of specializing in a school), and the incantatrix must choose an additional prohibited school or schools using the rules on page 54 of the <em>Player&#39;s Handbook<\/em> (although an incantatrix can never choose Transmutation as an opposed school). The incantatrix can never again learn spells from that prohibited school or schools. She can still use the prohibited spells she knew prior to becoming an incantatrix, including using items that are activated by spell completion or spell trigger. If the incantatrix already is a wizard specialized in Abjuration, she does not need to choose another prohibited school. A bard or sorcerer who becomes an incantatrix must still choose a prohibited school to gain the benefits of specialization.<\/p>\n\n\t<p><strong>Send Away (Ex):<\/strong> The incantatrix gains a +2 bonus to all dispel checks and caster level checks to harm, banish, or overcome the spell resistance of outsiders. This includes dispel checks to dispel a <em>summon monster<\/em> spell.<\/p>\n\n\t<p><strong>Bonus Metamagic Feat:<\/strong> At 1st, 5th, and 10th level, the incantatrix may select a bonus metamagic feat.<\/p>\n\n\t<p><strong>See Ethereal (Su):<\/strong> Once per day, an incantatrix of 3rd level or greater can see into the Ethereal Plane for a number of rounds equal to her class level. She can see ethereal creatures up to 60 feet away, although they appear gray and insubstantial (as objects on the Material Plane appear to ethereal creatures). This does not give her any additional ability to attack ethereal creatures, but she can utilize spells and effects that affect ethereal creatures (such as force effects and abjurations) normally, so she could cast a magic missile at an ethereal creature.<\/p>\n\n\t<p><strong>Strike Ethereal (Su):<\/strong> Beginning at 4th level, the incantatrix can alter her spells so they strike ethereal targets that she can see. Altering a spell in this way works similar to a sorcerer using a metamagic feat &#8212; spells with a casting time of one action become full-round spells, and spells with a longer casting time take an extra full-round action to cast. The altered spell takes effect on the Ethereal Plane instead of the Material Plane.<\/p>\n\n\t<p><strong>Hardy Spirit (Su):<\/strong> At 6th level, the incantatrix becomes immune to death effects and energy drain attacks.<\/p>\n\n\t<p><strong>Instant Metamagic (Su):<\/strong> Once per day, the 7th-level incantatrix can use a single metamagic effect of any metamagic feat she knows on a spell without preparing it beforehand (if a wizard) or increasing its casting time (if a sorcerer or bard). The wizard&#39;s prepared spell works as if prepared with the metamagic feat except it uses the same spell slot. A sorcerer or bard&#39;s spell is cast without the adjustment to the casting time but works as if cast with the metamagic feat. A 9th-level incantatrix can use this power twice per day.<\/p>\n\n\t<p><strong>Improved Metamagic (Su):<\/strong> At 8th level, the incantatrix has mastered metamagic to such an extent that whenever she uses a metamagic feat, the feat&#39;s level increase upon a spell is reduced by one (this can&#39;t reduce an increase to less than one level, or less than zero levels if the increase is already +0). For example, an incantatrix wizard could prepare a quickened <em>fireball<\/em> as a 6th-level spell instead of a 7th-level spell.<\/p>\n\n\t<p><strong>Drain Item (Sp):<\/strong> An incantatrix of 10th level can drain a charge from a charged magic item, using the magic to heal herself. If the item drained is a staff, the spell level is that of the lowest-level spell that uses a single charge. She gains 1d6 hit points per spell level of the charge drained. If the incantatrix has reached her maximum hit points, any additional hit points acquired are temporary hit points (maximum +20) that disappear after 10 minutes. A creature gets to make a Will save (DC 10) to prevent one of its held or carried items from being drained.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\ttd> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bonus metamagic feat <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Send away <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> See ethereal <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Strike ethereal <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus metamagic feat <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Hardy spirit <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Instant metamagic 1\/day <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Improved metamagic <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Instant metamagic 2\/day <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Bonus metamagic feat, drain item <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Magic of Faerun 31<\/h5>","reference":"Usergen"},{"id":10567,"name":"Mage-killer","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Mage-killer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Magic of Faerun 32<\/h5>","reference":"Usergen"},{"id":10568,"name":"Master Alchemist","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Master Alchemist<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Magic of Faerun 34<\/h5>","reference":"Usergen"},{"id":10569,"name":"Mystic Wanderer","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Mystic Wanderer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Magic of Faerun 35<\/h5>","reference":"Usergen"},{"id":10570,"name":"Spelldancer","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Spelldancer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Magic of Faerun 37<\/h5>","reference":"Usergen"},{"id":10571,"name":"Spellfire Channeler","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Spellfire Channeler<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Magic of Faerun 38<\/h5>","reference":"Usergen"},{"id":10572,"name":"War Wizard of Cormyr","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>War Wizard of Cormyr<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Alignment:<\/strong> Any nonevil, nonchaotic.<br \/><strong>Spellcasting:<\/strong> Ability to cast 4th-level arcane spells.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> War wizards gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day:<\/strong> A war wizard&#39;s training focuses on magic. Thus, when a character gains a new level of war wizard, she gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (increased familiar powers, metamagic or item creation feats, and so on).<\/p>\n\n\t<p>If a character had more than one spellcasting class before she became a war wizard, she must decide to which class she adds each level of war wizard for purposes of determining spells per day when she adds the new level.<\/p>\n\n\t<p><strong>Weapon Focus:<\/strong> The war wizard gains a free Weapon Focus feat for a martial weapon of her choice. She must be proficient with that weapon in order to apply this feat to it.<\/p>\n\n\t<p><strong>Metamagic Feat:<\/strong> War wizards focus their studies of spellcasting efficiency. In order to achieve that end, they develop expertise in a variety of metamagic techniques. At 2nd level and again at 4th level, the war wizard gains a bonus metamagic feat of her choice to add to her repertoire of knowledge.<\/p>\n\n\t<p><strong>Widen Spell:<\/strong> Part of the war wizard&#39;s training involves study of the essence of magic. In her training, she learns to adapt to the rapidly changing conditions of the battlefield. Although she may prepare some of her spells with metamagic feats, sometimes she needs to modify a spell on the spur of the moment. Beginning at 3rd level, a war wizard may cast a spell as if it were under the effects of the Widen Spell feat. She does not need to prepare this in advance, and it does not increase the casting time or use a higher spell slot. The war wizard can use this ability a number of times per day equal to 1 + her Charisma bonus (if any).<\/p>\n\n\t<p><strong>Enhanced Spell Area:<\/strong> Particularly important to war wizards is the ability to use fewer spells to defeat their enemies, so they perfect their understanding of spell dimensions to cast spells affected by the Widen Spell metamagic feat with even greater area. Any time a war wizard of 5th level casts a spell modified by the Widen Spell feat, the area increases by 100% rather than 50%. Thus, instead of a widened <em>fireball<\/em> spell having a 30-ft.-radius spread, it has a 40-ft.-radius spread.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells Per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Weapon Focus <\/td>\n\t\t\t<td>  +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Metamagic Feat <\/td>\n\t\t\t<td>  +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Widen Spell <\/td>\n\t\t\t<td>  +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Metamagic Feat <\/td>\n\t\t\t<td>  +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Enhanced Spell Area <\/td>\n\t\t\t<td>  +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Magic of Faerun 40<\/h5>","reference":"Usergen"},{"id":10573,"name":"Bonded Summoner","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Bonded Summoner<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Must have a familiar.<br \/><strong>Spells:<\/strong> Able to cast 2nd-level arcane spells<br \/><strong>Language:<\/strong> Must speak Aquan, Auran, Ignan, or Terran.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>All of the following are class features of the bonded summoner prestige class.<\/p>\n\n\t<p><strong>Weapon and Armor Proficiency:<\/strong> Bonded summoners gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day:<\/strong> At every even numbered level gained in the bonded summoner class, the character gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain all the benefits a character of that class would have gained (metamagic or item creation feats, and so on), except for an increased effective level of spell-casting. If a character had more than one arcane spellcasting class before becoming a bonded summoner, he must decide to which class he adds the new level for purposes of determining spells per day.<\/p>\n\n\t<p><strong>Elemental Companion (Ex):<\/strong> At 1st level, a bonded summoner picks his element of study: air, earth, fire, or water. This choice cannot be changed. The bonded summoner calls a Medium elemental of the type chosen, which replaces his familiar. The elemental gets abilities according to the information in the table below. At 3rd level, his elemental companion grows to Large. At 5th level, it grows to Huge. At 7th level, the companion becomesa greater elemental, and at 9th level it becomes an elder elemental. If the elemental companion dies, the bonded summoner takes damage equal to the elemental&#39;s Hit Dice. The bonded summoner also takes 1d4 points of damage to each ability score. A new elemental of the same kind as the old one maybe summoned 24 hours later. A bonded summoner may dismiss his elemental at any time without taking this damage, but he must still wait 24 hours before summoning another elemental.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Arcane Level <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Up to 8th <\/td>\n\t\t\t<td> Deliver touch spells, devotion, empathic link,improved evasion, share spells <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th &#8211; 11th <\/td>\n\t\t\t<td> Spell Resistance <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th or higher <\/td>\n\t\t\t<td> Improved Speed <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><em>Arcane Level:<\/em> The bonded summoner&#39;s total of levels in the bonded summoner class and other arcane spellcasting classes.<\/p>\n\n\t<p><em>Deliver Touch Spells (Su):<\/em> A companion can deliver touch spells for the bonded summoner. If the bonded summoner and the companion are in contact at the time the bonded summoner casts a touch spell, he can designate his companion as the &quot;toucher.&quot; The companion can then deliver the touch spell just as the bonded summoner could. Asusual, if the bonded summoner casts another touch spell before the touch is delivered, the touch spell dissipates.<\/p>\n\n\t<p><em>Devotion (Ex):<\/em> An elemental companion&#39;s devotion to the bonded summoner is so complete that it gains a +4 morale bonus on Will saves against enchantment spells and effects.<\/p>\n\n\t<p><em>Empathic Link (Su):<\/em> The bonded summoner has an empathic link with his elemental companion out to a distance of 1 mile. The bonded summoner cannot see through the companion&#39;s eyes, but they can communicate empathically. Note that even intelligent elementals see the world differently from humans, so misunderstandings are always possible. Because of this empathic link, he bonded summoner has the same connection to an item or place that his companion does, just as a master and his familiar (see the Familiars sidebar, page 52 of the Player&#39;s Handbook).<\/p>\n\n\t<p><em>Improved Evasion (Ex):<\/em> When subjected to an attack that normally allows a Reflex save for half damage, an elemental companion takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.<\/p>\n\n\t<p><em>Share Spells:<\/em> At the bonded summoner&#39;s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his elemental companion. The companion must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the companion if the creature moves farther than 5 feet away and will not affect the companion again even if it returns to the bonded summoner before the duration expires. Additionally, the bonded summoner may cast a spell witha target of &quot;You&quot; on his companion (as a touch range spell) instead of on himself. A bonded summoner and his companion can share spells even if the spells normally do not affect elementals.<\/p>\n\n\t<p><em>Spell Resistance (Ex):<\/em> If the bonded summoner&#39;s arcane spellcaster level is 9th or higher, an elemental companion gains spell resistance equal to the bonded summoner&#39;s arcane spellcaster level + 5.<\/p>\n\n\t<p><em>Improved Speed (Ex):<\/em> All of the elemental companion&#39;s speed figures increase by 10 feet.<\/p>\n\n\t<p><strong>Resistance to Energy (Ex):<\/strong> A bonded summoner gains resistance 5 against the energy type associated with his element of study.\n\t<table>\n\t\t<tr>\n\t\t\t<th>Element <\/th>\n\t\t\t<th>Energy <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Air <\/td>\n\t\t\t<td> Electricity <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Earth <\/td>\n\t\t\t<td> Acid <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fire <\/td>\n\t\t\t<td> Fire <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Water <\/td>\n\t\t\t<td> Cold <\/td>\n\t\t<\/tr>\n\t<\/table><\/p>\n\n\t<p>At 3rd level, this resistance improves to 10. At 5th level, it improves to 15. At 7th level, it improves to 20. At 9th level, the character gains immunity to the energy type in question.<\/p>\n\n\t<p><strong>Immunities (Ex):<\/strong> Over time, a bonded summoner slowly turns into an elemental, gaining an elemental&#39;s immunities along the way.<br \/>At 3rd level, he becomes immune to sleep effects.<br \/>At 5th level, he becomes immune to poison.<br \/>At 7th level, he becomes immune to paralysis and stunning.<br \/>At 10th level, he is no longer subject to critical hits.<\/p>\n\n\t<p><strong>Cannot Be Flanked (Ex):<\/strong> At 9th level, a bonded summoner has become so much like an elemental that he loses the normal human orientation toward &quot;front&quot; and &quot;back.&quot; Like an elemental, he can&#39;t be flanked.<\/p>\n\n\t<p><strong>Elemental Form (Su):<\/strong> At 10th level, a bonded summoner gains the ability to turn himself into an elemental and back again once per day. This elemental is an elder elemental of the bonded summoner&#39;s element of study. This ability functions like the polymorph spell, except as noted here. The effect lasts for 10 hours, or until the bonded summoner changes back. Changing form (to elemental or back) is a standard action that does not provoke an attack of opportunity.<\/p>\n\n\t<p><strong>Elemental Type:<\/strong> At 10th level, a bonded summoner&#39;s type changes to elemental, and he gains the subtype of the appropriate element. He loses any other elemental subtypes he may have.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spell per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Elemental companion (Medium), resistance to energy 5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Elemental companion (Large), resistance to energy 10, immunity to sleep <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Elemental companion (Huge), resistance to energy 15, immunity to poison <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Elemental companion (greater), resistance to energy 20, immunity to paralysis, stun <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Elemental companion (elder), cannot be flanked, immunity to energy <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Elemental form, elemental type, immunity to critical hits <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Miniatures Handbook 16<\/h5>","reference":"Usergen"},{"id":10574,"name":"Dragon Samurai","type":"prestige","alignment":" ","hit_die":"10","full_text":"<div topic='titel'><p><h3>Dragon Samurai<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b>  .<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>Depends on the color of the dragon samurai&#39;s clan, as follows.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Color <\/th>\n\t\t\t<th>Alignment <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Black, Red, or White <\/td>\n\t\t\t<td> Chaotic neutral, neutral evil, or chaotic evil. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Blue or Green <\/td>\n\t\t\t<td> Lawful neutral, lawful evil, or neutral evil. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Brass or Copper <\/td>\n\t\t\t<td> Neutral good, chaotic good, or chaotic neutral <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Bronze, Gold, or Silver <\/td>\n\t\t\t<td> Lawful good, neutral good, or lawful neutral. <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>The character must have no experience as a dragon samurai of a different clan.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>All of the following are class features of the dragon samurai prestige class.<\/p>\n\n\t<p><strong>Weapon and Armor Proficiency:<\/strong> Dragon samurai gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Dragon Breath (Su):<\/strong> A dragon samurai can use a breath weapon once per day as a standard action. The type of breath weapon depends on the color of the dragon samurai&#39;s clan, as noted below. The breath weapon deals 1d8 points of damage per class level. The Reflex save DC for the breath weapon is 10 + the dragon samurai&#39;s class level + the dragon samurai&#39;s Constitution modifier. If a dragon samurai already has a breath weapon of the same type, the damage stacks. For example, if a half-dragon character has a breath weapon dealing 6d8 points of damage once per day, and gains a breath weapon of the same type that deals 2d8 points of damage for being a 2nd-level dragon samurai, her damage increases to 8d8. She still gets to use her breath weapon only once per day.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Color <\/th>\n\t\t\t<th>Energy <\/th>\n\t\t\t<th>Breath Weapon* <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Black <\/td>\n\t\t\t<td> acid <\/td>\n\t\t\t<td> 60-ft. line of acid <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Blue <\/td>\n\t\t\t<td> electricity <\/td>\n\t\t\t<td> 60-ft. line of lightning <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Green <\/td>\n\t\t\t<td> acid <\/td>\n\t\t\t<td> 30-ft. cone of corrosive (acid) gas <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Red <\/td>\n\t\t\t<td> fire <\/td>\n\t\t\t<td> 30-ft. cone of fire <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> White <\/td>\n\t\t\t<td> cold <\/td>\n\t\t\t<td> 30-ft. cone of cold <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Brass <\/td>\n\t\t\t<td> fire <\/td>\n\t\t\t<td> 60-ft. line of fire <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Bronze <\/td>\n\t\t\t<td> electricity <\/td>\n\t\t\t<td> 60-ft. line of lightning <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Copper <\/td>\n\t\t\t<td> acid <\/td>\n\t\t\t<td> 60-ft. line of acid <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Gold <\/td>\n\t\t\t<td> fire <\/td>\n\t\t\t<td> 30-ft. cone of fire <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Silver <\/td>\n\t\t\t<td> cold <\/td>\n\t\t\t<td> 30-ft. cone of cold <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>*Breath weapon sizes given here are for Medium creatures. For creatures of other sizes, see the Dragon Breath Weapons table on page 69 of the Monster Manual.<\/p>\n\n\t<p><strong>Resistance to Energy (Su):<\/strong> A dragon samurai gains resistance 5 against attacks involving the same energy type as the character&#39;s breath weapon (for example, acid for a green dragon samurai). At 5th level, the resistance improves to 10. At 7th level it improves to 15, and at 10th level it becomes 20.<\/p>\n\n\t<p><strong>Dragon Friend (Ex):<\/strong> Starting at 2nd level, a dragon samurai gets a +4 circumstance bonus on all Charisma-based checks when dealing with dragons of his clan&#39;s color.<\/p>\n\n\t<p><strong>Immune to Dragon Fear (Ex):<\/strong> Starting at 3rd level, a dragon samurai is immune to fear effects from a dragon of her clan&#39;s color.<\/p>\n\n\t<p><strong>Elemental Weapon (Su):<\/strong> Starting at 4th level, a dragon samurai can endow a melee weapon with elemental energy while she wields it in battle. This energy is of the same type as her breath weapon. Causing a weapon or weapons to gain this feature is a free action. At 4th level, the melee weapon deals an extra 1d6 points of energy damage, and this extra damage increases to 2d6 at 9th level. This extra damage does stack with any energy damage the weapon may already deal.<\/p>\n\n\t<p><strong>Dragon Ride (Ex):<\/strong> Starting at 6th level, a dragon samurai gets a +4 bonus on all Ride checks while riding a dragon.<\/p>\n\n\t<p><strong>Blind-Fight:<\/strong> At 8th level, a dragon samurai gains Blind-Fightas a bonus feat. If the character already has the feat, she can choose a different one<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Dragon breath, resistance to energy 5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Dragon friend <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Immune to dragon fear <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Elemental weapon +1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Resistance to energy 10 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Dragon ride <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Resistance to energy 15 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Blind-Fight <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Elemental weapon +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Resistance to energy 20 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Miniatures Handbook 18<\/h5>","reference":"Usergen"},{"id":10575,"name":"Havoc Mage","type":"prestige","alignment":"Any","hit_die":"8","full_text":"<div topic='titel'><p><h3>Havoc Mage<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells:<\/strong> Able to cast 2nd-level arcane spells.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>All of the following are class features of the havoc mage.<\/p>\n\n\t<p><strong>Weapon and Armor Proficiency:<\/strong> Havoc mages gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day:<\/strong> At 2nd, 4th, and 5th level, a havoc mage gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain all the benefits a character of that class would have gained (metamagic or item creation feats, and so on), except for an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a havoc mage, he must decide to which class he adds the new level for purposes of determining spells per day.<\/p>\n\n\t<p><strong>Battlecast (Ex):<\/strong> A havoc mage gains the ability to cast spells of a certain level or lower while making a weapon attack. He may take a full-round action to attack and cast a spell. The spell must be an arcane spell he knows of 2nd level or lower with a casting time of 1 standard action or less. When using his battle-cast ability, a havoc mage may cast spells requiring somatic components even if he has no free hands. Using battle cast does not provoke attacks of opportunity. At 3rd level and higher, a havoc mage can battlecast a spell of 4th level or lower. At 5th level, a havoc mage can battlecast a spell of 8th level or lower. The battlecast ability does not grant a havoc mage any relief from the arcane spell failure chance imparted by armor.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spellcasting<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td>Battlecast 2nd <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Battlecast 4th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Battlecast 8th <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Miniatures Handbook 20<\/h5>","reference":"Usergen"},{"id":10576,"name":"Skullclan Hunter","type":"prestige","alignment":"Any Good","hit_die":"6","full_text":"<div topic='titel'><p><h3>Skullclan Hunter<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any Good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Able to turn undead, sneak attack +2d6.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>All of the following are class features of the skullclan hunter prestige class.<\/p>\n\n\t<p><strong>Weapon and Armor Proficiency:<\/strong> Skullclan hunters gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Track Undead (Ex):<\/strong> A skullclan hunter gains the ability to track undead (only) as if using the Track feat. A skull clan hunter uses his Knowledge (religion) skill modifier instead of his Survival modifier for the skill checks associated with this feat.<\/p>\n\n\t<p><strong>Divine Strike (Ex):<\/strong> Due to his specialized skill, training, and connection with the forces of light, a skullclan hunter of 2nd level or higher can make a special attack that is infused with positive energy. Effectively, this ability allows him to deal extra damage to undead as though making a sneak attack. Divine strike damage applies to any sneak attack dice the skullclan hunter already has, as well as those gained through advancement in this class.<\/p>\n\n\t<p><strong>Immunities (Ex):<\/strong> As he grows in power, a skullclan hunter develops immunities to special attacks that are common among undead creatures. At 3rd level, he gains immunity to all fear-based effects and spells from undead. At 4th level, he gains immunity to disease (regardless of the source). At 7th level, he gains immunity to paralysis. At 8th level, he gains immunity to ability drain or damage. At 10th level, he gains immunity to energy drain.<\/p>\n\n\t<p><strong>Sneak Attack:<\/strong> At 3rd level, a skullclan hunter&#39;s sneak attack damage increases by 1d6. This extra damage stacks with the sneak attack damage he already deals. At 6th level, his sneak attack damage increases to 2d6. At 9thlevel, it increases to 3d6.<\/p>\n\n\t<p><strong>Protection from Evil (Su):<\/strong> Starting at 4th level, a skullclan hunter benefits from a permanent protection from evil effect upon himself.<\/p>\n\n\t<p><strong>Sword of Light (Su):<\/strong> Any weapon (melee or ranged, manufactured or natural) wielded by a skullclan hunter of 5th level or higher overcomes the damage reduction of any undead creature.<\/p>\n\n\t<p><strong>Sword of Darkness (Su):<\/strong> Any weapon (melee or ranged, manufactured or natural) wielded by a skullclan hunter of 9th level or higher counts as a ghost touch weapon, allowing it to hit incorporeal creatures without the usual 50% miss chance for such attacks.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Track undead <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Divine strike <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Immunity to undead fear,sneak attack +1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Immunity to disease, protection from evil <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Sword of light <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Sneak attack +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Immunity to paralysis <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Immunity to ability drain or damage <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Sneak attack +3d6, sword of darkness <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Immunity to energy drain <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Miniatures Handbook 20<\/h5>","reference":"Usergen"},{"id":10577,"name":"Tactical Soldier","type":"prestige","alignment":"Any","hit_die":"10","full_text":"<div topic='titel'><p><h3>Tactical Soldier<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>All of the following are class features of the tactical soldier prestige class.<\/p>\n\n\t<p><strong>Weapon and Armor Proficiency:<\/strong> Tactical soldiers are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).<\/p>\n\n\t<p><strong>Flanker (Ex):<\/strong> A tactical soldier can flank enemies from seemingly impossible angles. She can designate any adjacent square as the square from which flanking against an ally is determined (including the square where she stands, as normal). She may designate the square at the beginning of her turn or at any time during her turn. The designated square remains her effective square for flanking until she is no longer adjacent to it or until she chooses a different square (at the start of one of her turns). The character can even choose a square that is impassable or occupied.<\/p>\n\n\t<p><strong>Sidestep (Ex):<\/strong> At 2nd level, a tactical soldier gains <a href=\/feats\/miniatures-handbook--75\/sidestep--2620\/>Sidestep<\/a> (described later in this chapter) as a bonus feat. If she already has the feat, she can choose a different one.<\/p>\n\n\t<p><strong>Interpose (Ex):<\/strong> A tactical soldier gains this ability, usable three times per day, at 3rd level. When an enemy threatens her in melee and makes a successful attack against an adjacent ally of hers, the tactical soldier may take the damage (and other effects) of the blow as if she had been hit instead.<\/p>\n\n\t<p><strong>Defensive Shield (Ex):<\/strong> Starting at 4th level, whenever a tactical soldier fights defensively, she provides up to two adjacent allies with a +2 dodge bonus to Armor Class, though their attack rolls do not take the normal &#8212;4 penalty (but her attack rolls still do).<\/p>\n\n\t<p><strong>Offensive Strike (Ex):<\/strong> Starting at 5th level, in times of urgency a tactical soldier can lower all her defenses to make a very aggressive attack. When making an offensive strike, the tactical soldier gains a +4 bonus on melee attack rolls and damage rolls for 1 round. Until her next turn, however, she is wide open to physical and magical attacks. All successful attack rolls made against the tactical soldier are automatic threats, and all saving throws the tactical soldier makes against spells automatically fail.<\/p>\n\n\t<p><strong>Delayed Cleave (Ex):<\/strong> Starting at 7th level, if the last creature a tactical soldier hit in melee is dropped by someone other than her, and the tactical soldier still threatens that creature&#39;s square, she may make a cleave attack as an attack of opportunity. All normal restrictions on cleave attempts and attacks of opportunity apply.<\/p>\n\n\t<p><strong>Unbalancing Blow (Ex):<\/strong> Starting at 8th level, a tactical soldier can use a full-round action to make a strategic melee attack against an enemy. If the attack succeeds, in addition to dealing regular damage, the blow unbalances the target so much that it provokes attacks of opportunity from creatures threatening its square. This ability works only on creatures up to one size category larger than the tactical soldier.<\/p>\n\n\t<p><strong>Reciprocal Strike (Ex):<\/strong> A 10th-level tactical soldier can make an attack of opportunity (subject to normal restrictions) against a foe that successfully attacks an ally of the soldier and deals damage. She can use this ability three times per day.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Flanker <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Sidestep <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Interpose <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Defensive shield <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Offensive strike <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Delayed cleave <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Unbalancing blow <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Reciprocal strike <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Miniatures Handbook 22<\/h5>","reference":"Usergen"},{"id":10578,"name":"War Hulk","type":"prestige","alignment":"Any","hit_die":"12","full_text":"<div topic='titel'><p><h3>War Hulk<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 12.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Must be Large or larger.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>All of the following are class features of the war hulk.<\/p>\n\n\t<p><strong>Weapon and Armor Proficiency:<\/strong> War hulks gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Ability Boost (Ex):<\/strong> As a war hulk gains levels in this prestigeclass, his Strength score increases. These increases stack.<\/p>\n\n\t<p><strong>No Time to Think (Ex):<\/strong> A character with levels in the war hulk prestige class is considered to have 0 ranks in all Intelligence-, Wisdom-, and Charisma-based skills (whether or not he has bought ranks in them previously). The only exception is the Intimidate skill, which works normally.<\/p>\n\n\t<p><strong>Great Swing (Ex):<\/strong> Starting at 2nd level, a war hulk is able to make a great, sweeping swing with a melee weapon. As a full-round action, the war hulk can choose three squares adjacent to one another (he must threaten all of them). His attack applies to all creatures in those squares. Make one attack roll and apply that roll as an attack against each defender. If the war hulk uses a special attack (such as disarm, trip, or sunder), this special attack affects only the first target; the other creatures are attacked normally. Walls and similar obstacles can block a great swing. Start with one square that the war hulk threatens. Each successive square chosen must be adjacent to the previous square and have line of effect from that square. Two squares separated by a wall, for instance, can&#39;t be chosen as adjacent squares for a great swing. The war hulk may skip creatures, attacking only those he wants to. For example, if there are three creatures in a row&#8212;an enemy, an ally, and another enemy&#8212;the war hulk can choose those three squares for the great swing but strike only the two enemies. If a war hulk drops one of his foes with a great swing, he may make a cleave attack normally. However, he may do so only once for every time he swings, even if he drops more than one foe.<\/p>\n\n\t<p><strong>Mighty Rock Throwing (Ex):<\/strong> Starting at 3rd level, a war hulk gains a powerful rock throwing ability. The character can throw rocks that deal 2d8 points of damage with a range increment of 50 feet. (Like all thrown weapons, they have a maximum range of five range increments.) The war hulk uses his Strength modifier instead of his Dexterity modifier on the attack roll. The rock must weigh approximately 50 pounds.<\/p>\n\n\t<p><strong>Mighty Swing (Ex):<\/strong> Starting at 4th level, a war hulk can make a mighty swing. A mighty swing is like a great swing, except that it is a standard action rather than a full-round action. Thus, the character can move and make a mighty swing or (if he can make multiple attacks) make multiple mighty swings in a single round.<\/p>\n\n\t<p><strong>Sweeping Boulder (Ex):<\/strong> Starting at 6th level, a war hulk is able to throw his rocks with such force that they affect two adjacent squares. (The second square must be farther away from the war hulk than the first&#8212;they cannot be equidistant from him.) Make one attack roll and apply the result to each target. As with great swing, the war hulk must have line of effect from one square to the next.<\/p>\n\n\t<p><strong>Toughness:<\/strong> At 8th, 9th, and 10th level, a war hulk gains <a href=\/feats\/players-handbook-v35--6\/toughness--2948\/>Toughness<\/a> as a bonus feat.<\/p>\n\n\t<p><strong>Massive Sweeping Boulder(Ex):<\/strong> Starting at 8th level, a war hulk is able to throw his rocks with such force that they affect four squares in a line. (Each successive square chosen must be farther away from the character.) Only the first creature can be subject to damage from a critical hit or a sneak attack. As with great swing, the war hulk must have line of effect from one square to the next.<\/p>\n\n\t<p><strong>Massive Swing (Ex):<\/strong> A 10th-level war hulk can lash out all around himself with a single attack. Massive swing works like mighty swing, except that its effect is not limited to three squares. The war hulk&#39;s swing affects all squares he threatens.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> No time to think, ability boost (Str +2) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Great swing,ability boost (Str +2) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Mighty rock throwing, ability boost (Str +2) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Mighty swing, ability boost (Str +2) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Ability boost (Str +2) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sweeping boulder, ability boost (Str +2) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Ability boost (Str +2) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Massive sweeping boulder, Toughness, ability boost (Str +2) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Ability boost (Str +2),Toughness <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Massive swing, Toughness, ability boost (Str +2) <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Miniatures Handbook 22<\/h5>","reference":"Usergen"},{"id":10579,"name":"Warchief","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Warchief<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Must have led a tribe in battle.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Warchiefs gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Tribal Frenzy (Ex)<\/strong>: A warchief is able to inspire his followers to acts of extreme battle frenzy. The warchief may activate this frenzy as a standard action. He may then maintain it as a free action. It ends at the conclusion of any turn in which the warchief does not maintain it. The frenzy affects any creature that is a member of the warchief&#39;s race and tribe, that starts its turn within 30 feet of the warchief, and that is able to hear the warchief. The frenzy grants a +2 enhancement bonus to the Strength score of each affected ally (not including the warchief himself).<\/p>\n\n\t<p>At the start of each of their turns, everyone affected by the Strength boost takes 1 point of damage for each Hit Die they have. Thus, an orc warchief can grant +2 Strength to each member of the pack of 1st-level orc warriors he commands, but they each take 1 point of damage per round as long as the Strength boost remains in effect.<\/p>\n\n\t<p>Every two levels (3rd, 5th, 7th, 9th), the bonus to Strength increases by +2.<\/p>\n\n\t<p><strong>Ability Boost (Ex)<\/strong>: As a warchief gains levels in this prestige class, his Charisma score increases as noted below. These increases stack.<\/p>\n\n\t<p><strong>Devoted Bodyguards (Ex)<\/strong>: Beginning at 8th level, once per round, whenever a warchief is hit by an attack, he may make a DC 15 Reflex save to have that attack affect an adjacent tribe member instead. The attack is treated as though it had hit the chosen bodyguard instead of the leader, regardless of the bodyguard&#39;s Armor Class or any other defensive effects. A tribe member may not serve as a bodyguard if it is dazed, stunned paralyzed, or otherwise unable to act.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Tribal frenzy (Str +2) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Ability boost (Cha +2) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Tribal frenzy (Str +4) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Tribal frenzy (Str +6) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Ability boost (Cha +2) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Tribal frenzy (Str +8) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Devoted bodyguards <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Tribal frenzy (Str +10) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Ability boost (Cha +2) <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Miniatures Handbook 24<\/h5>","reference":"Usergen"},{"id":10580,"name":"Alchemist Savant","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Alchemist Savant<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Ability to cast 3rd-level arcane spells or infusions.<\/p>\n\n\t<p><strong>Special<\/strong>: Favored in House (House Cannith) or Least Dragonmark (Mark of Making).<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming an alchemist savant, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Efficient Alchemy (Ex)<\/strong>: You can manufacture alchemical items much more quickly than a typical alchemist. You make as much progress when creating an item with Craft (alchemy) in a day as a normal character would make in a week (check result \u00d7 DC in sp), and as much progress in an hour as a normal character would make in a day (check result \u00d7 DC in cp).<\/p>\n\n\t<p>Beginning at 3rd level, your rapid alchemy talents extend to brewing potions. You can brew up to two potions (including spellvials&#8212;see below) in a single day (rather than only one), as long as their combined market price does not exceed 1,000 gp. At 5th level, you can brew up to three potions per day, with the same total market price limitation.<\/p>\n\n\t<p><strong>Poison Use (Ex)<\/strong>: Your skill with brewing and handling dangerous substances means that you never risk accidentally poisoning yourself when using poison.<\/p>\n\n\t<p><strong>Brew Spellvial (Ex)<\/strong>: Beginning at 2nd level, you can brew spellvials, potionlike concoctions that can be used as thrown weapons. You create the spellvial just as you would any other potion; the spell stored within must be of 3rd level or lower and capable of targeting a creature other than the caster. For example, hold person, slow, and invisibility would all be legal options for the spellvial, but false life, fireball, and magic weapon would not, because these spells either can target only the caster (false life), don&#39;t target a particular creature (fireball), or target an object (magic weapon). Even spells that include nontargeted effects (such as dispel magic) can be incorporated, as long as they include a targeted effect as well (only the targeted effect functions). Such potions cost 50% more than a normal potion (for example, a spellvial of hold person would cost 750 gp \u00d7 150%, or 1,125 gp).<\/p>\n\n\t<p>A spellvial is thrown as a ranged touch attack with a range increment of 10 feet; a spellvial that is consumed has no effect on that creature, even if the spell it holds is beneficial (such as a spellvial of cure light wounds). If the spellvial hits the target, treat the target as if the spell had been cast on it; saves and spell resistance apply normally. Spellvials have no splash effect.<\/p>\n\n\t<p><strong>Create Alchemical Mixture (Su)<\/strong>: At 4th level, you learn to combine existing substances together into a single, effective alchemical mixture. As a full-round action that provokes attacks of opportunity, you can mix an alchemical splash weapon (such as acid, alchemist&#39;s fire, alchemist&#39;s frost, and similar liquids) with a spellvial (such as a spellvial of hold person) by pouring the two together into a container and imbuing it with a hint of your magical ability. Once mixed, the two substances remain combined until used. They can never again be separated.<\/p>\n\n\t<p>The alchemical mixture is treated as a single thrown weapon. Any creature directly hit by the alchemical mixture is exposed to the effects of both substances simultaneously.<\/p>\n\n\t<p>If you have at least 4 ranks in Craft (poisonmaking), you can substitute a contact or injury poison in place of the spellvial. An alchemical mixture that includes a contact poison affects the target normally when it hits; an injury poison works in a mixture only if the alchemical splash weapon it is combined with successfully deals damage to the target (for example, if an alchemical mixture of acid and an injury poison struck a creature with immunity to acid, the injury poison would have no effect).<\/p>\n\n\t<p><strong>Brew Universal Potion (Su)<\/strong>: At 5th level, you gain the ability to create a universal potion&#8212;a potion that you can &quot;flavor&quot; with a particular spell or infusion at a later date. To create a universal potion, you choose the maximum spell or infusion level it can hold (1st, 2nd, or 3rd). You then brew the universal potion, consulting the table below for the cost to create it. (Universal potions have no market price, since only the creator can take advantage of their utility.) An uncharged universal potion radiates faint magic of no school.<\/p>\n\n\t<p>Once the universal potion is brewed, you can place any infusion or arcane spell you know (including spells in your spellbook, if you are a wizard) of the appropriate level (or lower) into the potion by shaking the flask as a move action. A character who uses infusions rather than arcane spells can imbue any infusion (of the appropriate level or lower) into the universal potion; treat this as an oil that holds the infusion. The spell or infusion to be placed into the universal potion must have a casting time of 1 minute or less; it otherwise follows the normal rules for the types of spells that can be put into potions. (Despite the name of this ability, you can create either a potion or an oil when you imbue the universal potion with the chosen spell.)<\/p>\n\n\t<p>Placing a spell or imbuing an infusion into a universal potion doesn&#39;t actually cost you a spell slot or infusion slot, though if the spell or infusion requires a costly material component, focus, or an XP cost, you must expend the material component, have the focus on hand, or pay the XP cost.<\/p>\n\n\t<p>Upon completion of this action, the universal potion is treated as a standard potion (or oil) of the minimum caster level for the spell or infusion, and it can be used by any character normally.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Maximum Spell Level <\/th>\n\t\t\t<th>Cost <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> 100 gp, 8 XP <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> 600 gp, 48 XP <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> 1,500 gp, 120 XP <\/td>\n\t\t<\/tr>\n\t<\/table><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Efficient alchemy, poison use <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Brew spellvial <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Efficient alchemy (2 potions\/day) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Create alchemical mixture <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Brew universal potion, efficient alchemy (3 potions\/day) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Magic of Eberron 53<\/h5>","reference":"Usergen"},{"id":10581,"name":"Deadgrim","type":"prestige","alignment":"Any non-evil","hit_die":"8","full_text":"<div topic='titel'><p><h3>Deadgrim<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any non-evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Ability to cast 1st-level divine spells.<\/p>\n\n\t<p><strong>Special<\/strong>: Ability to turn undead or favored enemy (undead).<\/p>\n\n\t<p><strong>Special<\/strong>: Must have survived an encounter with an undead creature with a CR at least equal to his or her level.<\/p>\n\n\t<p><strong>Special<\/strong>: Must be a sworn member of the Red Watchers organization.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: At each level above 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a deadgrim, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Deadened Flesh (Ex)<\/strong>: The flesh of a deadgrim takes on a gray hue, much like that of a corpse. When attempting to pass as a living creature, you take a penalty on Disguise checks equal to twice your class level.<\/p>\n\n\t<p>This deadened flesh also renders you resistant to many effects that would harm or hinder a living creature. At 2nd level, you gain a +2 bonus on saves made to resist the effects of poison, paralysis, stunning, disease, and death from massive damage. This bonus increases to +4 at 4th level.<\/p>\n\n\t<p><strong>Extra Spells<\/strong>: You can add the following spells to the class spell list of any one of your divine spellcasting classes:<\/p>\n\n\t<p>0&#8212;<a href=\/spells\/players-handbook-v35--6\/disrupt-undead--2730\/>disrupt undead<\/a> (add to 1st-level spell list if the chosen class doesn&#39;t have 0-level spells).<\/p>\n\n\t<p>1st&#8212;<a href=\/spells\/players-handbook-v35--6\/chill-touch--2717\/>chill touch<\/a>, <a href=\/spells\/players-handbook-v35--6\/detect-undead--2495\/>detect undead<\/a>, <a href=\/spells\/players-handbook-v35--6\/hide-from-undead--2330\/>hide from undead<\/a>.<\/p>\n\n\t<p>2nd&#8212;<a href=\/spells\/players-handbook-v35--6\/command-undead--2720\/>command undead<\/a>, <a href=\/spells\/players-handbook-v35--6\/ghoul-touch--2739\/>ghoul touch<\/a>.<\/p>\n\n\t<p>3rd&#8212;<a href=\/spells\/players-handbook-v35--6\/halt-undead--2740\/>halt undead<\/a>, <a href=\/spells\/players-handbook-v35--6\/vampiric-touch--2768\/>vampiric touch<\/a>.<\/p>\n\n\t<p><strong>Improved Turning (Ex)<\/strong>: Your deadgrim levels stack with other class levels that grant the turn undead class feature. For example, a 6th-level paladin\/1st-level deadgrim would turn undead as a 4th-level cleric.<\/p>\n\n\t<p><strong>Voice of the Damned (Ex)<\/strong>: Your voice becomes harsh and raspy upon entering this class, much like the whispers of the dead that echo in your mind. This effect grants you a competence bonus on Intimidate checks equal to your class level, but also applies an equal penalty on Diplomacy checks made against all creatures except undead. Against undead creatures, you instead have a competence bonus on both Diplomacy and Intimidate checks equal to your class level.<\/p>\n\n\t<p><strong>Favored Enemy (Undead) (Ex)<\/strong>: As a deadgrim, you are trained to hunt undead prey. Beginning at 2nd level, you gain undead as a favored enemy. At 5th level, the bonus against undead increases by 2.<\/p>\n\n\t<p>The bonus from this ability stacks with those from other favored enemy class features. See the ranger class feature, page 47 of the Player&#39;s Handbook.<\/p>\n\n\t<p><strong>Deadgrim Soul (Ex)<\/strong>: A deadgrim&#39;s soul seems strangely detached from his body. At 3rd level, you gain immunity to sleep effects, death effects, and energy drain effects.<\/p>\n\n\t<p>At 5th level, your soul becomes tainted by your singleminded obsession with undeath. You are still mortal, but you can now be turned or rebuked (though not commanded or destroyed) as an undead creature of your Hit Dice. (Your own turn or rebuke attempts do not affect you.) You are treated as an undead creature for the purpose of healing magic, and so are harmed by cure spells and healed by inflict spells).<\/p>\n\n\t<p>If you are capable of spontaneously casting cure spells, you can choose to instead become capable of spontaneously casting inflict spells when you reach this level (though you cannot spontaneously cast both).<\/p>\n\n\t<p><strong>Undead Slayer (Ex)<\/strong>: At 5th level, you gain the ability to deal critical damage to undead. As a free action, in response to a critical threat roll you make against an undead creature, you can give up a turn undead attempt for the day to try and deal a critical hit. You must still roll to confirm the threat, but if your roll to confirm the critical threat is successful, you deal critical hit damage to the undead creature.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Deadened flesh, extra spells, improved turning, voice of the damned <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Deadened flesh +2, favored enemy (undead +2) <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Deadgrim soul (immunities) <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Deadened flesh +4 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Deadgrim soul (can be turned), favored enemy (undead +4), undead slayer <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Magic of Eberron 57<\/h5>","reference":"Usergen"},{"id":10582,"name":"Dragon Prophet","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Dragon Prophet<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Ability to cast 3rd-level arcane spells or imbue 3rd level infusions.<\/p>\n\n\t<p><strong>Special<\/strong>: Must be recruited by a dragon to become a dragon prophet. This dragon becomes the character&#39;s mentor and remains in touch periodically throughout the character&#39;s career.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting\/Infusions<\/strong>: At each level above 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained.<\/p>\n\n\t<p>Alternatively, you gain new infusions per day as if you had gained a level in an infusion-imbuing class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained.<\/p>\n\n\t<p>If you are capable of both casting arcane spells and imbuing infusions, or if you had more than one arcane spellcasting or infusion-imbuing class before becoming a dragon prophet, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known, or for determining infusions per day.<\/p>\n\n\t<p><strong>Constellation Power<\/strong>: At 1st level and every odd-numbered level thereafter, you attune yourself to the draconic constellations for which the months are named, gaining new abilities based on the deities they represent. Some deities are evil and some good, but the abilities themselves are merely tools used in your pursuit of the Prophecy. When you gain a new constellation power, you also gain a marking on your body in the shape of that constellation.<\/p>\n\n\t<p>The silvery constellation marks appear in whatever location you wish when you gain the ability. Most dragon prophets prefer hidden marks to open marks, although some have a favorite constellation displayed in a prominent place on the head, neck, hands, or even face. Each marking is similar in appearance to a dragonmark, and might be mistaken for one by someone unfamiliar with dragonmarks.<\/p>\n\n\t<p>Each ability description gives a minimum class level that you must attain in order to select it. In addition, some abilities require you to be in a state of prophetic favor (see the Dragon Prophesier feat, page 46).<\/p>\n\n\t<p>These abilities are extraordinary unless otherwise specified.<\/p>\n\n\t<p><em>Aasterinian<\/em>: This is the dragon deity of invention and trade. If you attune to this constellation, creating magic items becomes easier for you. You can select one of the following feats (found in the <span class=caps>EBERRON<\/span> Campaign Setting) as a bonus feat: Exceptional Artisan, Extraordinary Artisan, or Legendary Artisan. You must still meet all prerequisites for a bonus feat. Minimum class level 1st.<\/p>\n\n\t<p><em>Astilabor<\/em>: This is the dragon deity of wealth. If you attune to this constellation, your dragon mentor sends you a magic item from its hoard to aid you in finding more connections and clues to the Prophecy. The item is selected by the DM and should be worth no more than 5,000 gp. Minimum class level 5th.<\/p>\n\n\t<p><em>Bahamut<\/em>: This is the dragon deity of protection and good fortune. If you attune to this constellation, whenever you are in prophetic favor, you can reroll one check or saving throw that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it is worse than the original roll. Using this ability immediately ends your prophetic favor. Minimum class level 9th.<\/p>\n\n\t<p><em>Chronepsis<\/em>: This is the dragon deity of fate and prophecy. If you attune to this constellation, you gain the spell-like ability to use commune, as the spell, once per week at a caster level equal to your arcane caster level or infusion caster level. You commune with no single deity when you use this ability, but rather with the power of the draconic Prophecy itself. In addition, you gain a +2 insight bonus on Sense Motive checks, as you gain frequent premonitions about what people or creatures you communicate with mean to say before a word is spoken. Minimum class level 5th.<\/p>\n\n\t<p><em>Falazure<\/em>: This is the dragon deity of death and decay. If you attune to this constellation, you gain +2 bonus on saving throws against death effects, disease, and poison. While in prophetic favor, you can force a creature that has confirmed a critical hit against you to reroll the confirmation roll. If this second confirmation roll fails, the attack is not a critical hit (though it deals damage normally). Using this ability ends your prophetic favor. Minimum class level 1st.<\/p>\n\n\t<p><em>Garyx<\/em>: This is the dragon deity of chaos and destruction. If you attune to this constellation, you can deal devastation with a moment&#39;s thought. While in prophetic favor, you can cast a single evocation spell as a swift action, as long as the spell&#39;s casting time is no more than 1 round. Using this ability ends your prophetic favor. Minimum class level 5th.<\/p>\n\n\t<p><em>Hlal<\/em>: This is the dragon deity of humor. If you attune to this constellation, the save DC against your illusion spells increases by 1. You also gain a +2 insight bonus on Bluff checks. Minimum class level 1st.<\/p>\n\n\t<p><em>Io<\/em>: This is the dragon deity of magic and knowledge. If you attune to this constellation, all Knowledge skills become class skills for you. In addition, any Knowledge check you make is treated as a trained check, even if you have no ranks in the skill. While in prophetic favor, you gain an insight bonus on Knowledge checks equal to one-half your class level (minimum +1). Minimum class level 1st.<\/p>\n\n\t<p><em>Lendys<\/em>: This is the dragon deity of justice and law. If you attune to this constellation, you gain the ability to magically strike back against an enemy that has injured you. While in prophetic favor, if you are dealt damage by another creature (whether by weapon, spell, or other effect), you can cast a single spell or use a spell-like ability in response as an immediate action. The spell or spell-like ability must target only that creature, and must have a casting time of one standard action. For example, if an enemy archer hits you with an arrow, you could cast magic missile as an immediate action, though all missiles from the spell would have to target the archer. However, you couldn&#39;t cast fireball, even if no other enemies were in the area, since fireball is not a targeted spell. Using this ability ends your prophetic favor. Minimum class level 5th.<\/p>\n\n\t<p><em>Tamara<\/em>: This is the dragon deity of life. If you attune to this constellation, you gain fast healing 1 (see page 309 of the Monster Manual) whenever you are in prophetic favor. Minimum class level 5th.<\/p>\n\n\t<p><em>Tiamat<\/em>: This is the dragon deity of greed and power. If you attune to this constellation, you can attempt to steal a spell as it is being cast by another spellcaster. You must be in prophetic favor and must ready an action to use this ability, though you need not designate a spellcaster target until the ability is activated. The spellcaster must be within 60 feet of you, and you must have line of effect to the caster. You steal the spell with a successful caster level check (DC 10 + the target&#39;s caster level). If you are successful, the spell is cast to no effect by the targeted caster, with any material components consumed and any costs to the caster paid as normal. Using this ability immediately ends your prophetic favor.<\/p>\n\n\t<p>You immediately know which spell you have stolen, and at any time in the next hour, you can activate the stolen spell as a spell-like ability. You use the original caster&#39;s caster level, but for all other purposes, you treat the spell as if you had cast it. If you steal a second spell before casting the first, the first spell is lost.<\/p>\n\n\t<p>Stealing a spell in this manner is a supernatural ability. Minimum class level 9th.<\/p>\n\n\t<p><strong>Bonus Feat<\/strong>: Your exploration of the Draconic Prophecy reveals many secrets to you. At 4th and 8th level, you gain a bonus feat, which must be selected from the following list: Prophecy&#39;s Artifex, Prophecy&#39;s Explorer, Prophecy&#39;s Hero, Prophecy&#39;s Mind, Prophecy&#39;s Shaper, Prophecy&#39;s Shepherd, Prophecy&#39;s Slayer. (All these feats are presented in Chapter 2.) You must still meet all prerequisites for a bonus feat.<\/p>\n\n\t<p><strong>Ageless (Ex)<\/strong>: Upon reaching 10th level, you no longer take penalties to your ability scores for aging, you cannot be magically aged, and your natural life span becomes four times normal for your race. Any aging penalties that you have already taken remain in place. Ability bonuses still accrue, and you still die of old age when your extended time is up.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Constellation power <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting or infusion-imbuing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Constellation power <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting or infusion-imbuing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting or infusion-imbuing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Constellation power <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting or infusion-imbuing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting or infusion-imbuing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Constellation power <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting or infusion-imbuing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting or infusion-imbuing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Constellation power <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting or infusion-imbuing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Ageless <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting or infusion-imbuing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Magic of Eberron 63<\/h5>","reference":"Usergen"},{"id":10583,"name":"Elemental Scion of Zilargo","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Elemental Scion of Zilargo<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Speak Language<\/strong>: The elemental language known must match the type of elemental that provides the scion&#39;s graft; see Special.<\/p>\n\n\t<p><strong>Special<\/strong>: Must have at least one elemental graft.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Elemental Graft Affinity (Ex)<\/strong>: Though you might have a variety of elemental grafts (both before and after entering this class), you create a bond with a particular kind of elemental (air, earth, fire, or water). The elemental chosen must match the type of one of your existing elemental grafts, and you must speak the language of the chosen elemental.<\/p>\n\n\t<p>This bond allows you to more easily take on other grafts of the same kind. Any time that you receive an elemental graft of the same kind as your chosen element,<br \/>determine the time required, gp cost, and XP cost as if the normal cost were reduced by 25% (as if the creator had the Exceptional Artisan, Extraordinary Artisan, and Legendary Artisan feats from the <span class=caps>EBERRON<\/span> Campaign Setting). These reductions do not stack with the benefits of those feats.<\/p>\n\n\t<p><strong>Elemental Spellcasting (Ex)<\/strong>: Whenever you cast a spell with an elemental or energy descriptor that matches your chosen element, you add your elemental scion class level to your caster level. For the purpose of this ability, spells with the air or electricity descriptor match the air element, spells with the acid or earth descriptor match earth, spells with the fire descriptor match fire, and spells with the cold or water descriptor match water.<\/p>\n\n\t<p><strong>Graft Awareness (Ex)<\/strong>: At 2nd level, one of your elemental grafts becomes sentient. The sentient graft is chosen by you, and must be of the type chosen for your elemental graft affinity. It gains an Intelligence, Wisdom, and Charisma score equal to 3 + your class level.<\/p>\n\n\t<p>Your graft can communicate telepathically with you. Its sensory abilities are too limited for it to clearly perceive the outside world (it can&#39;t make Listen or Spot checks, for example), but its presence aids your senses slightly, granting you a +2 bonus on your Listen and Spot checks.<\/p>\n\n\t<p><strong>Grafted Health (Ex)<\/strong>: As your elemental grafts increasingly integrate themselves into your body, you become slightly more robust. Beginning at 3rd level, you gain +1 hit point per graft that matches your chosen element.<\/p>\n\n\t<p><strong>Grow Elemental (Su)<\/strong>: Eventually the synergistic relationship between you and your elemental graft attains a startling new level. Beginning at 4th level, you can grow a Large elemental (of the type chosen for your elemental graft affinity) as a standard action, using your own graft&#39;s substance as a seed. The elemental appears adjacent to you and can act immediately. It has the mental ability scores of your intelligent elemental graft (which might affect its Will save and skill check modifiers), but is otherwise identical to a normal elemental (see page 95 of the Monster Manual).<\/p>\n\n\t<p>Though your graft provides a &quot;seed&quot; for the new elemental, the graft remains in place. The elemental you grow is created from surrounding matter and inhabited by the sentience of your intelligent graft. The various abilities of your elemental graft are not affected, but the graft is rendered nonintelligent for the duration of the effect.<\/p>\n\n\t<p>You can communicate telepathically with the elemental, which follows your commands completely. If reduced to 0 hp, the elemental disappears and its sentience returns to the graft from which it came. Otherwise, the elemental remains for a number of rounds equal to your Constitution modifier plus the number of elemental grafts you have of that kind (minimum 1 round).<\/p>\n\n\t<p>You can use this ability once per day at no risk to yourself, but additional uses take a toll on your health. Creating a second elemental within 24 hours of the first renders you fatigued and deals 1d4 points of Constitution drain. Creating a third elemental within the same 24-hour period renders you exhausted (even if you are not already fatigued) and deals 2d4 points of Constitution drain. Each additional use in the same 24-hour period deals an amount of Constitution drain equal to the previous drain +1d4 (3d4 for the fourth use, 4d4 for the fifth, and so on). Characters with immunity to Constitution drain or without a Constitution score cannot create more than one elemental in a 24-hour period.<\/p>\n\n\t<p>At higher levels, the elemental you create is increasingly more powerful, at your option. The elemental you grow is Huge beginning at 6th level, a greater elemental at 8th level, and an elder elemental at 10th level.<\/p>\n\n\t<p><strong>Uncanny Dodge (Ex)<\/strong>: The awareness of your sentient elemental graft improves your reactions. At 5th level, you cannot be caught flat-footed and react to danger before your senses would normally allow you to do so. If you already have uncanny dodge from another class, you gain improved uncanny dodge instead (see below). See the barbarian class feature, page 26 of the Player&#39;s Handbook.<\/p>\n\n\t<p><strong>Elemental Merge (Su)<\/strong>: Starting at 7th level, you can physically merge with the body of any elemental that you summon, call, or grow (using your grow elemental class feature), as long as the elemental matches your chosen affinity. The elemental must be at least two size categories larger than you. Entering the elemental requires a move action, and you must be adjacent to the elemental to merge with it.<\/p>\n\n\t<p>Once you have merged with the elemental, you can no longer take any actions other than communication. Instead, you control the elemental as easily as if it were you (though the elemental retains all its own ability scores and other statistics). The elemental doesn&#39;t benefit from (and cannot use) any of your special abilities, magic items, or continuous effects while you are merged; however, any temporary effects (such as spells) active on you when you merge are continued on the elemental, assuming that it would be a legal target for the effect.<\/p>\n\n\t<p>For example, the elemental wouldn&#39;t benefit from your +1 full plate armor, ring of protection, gauntlets of ogre power, or uncanny dodge ability, nor could it activate your ring of invisibility. It would, however, share the benefit of the bless spell cast on you by your cleric ally, as well as the bull&#39;s strength and stoneskin spells cast on you by a sorcerer. If you had already activated your ring of invisibility before merging, it would gain that effect as well.<\/p>\n\n\t<p>While inside an elemental, you have immunity to all effects both beneficial and harmful; effectively, you no longer exist as a separate physical body. If the elemental that you inhabit is killed or dismissed, you appear in a randomly determined square within its space.<\/p>\n\n\t<p>You can remain inside the elemental for a number of rounds equal to your class level, though there is no limit to the number of times per day that you can use this ability.<\/p>\n\n\t<p>This ability cannot be used to merge with a bound elemental that you have previously called.<\/p>\n\n\t<p><strong>Improved Uncanny Dodge (Ex)<\/strong>: The awareness of your sentient elemental graft continues to improve your reactions. From 9th level on, you can no longer be flanked. See the barbarian class feature, page 26 of the Player&#39;s Handbook.<\/p>\n\n\t<h4>Ex-Elemental Scions of Zilargo<\/h4>\n\n\t<p>An elemental scion of Zilargo who loses all the elemental grafts of her chosen element loses all class features of this prestige class, and cannot gain any further levels in the class until she gains a new elemental graft of that type.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Elemental graft affinity, elemental spellcasting <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Graft awareness <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Grafted health <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Grow elemental (Large) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Uncanny dodge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Grow elemental (Huge) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Elemental merge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Grow elemental (greater) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Improved uncanny dodge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Grow elemental (elder) <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Magic of Eberron 68<\/h5>","reference":"Usergen"},{"id":10584,"name":"Impure Prince","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Impure Prince<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Favored enemy (aberrations) or Gatekeeper Initiate feat (from the <span class=caps>EBERRON<\/span> Campaign Setting).<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: At each level except 1st and 6th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming an impure prince, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Expanded Spell List<\/strong>: The impure prince learns a variety of magical techniques for rooting out and destroying aberrations. Add the following spells to any one of your class spell lists:<\/p>\n\n\t<p>1st&#8212;<a href=\/spells\/players-handbook-v35--6\/disguise-self--2666\/>disguise self<\/a>, <a href=\/spells\/players-handbook-v35--6\/protection-from-evil--2348\/>protection from evil<\/a>, <a href=\/spells\/players-handbook-v35--6\/remove-fear--2353\/>remove fear<\/a>.<\/p>\n\n\t<p>2nd&#8212;<a href=\/spells\/players-handbook-v35--6\/calm-emotions--2531\/>calm emotions<\/a>, <a href=\/spells\/players-handbook-v35--6\/restoration-lesser--2432\/>lesser restoration<\/a>, <a href=\/spells\/eberron-campaign-setting--12\/zone-natural-purity--3786\/>zone of natural purity<\/a>.<\/p>\n\n\t<p>3rd&#8212;<a href=\/spells\/players-handbook-v35--6\/daylight--2601\/>daylight<\/a>, <a href=\/spells\/players-handbook-v35--6\/remove-disease--2428\/>remove disease<\/a>.<\/p>\n\n\t<p>4th&#8212;<a href=\/spells\/eberron-campaign-setting--12\/natures-wrath--3787\/>nature&#39;s wrath<\/a>, <a href=\/spells\/players-handbook-v35--6\/restoration--2430\/>restoration<\/a>.<\/p>\n\n\t<p><strong>Lure Symbiont (Ex)<\/strong>: Due to your extensive study of aberrations and their ilk, you can lure a symbiont to yourself chosen from the following list: breed leech, crawling gauntlet, stormstalk, throwing scarab, or winter cyst (all detailed in Chapter 6). Luring a symbiont for your personal use requires 8 hours of preparation and an expenditure of resources with a cost of 100 gp. The symbiont arrives 24 hours later.<\/p>\n\n\t<p>If this symbiont is lost or killed, you can gain a new one using the same method. However, as long as you lack your symbiont, you cannot gain further levels in the impure prince class, and you lose access to the aberrant fortitude and otherworldly surge class abilities. If you are at least 5th level, you can choose to lure a shadow sibling, spellwurm, or tentacle whip instead of the options given above (the shadow sibling and spellwurm appear in Chapter 6; the tentacle whip is found in the <span class=caps>EBERRON<\/span> Campaign Setting). The lured symbiont willingly joins with you; any other character who attempts to join with the symbiont must succeed on a personality conf lict every day until the symbiont wins, at which point it detaches from the host.<\/p>\n\n\t<p>You can also possess symbionts obtained through other means (such as by being a member of the daelkyr half-blood race, presented on page 37).<\/p>\n\n\t<p><strong>Favored Enemy (Aberrations) (Ex)<\/strong>: Beginning at 2nd level, you gain aberrations as a favored enemy. At 6th level, the bonuses against aberrations increases by 2. The bonus from this ability stacks with those from other favored enemy class features. See the ranger class feature, page 47 of the Player&#39;s Handbook.<\/p>\n\n\t<p><strong>Aberrant Anatomy (Ex)<\/strong>: Your internal anatomy reshapes in subtle and disturbing ways as you become more like the creatures you hate. Beginning at 3rd level, any time you are struck by a critical hit or sneak attack, there is a 25% chance that the extra damage from the critical hit or sneak attack is negated.<\/p>\n\n\t<p>At 6th level, this chance increases to 50%.<\/p>\n\n\t<p><strong>Aberrant Fortitude (Su)<\/strong>: As you taint your body with aberrant traits, your mental power begins to exert influence over your physical form. Beginning at 4th level, you can choose to apply your Wisdom modifier instead of your Constitution modifier on Fortitude saves. You lose access to this class feature if your symbiont is lost or killed. Once you lure a new symbiont, the ability returns.<\/p>\n\n\t<p><strong>Otherworldly Surge (Su)<\/strong>: At 5th level, you become able to channel the power of Xoriat, the Realm of Madness. As a standard action, you can radiate a burst of mind-twisting energy drawn from the plane of Xoriat. This effect deals 1d6 points of damage per class level to all living, intelligent creatures within a 20-foot-radius burst (not including you or any of your symbionts) and confuses any creatures damaged by the burst for 1 round. A successful Will save (DC 10 + class level + Wis modifier) halves the damage dealt and negates the confusion. Aberrations are particularly vulnerable to this surge and take a &#8212;4 penalty on saves to resist it. This is an enchantment (compulsion), mind-affecting effect.<\/p>\n\n\t<p>You can use this ability a number of times per day equal to 3 + your Wis modifier (minimum once). You lose access to this class feature if your symbiont is lost or killed. Once you lure a new symbiont, the ability returns.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Expanded spell list, lure symbiont <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Favored enemy aberrations +2 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Aberrant anatomy (25%) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Aberrant fortitude <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Otherworldly surge <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Aberrant anatomy (50%), favored enemy aberrations +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Magic of Eberron 73<\/h5>","reference":"Usergen"},{"id":10585,"name":"Quori Mindhunter","type":"prestige","alignment":"Any non-evil","hit_die":"6","full_text":"<div topic='titel'><p><h3>Quori Mindhunter<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any non-evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Psionics<\/strong>: Must know thought shield*.<\/p>\n\n\t<p><strong>Special<\/strong>: Must lure and defeat a quori spirit in a dreamstate combat (See initiation ritual below).<\/p>\n\n\t<p>*See the Expanded Psionics Handbook.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Immunity to Possession (Ex)<\/strong>: The captive quori spirit within you produces a strange side effect. You have complete immunity to possession, whether by another quori spirit, a fiend, or a spell or power (such as magic jar).<\/p>\n\n\t<p><strong>Psychic Seep (Ex)<\/strong>: You draw psychic power from the imprisoned spirit. Your power point reserve increases by 1 power point per class level.<\/p>\n\n\t<p><strong>Sleepless Mind (Ex)<\/strong>: You no longer need to sleep, and you gain immunity to any effect that causes sleep (but not unconsciousness). You must still rest for 4 hours each night, using a special form of meditation that reinvigorates your body and mind. Capturing a quori spirit has repercussions, and should your mind return to Dal Quor, the nightmares you experience might kill you.<\/p>\n\n\t<p><strong>Extra Power<\/strong>: Your psionic training unlocks new powers. At 2nd level, you add psionic dismissal to your list of powers known.<\/p>\n\n\t<p>At 5th level, you add psionic dimensional anchor to your list of powers known.<\/p>\n\n\t<p>At 8th level, you add psionic ethereal jaunt to your list of powers known.<\/p>\n\n\t<p>You must know at least one other power of the same level to use these powers. If you already know the power to be granted, you can choose another power of the same level that is on your class power list. All powers are described in the Expanded Psionics Handbook.<\/p>\n\n\t<p><strong>Improved Thought Shield (Ex)<\/strong>: Your ability to erect mental defenses strengthens due to your training. Beginning at 3rd level, when you manifest thought shield, the base power resistance granted is 15 (rather than 13). You can augment thought shield normally.<\/p>\n\n\t<p><strong>Forcible Ejection (Ex)<\/strong>: At 4th level, you become more adept at forcing a possessing spirit out of its host. The DC of psionic dismissal increases by 2 when you manifest it against a possessed host. The DC increases by 4 at 9th level.<\/p>\n\n\t<p><strong>Nightmare Knowledge (Ex)<\/strong>: At 6th level, your mental link with your captive quori spirit has provided you some insight into the stuff of nightmares, which you can then project through your own psionic powers. The save DC of any power you manifest that has the fear descriptor increases by 1.<\/p>\n\n\t<p>Unfortunately, this also results in you being more vulnerable to fear. You take a &#8212;2 penalty on saves against fear effects.<\/p>\n\n\t<p><strong>Dual Mind (Ex)<\/strong>: Much like the Inspired, you become resistant to mental attacks because of the quori spirit within you. Beginning at 7th level, you can reroll any failed save against a mind-affecting spell or ability. If the rerolled save also fails, you are subject to the effects normally.<\/p>\n\n\t<p><strong>Dream Travel (Ps)<\/strong>: At 10th level, you can use a special version of dream travel once per day (page 96 of the Expanded Psionics Handbook). When you use dream travel, you, and those you touch, travel physically to the realm Dal Quor, creating a small pocket dreamscape floating within the plane. You are undetected, unless you choose to broadcast your presence. Through a special ritual, you can send a willing creature alone into the dreamscape, the same process followed to initiate you as a mindhunter.<\/p>\n\n\t<h4>Initiation Ritual<\/h4>\n\n\t<p>Your first step in becoming a quori mindhunter is to lure and trap a quori spirit. You undergo a special ritual, in which other mindhunters project you into a pocket dreamscape, floating at the fringes of Dal Quor. The other mindhunters cause the dreamscape to produce random psychic emissions, enough so that a tsoreva quori comes to investigate. When it appears, you must disable it in combat. Once you have defeated it, the mindhunters pull you back to Eberron, along with a projection of the weakened quori spirit. You then become psionically focused and complete the ritual, binding the subjugated quori spirit into a prison within your mind. The body of the quori continues to float in the pocket dreamscape, completely hidden within the morass of the ever-changing dimension.<\/p>\n\n\t<p>The ritual can be quite hazardous, though usually the mindhunters managing the ritual pull a candidate away from the dreamscape before he is killed. If you fall below 0 hit points, you are immediately returned to the waking world. If somehow you are reduced to &#8212;10 hit points while battling the quori, you are pulled back to the world and must make a DC 20 Will save to avoid death. Success means that you are at &#8212;9 hit points and stabilized. You can attempt the ritual as many times as needed, though other mindhunters might look unfavorably at multiple failures.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Manifesting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Immunity to possession, psychic seep, sleepless mind <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Extra power (psionic dismissal) <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Improved thought shield <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Forcible ejection (+2 DC) <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Extra power (psionic dimensional anchor) <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Nightmare knowledge <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Dual mind <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Extra power (psionic ethereal jaunt) <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Forcible ejection (+4 DC) <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Dream travel <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Magic of Eberron 77<\/h5>","reference":"Usergen"},{"id":10586,"name":"Renegade Mastermaker","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Renegade Mastermaker<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Type<\/strong>: Humanoid.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: At each level except 1st and 7th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a renegade mastermaker, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Battlefist (Ex)<\/strong>: You have used your skill and ingenuity to create a battlefist. The battlefist is a mechanical hand that resembles a gauntlet with articulated fingers. Through a grueling and painful ordeal requiring a full day of construction and surgery, you permanently attach the battlefist to your arm, replacing your hand in the process. Your battlefist functions like your hand formerly did, and it does not inconvenience you in the least.<\/p>\n\n\t<p>You are considered proficient with your battlefist, and you can make a natural slam attack with your battlefist that deals 1d6 points of damage plus your Strength modifier. If your base attack bonus is +6 or higher, you can attack more than once in a round with your battlefist, just as you would with a wielded weapon. You can also use spells or infusions on your battlefist as if it were a both a natural and a manufactured weapon.<\/p>\n\n\t<p>At 2nd level, your battlefist becomes a magic weapon and gains a +1 enhancement bonus on attack rolls and damage rolls. This bonus improves by 1 at 5th level and again at 9th level. A battlefist with a +1 or greater enhancement bonus can be further enhanced or improved with Craft Magic Arms and Armor just as if it were a magic weapon.<\/p>\n\n\t<p><strong>Craft Master (Ex)<\/strong>: You are extremely skilled at construction and repair. You add your renegade mastermaker level to all Craft checks you make.<\/p>\n\n\t<p><strong>Self-Repair (Su)<\/strong>: Starting at 2nd level, you can channel your spells or infusions into repairing damage that you have taken. As a full-round action, you can expend a spell or infusion; you heal 1d6 hit points per level of the spell or infusion sacrificed. You can only use this ability on yourself.<\/p>\n\n\t<p><strong>Supporting Construction (Ex)<\/strong>: By the time you reach 3rd level, you have incorporated so many artificial parts into your body that you can be the target of repair damage spells and infusions. You heal half the result of the repair spell or infusion when it is cast upon you.<\/p>\n\n\t<p>At 6th level, your supporting construction is even more pervasive, and you gain the full benefit of repair damage spells, but you also become vulnerable to spells and infusions that deal damage to constructs, such as inflict damage and disable construct.<\/p>\n\n\t<p><strong>Damage Reduction (Ex)<\/strong>: As you incorporate pieces of adamantine and other reinforcing materials into your body, you become somewhat resistant to physical damage. At 4th level, you gain damage reduction 1\/adamantine. This benefit increases to damage reduction 2\/adamantine at 8th level.<\/p>\n\n\t<p><strong>Embed Component (Ex)<\/strong>: Starting at 7th level, you gain the ability to embed or attach warforged components to yourself, including docent and artifact components, as long as a component does not affect your battlefist.<\/p>\n\n\t<p>Each warforged component you embed or attach grants you 1 bonus hit point.<\/p>\n\n\t<p><strong>Construct Exemplar<\/strong>: At 10th level, you have reached your version of perfection and become a living construct. Your type changes to living construct and you gain all the traits of that type (see the <span class=caps>EBERRON<\/span> Campaign Setting). You are treated as a warforged for the purpose of meeting any requirements or prerequisites.<\/p>\n\n\t<p>You also gain a bonus warforged feat. You can even select a warforged feat that normally requires you to be 1st level, such as Mithral Body.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Battlefist, craft master <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Battlefist (+1), self-repair <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Supporting construction <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Damage reduction 1\/adamantine <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Battlefist (+2) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Embed component <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Damage reduction 2\/adamantine <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Battlefist (+3) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Construct exemplar <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Magic of Eberron 81<\/h5>","reference":"Usergen"},{"id":10587,"name":"Vigilant Sentinel of Aerenal","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Vigilant Sentinel of Aerenal<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race<\/strong>: Aerenal elf or half-elf.<\/p>\n\n\t<p><strong>Special<\/strong>: Must have been accepted into the Order of the Vigilant Sentinels and accept an oath to obey its masters in all you do (see Code of Conduct, below).<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Code of Conduct<\/strong>: Vigilant sentinels of Aerenal must always obey the directives and orders of their commanders. If you ever willingly violate a directive in a way that endangers Aerenal, the order, or any of its members, you are expunged from the order and declared a threat to the survival of Aerenal. Other vigilant sentinels are ordered to slay you on sight, and it is almost certain that at least one sentinel will quickly be given the task of hunting you down.<\/p>\n\n\t<p>Vigilant sentinels must also be willing to lay down their lives for their nation, though you are not expected to act foolishly or sacrifice yourself needlessly. However, failure to act honorably and protect your people to the best of your ability will likely result in your being recalled to Aerenal for debriefing, an investigation into your conduct, and possible expulsion from the order.<\/p>\n\n\t<p><strong>Master of Disguise (Ex)<\/strong>: Part of your job as a vigilant sentinel is to make your way into places you shouldn&#39;t be, and without being detected as a vigilant sentinel. You gain a bonus on Disguise checks equal to your class level.<\/p>\n\n\t<p><strong>Nondetection (Su)<\/strong>: The vigilant sentinels of Aerenal must be able to protect their minds from enemy spies and spellcasters. You are constantly protected by a nondetection effect (as the spell), at a caster level equal to your character level. You can raise or lower this effect as a standard action.<\/p>\n\n\t<p><strong>Sneak Attack (Ex)<\/strong>: Beginning at 2nd level, you deal extra damage when you are flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. See the rogue class feature on page 50 of the Player&#39;s Handbook. Your sneak attack damage increases at 4th level.<\/p>\n\n\t<p><strong>Thought Theft (Su)<\/strong>: Beginning at 3rd level, your ability to use Sense Motive has progressed to the point where you can obtain secret information from creatures with which you interact. You can use your Sense Motive skill to glean elements of culture and even bits of knowledge from your target, enabling you to more thoroughly blend into your surroundings.<\/p>\n\n\t<p>As a standard action, you can make a Sense Motive check to detect the vague surface thoughts of a creature with which you can communicate (DC 10 + target creature&#39;s HD + target creature&#39;s Cha modifier). If you succeed on the check, you gain scattered bits of information that the creature might expect you to know (a password, a hand gesture of identification, a name), the subject of a particular gathering, or even particular modes of speech or dress. This translates into a +4 insight bonus on Bluff, Diplomacy, Disguise,  and Gather Information checks made against the target creature and in social situations with that creature.<\/p>\n\n\t<p>If the check fails by 5 or more, the target instantly realizes that you were probing its thoughts. Among other consequences, this typically changes the creature&#39;s attitude toward you to unfriendly or even hostile, depending on the situation.<\/p>\n\n\t<p>Creatures protected from mind reading or similar effects (such as by nondetection) have immunity to this ability. This is a mind-affecting, language-dependent ability.<\/p>\n\n\t<p><strong>Dimension Leap (Sp)<\/strong>: At 5th level, you learn to transport yourself instantly to another nearby location. You can use dimension leap (see page 95) as a spell-like ability, with a caster level equal to your class level. You can use this ability once per minute.<\/p>\n\n\t<h4>Ex-Vigilant Sentinels of Aerenal<\/h4>\n\n\t<p>A vigilant sentinel who betrays the order or Aerenal does not lose any of the abilities he gained as a result of taking levels in the prestige class, but he cannot continue to advance in the class. In addition, he is now hunted (as described under Code of Conduct, above). The Order of Vigilant Sentinels will stop at nothing to see such renegades captured or slain, since their knowledge of the inner workings of the order is considered a threat to the elven nation. Such characters will mysteriously find no safe harbor in any elven community that knows anything of the vigilant sentinels, even in Valenar or other nations. Needless to say, the order selects its members carefully, and rarely does one choose this path.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Code of conduct, master of disguise, nondetection <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sneak attack +1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Thought theft <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Sneak attack +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Dimension leap <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Magic of Eberron 85<\/h5>","reference":"Usergen"},{"id":10588,"name":"Incandescent Champion","type":"prestige","alignment":"Any good","hit_die":"10","full_text":"<div topic='titel'><p><h3>Incandescent Champion<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Essentia Pool<\/strong>: 1<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: You gain no new proficiencies with weapons, armor, or shields.<\/p>\n\n\t<p><strong>Incandescent Strike (Su)<\/strong>: You can channel incarnum to increase the damage dealt by your melee attacks. For each such augmented attack, you gain a bonus on your damage roll equal to the number of points of essentia invested in this ability.<\/p>\n\n\t<p>Whenever you have essentia invested in incandescent strike, your hands glow with a bright light equivalent to that produced by a light spell.<\/p>\n\n\t<p><strong>Fast Healing (Su)<\/strong>: When you reach 2nd level, the irrepressible force of your soul restores your vitality whenever you are wounded, granting you fast healing at a rate equal to the points of essentia you invest in this ability. This fast healing is usable for a number of rounds per day equal to your incandescent champion level. For example, a 5th-level incandescent champion who invests 2 points of essentia in this ability gains fast healing 2 for a maximum of 5 rounds per day. Activating this ability requires no action, but investing essentia in it requires a swift action, as normal.<\/p>\n\n\t<p>At 9th level, each ally who is adjacent to you when you activate the ability gains fast healing at the same rate and for the same duration as you do.<\/p>\n\n\t<p><strong>Unbearable Countenance (Su)<\/strong>: When you attain 3rd level, inner power begins to shine forth from your face, giving you a radiant countenance that dismays your foes. With a glance, you can render a single foe within 30 feet shaken for 1 round (Will negates; save DC 10 + invested essentia + Cha modifier). Your glance becomes a mindaffecting fear effect, and using it requires a move action. Any foe that successfully saves against this effect is immune to your unbearable countenance for 1 hour thereafter. This ability is always active.<\/p>\n\n\t<p><strong>Incarnum Overload (Ex)<\/strong>: At 4th level, you can temporarily boost the maximum essentia capacity of any soulmeld, incarnum feat, or special ability that allows essentia investment. This effect lasts for 1 round, during which the essentia capacity of the chosen soulmeld, feat, or ability increases by an amount equal to your Charisma bonus (minimum +1). This ability is usable once per day as a free action.<\/p>\n\n\t<p>At 7th level, you can use this ability twice per day; at 10th level, you can use it three times per day.<\/p>\n\n\t<p><strong>Incandescent Ray (Su)<\/strong>: Beginning at 5th level, you can channel incarnum into a ray of pure, brilliant soul energy at will. Using this ability is a standard action; you must make a successful ranged touch attack to hit your target. The incandescent ray has a range of 60 feet and deals 1d8 points of damage per point of essentia invested in this ability.<\/p>\n\n\t<p><strong>Incandescent Aura (Su)<\/strong>: Once you attain 8th level, incarnum has become so integral to your physical form that your body constantly exudes pure, brilliant soul energy. At the start of your turn, every creature adjacent to you that you designate as a foe takes 1d6 points of damage per point of essentia invested in this ability. A successful Will save halves this damage (DC 10 + invested essentia + Cha modifier). This ability is always active.<\/p>\n\n\t<p>If you have essentia invested in your incandescent aura ability, you shine with a bright light equivalent to that produced by a daylight spell (caster level equals incandescent champion level).<\/p>\n\n\t<p><strong>Incandescent Transcendence<\/strong>: At 10th level, you forsake your mortal nature to fully embrace the power of your spirit. Your type changes to outsider, and you gain the native and good subtypes. Your natural weapons and any weapons you wield are treated as good-aligned for the purpose of overcoming damage reduction.<\/p>\n\n\t<p>Furthermore, once per day as a standard action, you can transform your physical body into pure, luminous energy for a number of rounds equal to your Charisma modifier (minimum 1). Upon assuming this form, you become incorporeal and gain a fly speed of 60 feet (perfect maneuverability). You cannot make attacks, cast spells, or activate special abilities while in your energy form, though you can invest essentia as usual and your incandescent aura functions normally. Once you activate this ability, you cannot choose to end the effect prematurely.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Essentia Pool <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Incandescent strike <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Fast healing (self) <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Unbearable countenance <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Incarnum overload 1\/day <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Incandescent ray <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Incarnum overload 2\/day <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Incandescent aura <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Fast healing (allies) <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Incandescent transcendent, incarnum overload 3\/day <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Magic of Incarnum 115<\/h5>","reference":"Usergen"},{"id":10589,"name":"Incarnum Blade","type":"prestige","alignment":"Any except neutral","hit_die":"10","full_text":"<div topic='titel'><p><h3>Incarnum Blade<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any except neutral.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: You gain no new proficiencies with weapons, armor, or shields.<\/p>\n\n\t<p><strong>Shape Blademeld (Su)<\/strong>: At 1st level, you gain the ability to create a special soulmeld called a blademeld by wrapping incarnum into a melee weapon of your choice. Doing so ties the chosen weapon more closely to your mind and soul and grants it special powers. A weapon with a blademeld shaped on it appears to have a blue glow and is treated as a magic weapon for the purpose of overcoming damage reduction. Its hardness improves by 5, and its hit points increase by 5 per level you possess in incarnum blade. The weapon also gains a bonus on saving throws equal to your incarnum blade level.<\/p>\n\n\t<p>Shaping the blademeld requires 8 hours of rest followed by 1 hour of meditation, just like shaping any other soulmeld does. The blademeld remains shaped until you unshape it, though it unshapes automatically if the weapon to which it is attached is sundered or otherwise destroyed. Simply losing possession of the weapon does not unshape the blademeld, and it still retains its enhanced hardness, hit points, and save bonuses even if you are not holding it. The wielder benefits granted by the blademeld do not apply to anyone else who might pick it up.<\/p>\n\n\t<p><strong>Blademeld Chakra Bind (Su)<\/strong>: When you shape your blademeld, you can bind it to one of your body&#39;s chakras. Doing so grants you a special ability that lasts as long as the blademeld is shaped and the weapon is held. Unlike most soulmelds, the blademeld&#39;s appearance does not change while it is bound to a chakra, and the affected chakra is not apparent in any way to an onlooker. Furthermore, the weapon to which the blademeld is attached is still wielded normally, even if it is bound to a chakra other than your hands. You can be disarmed normally, and it can still be sundered in the usual way. If you lose or put down the weapon while it is bound, it remains bound and retains the special characteristics it gains from the blademeld; you also retain the special ability gained from the bind. No one else can benefit from the weapon&#39;s incarnum-based powers.<\/p>\n\n\t<p>Unlike a typical chakra bind, this one does not close the corresponding body slot. For example, a blademeld bound to your hands chakra does not prevent you from wearing a pair of magic gloves. Blademeld chakra bind does not grant you the ability to bind soulmelds or other magic items to your chakras.<\/p>\n\n\t<p>At 1st level, you can bind your blademeld to any of your least chakras (crown, feet, or hands); at 2nd level, you can bind it to any least or lesser chakra; and at 3rd level, you can bind it to any least, lesser, or greater chakra. At 4th level, you can bind your blademeld to your heart chakra, and at 5th level, you can bind it to your soul chakra. Binding your blademeld to a chakra grants you a special ability according to the chakra chosen, as detailed below.<\/p>\n\n\t<p><em>Crown Chakra<\/em>: As long as this chakra bind is in effect, you have uncanny battlefield insight. Opponents that flank you do not gain the normal +2 bonus on attack rolls against you, though they still gain any other benefits they normally would, such as the ability to deliver a sneak attack. You also gain a +4 insight bonus on opposed attack rolls made to avoid being disarmed of the weapon with the blademeld or to avoid having it sundered. In addition, you gain a +4 insight bonus on Sense Motive checks made when someone attempts a feint against you in combat (see the Bluff skill description, page 68 of the Player&#39;s Handbook).<\/p>\n\n\t<p><em>Feet Chakra<\/em>: You react more quickly than usual to danger, gaining a +2 insight bonus on initiative checks while this chakra bind is in effect. In addition, you can make attacks of opportunity with the blademeld weapon even while flat-footed.<\/p>\n\n\t<p><em>Hands Chakra<\/em>: You can deal precise blows in combat. While the blademeld is bound to this chakra, you gain a +1 insight bonus on damage rolls made with the blademeld weapon.<\/p>\n\n\t<p><em>Arms Chakra<\/em>: You can deal devastating strikes in combat. While it is in effect, this chakra bind grants you a +4 insight bonus on attack rolls made to confirm a critical threat with the blademeld weapon.<\/p>\n\n\t<p><em>Brow Chakra<\/em>: You can more effectively battle foes that you can&#39;t see clearly while this chakra bind is in effect. Every time you miss an attack with the blademeld weapon because of the opponent&#39;s concealment, you can reroll your miss chance percentile roll once to see if you actually hit. This ability functions much like the Blind-Fight feat. If you already have Blind-Fight, you gain no additional benefit&#8212;that is, you are still entitled to only one reroll.<\/p>\n\n\t<p><em>Shoulders Chakra<\/em>: You gain the ability to avoid certain particularly deadly strikes. Any time a melee attack would deal you a critical hit, you have a 25% chance to negate the extra damage from it. This ability is active as long as this chakra bind is in effect. You need not be aware of the attack for the ability to function, but it grants no benefit if you are unconscious or otherwise helpless. This chakra bind has no effect against sneak attacks, and its benefit does not stack with that of the fortification armor or shield special quality.<\/p>\n\n\t<p><em>Throat Chakra<\/em>: At will, you can brandish the weapon bearing the blademeld and utter a hearty battle shout that demoralizes foes. Each enemy within 60 feet who can hear you must save or become shaken for 1 round (Will DC 10 + incarnum blade level + Con modifier). You can use this ability at will as a standard action as long as the chakra bind is in effect.<\/p>\n\n\t<p><em>Waist Chakra<\/em>: As long as this chakra bind is in effect, you are incredibly stable and well balanced when wielding your blademeld weapon. You gain a +10 insight bonus on checks made to avoid being bull rushed, grappled, tripped, or overrun. You also retain your Dexterity bonus to AC (if any) even while flat-footed.<\/p>\n\n\t<p><em>Heart Chakra<\/em>: The weapon bearing the blademeld grants you improved health and well-being in combat as long as this chakra bind is in effect. You gain bonus hit points equal to twice your character level (maximum +40). These extra hit points are not lost first the way temporary hit points are; if you change the chakra bind of your blademeld, you lose them immediately.<\/p>\n\n\t<p><em>Soul Chakra<\/em>: Your blademeld weapon gains an alignment for the purpose of overcoming damage reduction. When you activate the chakra bind, you can choose any single alignment component (chaos, evil, good, or law) that matches one of your own. Thereafter, the choice cannot be changed until a new blademeld is shaped. Against creatures with an alignment subtype (not just an alignment) opposed to the selected component, your weapon deals an extra 1d6 points of damage. If the blademeld weapon would ordinarily deal extra damage to the opponent because of the bane special quality or any of the alignment weapon qualities, the extra damage dice stack.<\/p>\n\n\t<p>For example, a lawful good incarnum blade who chooses this chakra bind could grant either the lawful or the good alignment to his blademeld weapon. If he chose good, his weapon would deal an extra 1d6 points of damage to all creatures with the evil subtype (such as demons and devils), but not to an evil necromancer who does not have the evil subtype.<\/p>\n\n\t<p><strong>Rebind Blademeld (Su)<\/strong>: At 3rd level, you gain the ability to change the chakra to which your blademeld is bound. You can use this ability a number of times per day equal to 1 + your Constitution bonus (minimum 1\/day). Rebinding your blademeld is a standard action that does not provoke attacks of opportunity.<\/p>\n\n\t<p>At 5th level, you can change one or both of your blademeld&#39;s two chakra binds simultaneously as a standard action.<\/p>\n\n\t<p><strong>Dual Chakra Binding<\/strong>: Upon attaining 5th level, you can bind your blademeld to two of your chakras simultaneously. The second chakra bind must be one that was gained at a lower incarnum blade level than the first. For example, if the first chakra bind is throat, the second cannot be waist; it must be lesser or least. You gain the special abilities from both chakra binds as though you were using each independently.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Shape <em>blademeld<\/em>, <em>blademeld<\/em> chakra bind (crown, feet, hands) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> <em>Blademeld<\/em> chakra binds (arms, brow, shoulders) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Rebind <em>blademeld<\/em>, <em>blademeld<\/em> chakra binds (throat, waist) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> <em>Blademeld<\/em> chakra bind (heart) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Dual chakra binding, <em>blademeld<\/em> chakra bind (soul) <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Magic of Incarnum 121<\/h5>","reference":"Usergen"},{"id":10590,"name":"Ironsoul Forgemaster","type":"prestige","alignment":"Any nonevil","hit_die":"8","full_text":"<div topic='titel'><p><h3>Ironsoul Forgemaster<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonevil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Meldshaping<\/strong>: Ability to shape soulmelds.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Profi ciency<\/strong>: You gain no new profi ciencies with weapons, armor, or shields.<\/p>\n\n\t<p><strong>Meldshaping<\/strong>: At each ironsoul forgemaster level after 1st, you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essentia pool as if you had gained a level in the meldshaping class to which you belonged prior to gaining the ironsoul forgemaster level. You do not, however, gain any other abilities of that class, such as new tiers of chakra binds. If you had more than one meldshaping class before becoming an ironsoul forgemaster, you must decide to which class to add each level for the purpose of determining your essentia pool, meldshaper level, and the number of soulmelds and chakra binds available.<\/p>\n\n\t<p><strong>Shield Bond (Su)<\/strong>: At 1st level, you create a special bond with any shield that you craft. This bond allows you to invest essentia in the shield as if it were a soulmeld. Doing so grants you resistance 5 per point of invested essentia against acid, cold, electricity, fi re, and sonic damage.<\/p>\n\n\t<p>You gain this ability only while using the shield for defense, not while carrying it on your back or in a container. If you stop using the shield, you lose the ability until you use it again, though you can reinvest the essentia in another soulmeld or ability on your next turn, as normal.<\/p>\n\n\t<p><strong>Secrets of the Forge (Ex)<\/strong>: At 2nd level, you gain Craft Magic Arms and Armor (see page 81 of the Player&#39;s Handbook) as a bonus feat, even if you do not meet the prerequisites. Your effective caster level for the purpose of crafting magic arms and armor is three times your ironsoul forgemaster level. For example, a 5th-level incarnate\/2nd-level ironsoul forgemaster is treated as a 6th-level caster for the purpose of creating magic arms and armor. These effective levels also stack with any other caster levels that might apply.<\/p>\n\n\t<p>You must still meet any other prerequisites for creating the desired item, such as other feats or the casting of specific spells. This stipulation might mean that you need the assistance of other characters to create a particular item.<\/p>\n\n\t<p><strong>Forge Lore (Ex)<\/strong>: When you attain 3rd level, the soul energy fl owing through your mind and body establishes a connection to the souls of your people&#39;s ancestral forgemasters. This soul-to-soul communion grants you an insight bonus equal to your ironsoul forgemaster level on all Craft (armorsmithing) and Craft (weaponsmithing) checks.<\/p>\n\n\t<p><strong>Chakra Binds<\/strong>: Beginning at 4th level, you can bind your soulmelds or magic items to your arms chakra, in addition to any other chakras you have available. When you attain 6th level, your waist chakra becomes available for chakra binds. At 8th level, you can bind soulmelds or magic items to your shoulders chakra, and at 10th level, you can bind them to your heart chakra.<\/p>\n\n\t<p><strong>Armor Bond (Su)<\/strong>: At 5th level, you create a special bond with any suit of armor that you craft. This bond allows you to invest essentia in the armor as if it were a soulmeld. Doing so grants you damage reduction n\/&#8212;, where n is equals the points of essentia invested. This damage reduction stacks with any damage reduction of the same kind granted by the armor. For example, if you invest 1 point of essentia into your self-crafted adamantine full plate armor, you would have DR 4\/&#8212; (3 from the armor +1 from essentia).<\/p>\n\n\t<p>You gain this ability only while wearing the armor in the usual way. If you stop wearing it or if it is destroyed, you lose the ability until you put it on again, though you can reinvest the essentia in another soulmeld or ability on your next turn as normal.<\/p>\n\n\t<p><strong>Weapon Bond (Su)<\/strong>: At 9th level, you create a special bond with any weapon that you craft. This bond allows you to invest essentia in the weapon as if it were a soulmeld. Doing so grants you an insight bonus equal to twice the number of points of invested essentia on your damage rolls. If you have at least 1 point of essentia invested in the weapon, it also dazes any living opponent you strike with it for 1 round (Fortitude negates, DC 10 + invested essentia + Con modifier).<\/p>\n\n\t<p>You gain this ability only while wielding the weapon in the usual way. If you stop wielding it, you lose the ability until you pick it up again, though you can reinvest the essentia in another soulmeld or ability on your next turn as normal.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Meldshaping <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Shield bond <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Secrets of the forge <\/td>\n\t\t\t<td> +1 level of existing meldshaping class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Forge lore <\/td>\n\t\t\t<td> +1 level of existing meldshaping class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Chakra bind (arms) <\/td>\n\t\t\t<td> +1 level of existing meldshaping class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Armor bond <\/td>\n\t\t\t<td> +1 level of existing meldshaping class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Chakra bind (waist) <\/td>\n\t\t\t<td> +1 level of existing meldshaping class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing meldshaping class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Chakra bind (shoulders) <\/td>\n\t\t\t<td> +1 level of existing meldshaping class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Weapon bond <\/td>\n\t\t\t<td> +1 level of existing meldshaping class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Chakra bind (heart) <\/td>\n\t\t\t<td> +1 level of existing meldshaping class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Magic of Incarnum 126<\/h5>","reference":"Usergen"},{"id":10591,"name":"Necrocarnate","type":"prestige","alignment":"Any evil","hit_die":"6","full_text":"<div topic='titel'><p><h3>Necrocarnate<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Meldshaping<\/strong>: Ability to shape soulmelds, ability to bind soulmelds to the crown, feet, and hands chakras.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: You gain no new proficiencies with weapons, armor, or shields.<\/p>\n\n\t<p><strong>Harvest Soul (Su)<\/strong>: Unlike a traditional meldshaper who relies entirely on his own pool of soul energy to power his soulmelds, you tap the soul energy of others for your power. Beginning at 1st level, you can perform a short ritual to capture the soul energy of a newly dead corpse. This ritual requires 1 minute of uninterrupted concentration plus the corpse of a living creature that has been dead for no longer than 1 hour per necrocarnate level you possess. At the end of the ritual, you gain a number of essentia points equal to one-half your necrocarnate level (rounded up). This benefit lasts for 24 hours. No corpse can be used for this purpose more than once.<\/p>\n\n\t<p>At 10th level, you can perform this ritual as a full-round action that provokes attacks of opportunity.<\/p>\n\n\t<p><strong>Improved Meldshaper Level<\/strong>: Each time you gain a level of necrocarnate, you also increase your meldshaper level as if you had gained a level in the meldshaping class to which you belonged prior to gaining the necrocarnate level. You do not, however, gain any other abilities of that class, such as additional melds, extra chakra binds, increased essentia, or new tiers of chakra binds.<\/p>\n\n\t<p><strong>Necrocarnum Soulshield (Su)<\/strong>: Beginning at 2nd level, you can use the tortured souls that form necrocarnum soulmelds to help you avoid danger. By tapping into this soul energy, you gain a profane bonus on all saving throws. The value of this bonus equals the number of necrocarnum soulmelds that you currently have shaped. This ability is usable a number of times per day equal to one-half your necrocarnate level.<\/p>\n\n\t<p><strong>Chakra Binds<\/strong>: As you attain higher levels, you can bind your soulmelds and magic items to additional chakras, gaining new powers based on the combination chosen. At 3rd level, you can bind your soulmelds or magic items to your lesser chakras (arms, brow, and shoulders), in addition to any other chakras you have available. When you attain 8th level, your greater chakras (throat and waist) become available for chakra binds. At 11th level, you can bind soulmelds or magic items to your heart chakra, and at 13th level, you can bind them to your soul chakra.<\/p>\n\n\t<p><strong>Extra Chakra Bind<\/strong>: Upon attaining 4th level, you gain one additional chakra bind. At 8th level and again at 12th level, you gain one more extra chakra bind.<\/p>\n\n\t<p><strong>Extra Soulmelds<\/strong>: When you attain 4th level, the number of soulmelds that you can have shaped increases by one. You gain this benefit again at 7th, 10th, and 13th level.<\/p>\n\n\t<p><strong>Essentia Trap (Su)<\/strong>: Starting at 5th level, you can capture some of the soul energy from a creature that has just died and use it to give yourself a short-term increase in power. To activate this ability, you must be within 100 feet of the creature, have line of sight to it, and take an immediate action no more than 1 round after its death. The essentia trap grants you a number of essentia points equal to one-half the creature&#39;s character level, which you can invest as part of the same action used to activate the ability. This ability is usable once per round, and the extra essentia lasts until the end of your next turn.<\/p>\n\n\t<p><strong>Necrocarnum Zombie Master (Ex)<\/strong>: Beginning at 6th level, you take only half the normal damage (1\/2 the zombie&#39;s HD, minimum 1) when using the necrocarnum circlet crown chakra bind (see page 78) to create a necrocarnum zombie.<\/p>\n\n\t<p>At 13th level, you can have up to two necrocarnum zombies animated simultaneously; the maximum HD of each zombie equals your necrocarnate level. Furthermore, each zombie&#39;s essentia pool increases by an amount equal to the points of essentia invested in your necrocarnum circlet.<\/p>\n\n\t<p><strong>Expanded Necrocarnum Meld Capacity (Ex)<\/strong>: When you attain 9th level, the essentia capacity of each necrocarnum meld you shape increases by 1. This increase stacks with the increase provided by the incarnate&#39;s expanded soulmeld capacity.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Harvest soul (1 minute), improved meldshaper level <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Necrocarnum soulshield <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Chakra binds (arms, brow, shoulders) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Extra chakra bind, extra soulmeld <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Essentia trap <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Necrocarnum zombie master (half damage) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Extra soulmeld <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Chakra binds (throat, waist), extra chakra bind <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Expanded necrocarnum meld capacity <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Extra soulmeld, harvest soul (full-round action) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Chakra bind (heart) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Extra chakra bind <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Chakra bind (soul), extra soulmeld, necrocarnum zombie master (2 zombies) <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Magic of Incarnum 132<\/h5>","reference":"Usergen"},{"id":10592,"name":"Sapphire Hierarch","type":"prestige","alignment":"Lawful","hit_die":"6","full_text":"<div topic='titel'><p><h3>Sapphire Hierarch<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Meldshaping<\/strong>: Ability to shape three soulmelds.<br \/><strong>Spellcasting<\/strong>: Ability to cast 2nd-level divine spells.<br \/><strong>Essentia Pool<\/strong>: 3.<br \/><strong>Special<\/strong>: Access to the <a href=\/spells\/domains\/law\/>Law<\/a> domain.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: You gain no new proficiencies with weapons, armor, or shields.<\/p>\n\n\t<p><strong>Meldshaping<\/strong>: At each sapphire hierarch level, you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essentia pool as if you had gained a level in a meldshaping class to which you belonged prior to gaining the sapphire hierarch level. You do not, however, gain any other abilities of that class, such as new tiers of chakra binds. If you had more than one meldshaping class before becoming a sapphire hierarch, you must decide to which class to add each level for the purpose of determining your essentia pool, meldshaper level, and the number of soulmelds and chakra binds available.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: At each sapphire hierarch level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If you had more than one divine spellcasting class before becoming a sapphire hierarch, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Consultation<\/strong>: Beginning at 1st level, you can consult with the Sapphire Eidolon to gain advice about almost any subject. This consultation functions like a commune spell, except that you need not be able to cast the spell to use it. (In effect, you can use commune as a spell-like ability, but only while in the presence of the Sapphire Eidolon.) Contact with the creature&#39;s enormous intellect is draining, however, so you must pay the spell&#39;s XP cost as normal.<\/p>\n\n\t<p>You can consult with the Sapphire Eidolon only three times at each sapphire hierarch level from 1st to 9th. Any unused consultations for a given level are lost as soon as you attain a new one. Upon reaching 10th level, you can consult the Sapphire Eidolon once per month for the rest of your career.<\/p>\n\n\t<p><strong>Smite Chaos (Su)<\/strong>: Beginning at 1st level, you can smite chaos once per day. This ability is identical to the paladin&#39;s smite evil class feature on page 44 of the Player&#39;s Handbook, except that the bonuses apply against chaotic creatures rather than evil ones. At 4th level, and at every three levels thereafter, you can smite chaos one additional time per day, as indicated on Table 6&#8212;5: The Sapphire Hierarch. Smite chaos attempts\/day attained from multiple sources stack.<\/p>\n\n\t<p><strong>Favored of the Eidolon (Ex)<\/strong>: By 2nd level, you have learned to arrest the actions of chaos and change within your own body. You gain a +4 sacred bonus on saving throws against chaotic and transmutation effects.<\/p>\n\n\t<p><strong>Damage Reduction (Ex)<\/strong>: When you attain 3rd level, your body begins to toughen, granting you damage reduction 1\/adamantine. Your damage reduction improves to 2\/adamantine at 6th level, and to 3\/adamantine at 9th level.<\/p>\n\n\t<p><strong>Sapphire Body (Ex)<\/strong>: When you attain 5th level, the truth of the Sapphire Eidolon is graven into your flesh. Any critical hit or sneak attack scored against you has a 25% chance to be negated, so that damage is rolled normally. When you attain 10th level, this chance increases to 50%.<\/p>\n\n\t<p><strong>Timeless Body (Ex)<\/strong>: Beginning at 8th level, you no longer age. See the druid class feature of the same name on page 37 of the Player&#39;s Handbook.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting\/Meldshaping <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Consultation 3\/level, smite chaos 1\/day <\/td>\n\t\t\t<td> +1 level of existing meldshaping class and +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Favored of the eidolon <\/td>\n\t\t\t<td> +1 level of existing meldshaping class and +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Damage reduction 1\/adamantine <\/td>\n\t\t\t<td> +1 level of existing meldshaping class and +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Smite chaos 2\/day <\/td>\n\t\t\t<td> +1 level of existing meldshaping class and +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Sapphire body (25% fortification) <\/td>\n\t\t\t<td> +1 level of existing meldshaping class and +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Damage reduction 2\/adamantine <\/td>\n\t\t\t<td> +1 level of existing meldshaping class and +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Smite chaos 3\/day <\/td>\n\t\t\t<td> +1 level of existing meldshaping class and +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Timeless body <\/td>\n\t\t\t<td> +1 level of existing meldshaping class and +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Damage reduction 3\/adamantine <\/td>\n\t\t\t<td> +1 level of existing meldshaping class and +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Consultation 1\/month, sapphire body (50% fortification), smite chaos 4\/day <\/td>\n\t\t\t<td> +1 level of existing meldshaping class and +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Magic of Incarnum 136<\/h5>","reference":"Usergen"},{"id":10593,"name":"Soulcaster","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Soulcaster<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: Ability to cast 2nd-level arcane spells.<br \/><strong>Meldshaping<\/strong>: Ability to shape three soulmelds; ability to bind a soulmeld to a chakra.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: You gain no new proficiencies with weapons, armor, or shields.<\/p>\n\n\t<p><strong>Meldshaping<\/strong>: At each soulcaster level, you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essentia pool as if you had gained a level in a meldshaping class to which you belonged prior to gaining the soulcaster level. You do not, however, gain any other abilities of that class, such as new tiers of chakra binds. If you had more than one meldshaping class before becoming a soulcaster, you must decide to which class to add each level for the purpose of determining your essentia pool, meldshaper level, and the number of soulmelds and chakra binds available.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: At each soulcaster level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a soulcaster, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Arcane Investment (Su)<\/strong>: Beginning at 1st level, you can invest essentia in your arcane spells to make them more powerful. At the same time that you shape your soulmelds, you can choose to invest 1 point of essentia in any single spell that you know (and have prepared, if you prepare spells). At any time in the next 24 hours, you can choose to use that invested essentia when you cast the chosen spell. Doing so requires no action, but both the caster level of the spell and its save DC increase by 1. Once so used, the essentia returns to your essentia pool and can be invested into soulmelds or other effects.<\/p>\n\n\t<p>As you attain higher levels, the number of spells you can invest with essentia in this manner increases. You can affect a number of spells equal to your soulcaster level, and you cannot invest essentia in the same spell more than once&#8212;that is, you can&#39;t invest essentia in two lightning bolt spells, even if you can prepare or cast that spell more than once per day.<\/p>\n\n\t<p>This process is not the same as investing essentia in a spell as part of its casting (see page 52). If you use your arcane investment ability to affect a given spell, you can also invest essentia in it as part of its casting if the spell allows it, but the two essentia investments are separate.<\/p>\n\n\t<p>At 7th level, you can invest up to 2 points of essentia in each spell rather than only 1. A 2-point investment boosts the spell&#39;s caster level and save DC by 2 each for a single casting.<\/p>\n\n\t<p><strong>Chakra Binds<\/strong>: As you attain higher levels, you can bind your soulmelds and magic items to your chakras, gaining new powers based on the combination chosen. At 3rd level, you can bind your soulmelds or magic items to your least chakras (crown, feet, and hands), in addition to any other chakras you have available. When you attain 8th level, your lesser chakras (arms, brow, and shoulders) become available for chakra binds.<\/p>\n\n\t<p><strong>Magical Distillation (Su)<\/strong>: At 10th level, you can use the magical energy of your spells to augment your essentia pool. By sacrificing one arcane spell slot (or one prepared arcane spell, if you prepare spells) of the highest level you can currently cast, you gain points of essentia equal to that spell&#39;s level for 1 round. This essentia can be invested or otherwise used as normal, but it disappears at the start of your next turn. This ability is usable once per round as a free action.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting\/Meldshaping <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Aracne investment 1 <\/td>\n\t\t\t<td> +1 level of existing meldshaping class and +1 level of existing arance spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing meldshaping class and +1 level of existing arance spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Chakra binds (crown, feet, hands) <\/td>\n\t\t\t<td> +1 level of existing meldshaping class and +1 level of existing arance spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing meldshaping class and +1 level of existing arance spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing meldshaping class and +1 level of existing arance spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing meldshaping class and +1 level of existing arance spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Aracne investment 2 <\/td>\n\t\t\t<td> +1 level of existing meldshaping class and +1 level of existing arance spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Chakra binds (arms, brow, shoulders) <\/td>\n\t\t\t<td> +1 level of existing meldshaping class and +1 level of existing arance spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing meldshaping class and +1 level of existing arance spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Magical distillation <\/td>\n\t\t\t<td> +1 level of existing meldshaping class and +1 level of existing arance spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Magic of Incarnum 142<\/h5>","reference":"Usergen"},{"id":10594,"name":"Spinemeld Warrior","type":"prestige","alignment":"Any lawful","hit_die":"10","full_text":"<div topic='titel'><p><h3>Spinemeld Warrior<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any lawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Essentia Pool<\/strong>: 1<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: You gain no new proficiencies  with weapons, armor, or shields.<\/p>\n\n\t<p><strong>Meldshaping<\/strong>: You have the ability to shape a small number of soulmelds. At 3rd level, you can shape one meld at the beginning of  each day, and at 7th level, you can shape up to two per day. The maximum number of soulmelds that you can have shaped simultaneously equals your Constitution score minus 10. You select your soulmelds from the soulborn class list. Your meldshaper level for these soulmelds equals your spinmeld warrior level, and the save DC (if applicable) is 10 + invested essentia + your Con modifier. This ability otherwise follows the normal rules for meldshaping.<\/p>\n\n\t<p><strong>Twin Spine Fighting (Ex)<\/strong>: At 1st level, you can attack with the spines on both of your arms as if you were fighting with two light weapons. You cannot combine this ability with attacks using any other weapons.<\/p>\n\n\t<p><strong>Two-Weapon Fighting<\/strong>: You gain the <a href=\/feats\/players-handbook-v35--6\/two-weapon-fighting--2998\/>Two-Weapon Fighting<\/a> (see page 102 of the <em>Player&#39;s Handbook<\/em>) as a bonus feat, even if you do not meet the prerequisites. If you already have Two-Weapon Fighting, you can select any feat for which you qualify, as long as Two-Weapon Fighting is a prerequisite for you choice. For example, you could choose Improved Two-Weapon Fighting or Two-Weapon Defense as your bonus feat.<\/p>\n\n\t<p><strong>Noble Familiarity<\/strong>: Because the oldest noble houses in skarn society support the Hierarchy of Spinemeld Warriors, you have at least a passing familiarity with issues relating to the aristocracy. Beginning at 2nd level, you gain a competence bonus equal to one-half your spinemeld warrior level on Knowledge (nobility and royalty) checks. In addition, your contact among the nobility can put you in contact with someone selling almost any piece of equipment or magic item you seek. To learn the name of a seller for a particular item, you must succeed on a Gather Information check (DC + 15 + caster level for the item). You gain a competence bonus equal to your spinemeld warrior level on this check.<\/p>\n\n\t<p><strong>Spine Enhancement (Su)<\/strong>: Beginning at 2nd level, you can use your essentia to boost the power of your spines in combat. As a swift action, you can invest essentia in your spines as if they were a soulmeld. Doing so grants you an enhancement bonus equal to the points of essentia invested on attack rolls and damage rolls with your spines. Unlike your soulmelds or other incarnum-fueled abilities, your spines have a special essentia capacity (and thus a maximum enhancement bonus) equal to one-half your spinemeld warrior level.<\/p>\n\n\t<p><strong>Spine Rend (Ex)<\/strong>: Beginning at 5th level, you can deliver a rend attack with your spines. Whenever you hit a single opponent with a spine attack from each arm in the same round, you tear the opponent&#39;s flesh and deal an additional 2d6 points of damage plus one and one-half times your Strength bonus.<\/p>\n\n\t<p><strong>Chakra Bind (Arms)<\/strong>: Starting at 7th level, you can bind one of your shaped soulmelds to your arms chakra.<\/p>\n\n\t<p><strong>Adamantine Spines (Ex)<\/strong>: By the time you attain 9th level, the constant flow of incarnum through your spines has rendered tehm incredibly tough and durable. When used as weapons, they overcome damage reduction and hardness as if crafted from adamantine.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=3>Spells Known <\/th>\n\t\t\t<th colspan=1><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Soulmelds <\/th>\n\t\t\t<th>Essentia <\/th>\n\t\t\t<th>Chakra Binds <\/th>\n\t\t\t<th>Level Title <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Twin spine fighting, Two-Weapon Fighting <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> Green spine <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Noble familiarity, spine enhancement <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> Red spine <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> Flaw seeker <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> Spine of rain <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Spine rend <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> Spine of snow <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> Spine of mist <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Chakra bind (arms) <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> Spine fighter <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> Perfect of the south wind <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Adamantine spines <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> Perfect of the north wind <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> August perfect of roses <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Magic of Incarnum 147<\/h5>","reference":"Usergen"},{"id":10595,"name":"Totem Rager","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Totem Rager<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Ability to bind soulmelds to totem chakra, rage class feature.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: You gain no new proficiencies with weapons, armor, or shields.<\/p>\n\n\t<p><strong>Meldshaping<\/strong>: At each totem rager level except 1st and 6th, you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essentia pool as if you had gained a level in the meldshaping class to which you belonged prior to gaining the totem rager level. You do not, however, gain any other abilities of that class, such as new tiers of chakra binds. If you had more than one meldshaping class before becoming a totem rager, you must decide to which class to add each level for the purpose of determining your essentia pool, meldshaper level, and the number of soulmelds and chakra binds available.<\/p>\n\n\t<p><strong>Totem Rage (Su)<\/strong>: You can enhance the power of your rage by tapping into the furious spirits of the beasts within you. The essentia capacity of your Cobalt Rage feat increases by 1.<\/p>\n\n\t<p>Furthermore, as long as a soulmeld occupies your totem chakra, you gain a number of extra essentia points equal to one-half your totem rager level (minimum 1) while you rage. At your option, you can invest some or all of this extra essentia into your Cobalt Rage feat as a free action. (This option is an exception to the normal rule that essentia can be invested in an incarnum feat only once every 24 hours.) You must make this decision when you begin your rage, and you cannot shift any essentia away from Cobalt Rage while you are raging. You can invest any remaining extra essentia in other feats, soulmelds, or class abilities as normal. When your rage ends, you lose this extra essentia, and all your essentia investments return to what they were initially.<\/p>\n\n\t<p>For example, a totemist 2\/barbarian 4\/totem rager 6 has an essentia capacity of 4 for her Cobalt Rage feat (3 for her character level, +1 for totem rage) and has chosen to invest 2 points of essentia in Cobalt Rage. When she enters a rage, she gains 3 extra points of essentia. She can immediately invest up to 2 points of this essentia in her Cobalt Rage feat for a total investment of 4 (the maximum capacity for the feat). She can invest the remaining point elsewhere as normal. When her rage ends, the extra essentia gained from totem rage is lost. Her essentia investment in Cobalt Rage returns to 2, and any other investment she made with the extra essentia returns to what it was before she raged. Had her initial investment in Cobalt Rage been 1 or 0 points of essentia instead of 2, she could have invested all 3 extra essentia points in that feat.<\/p>\n\n\t<p><strong>Wild Empathy (Ex)<\/strong>: Beginning at 1st level, you can improve the attitude of an animal. See the druid class feature, page 35 of the Player&#39;s Handbook. Your totem rager level stacks with levels of any other classes that grant the wild empathy ability for the purpose of determining the bonus.<\/p>\n\n\t<p><strong>Extra Rage<\/strong>: At 2nd level and again at 8th level, you gain one extra use per day of your rage ability.<\/p>\n\n\t<p><strong>Damage Reduction (Ex)<\/strong>: Beginning at 3rd level, you gain the ability to shrug off some amount of injury from each blow or attack. See the barbarian class feature, page 26 of the Player&#39;s Handbook. If you already have damage reduction against damage of all types from another source, the amounts stack. For example, a totemist 2\/barbarian 7\/totem rager 3 has DR 1\/&#8212; from her barbarian levels and DR 1\/&#8212; from her totem rager levels. Thus, her total DR from these sources is 2\/&#8212;. This damage reduction does not stack with damage reduction specific to any one type of damage.<\/p>\n\n\t<p>At 7th level, your damage reduction increases to 2\/&#8212;. This value stacks with other damage reduction abilities you might haveas above.<\/p>\n\n\t<p><strong>Chakra Binds<\/strong>: Beginning at 4th level, you can bind your soulmelds or magic items to your crown, feet, or hands chakra. When you attain 9th level, your arms, brow, and shoulder chakras become available for chakra binds.<\/p>\n\n\t<p><strong>Extended Rage (Ex)<\/strong>: Beginning at 5th level, the duration of your rage increases by a number of rounds equal to the points of essentia you invest in your Cobalt Rage feat. This benefit does not stack with that of the Extend Rage feat (see Complete Warrior and the <span class=caps>EBERRON<\/span> campaign setting).<\/p>\n\n\t<p><strong>Totem Chakra Bind<\/strong>: When you attain 10th level, the essentia capacity for any soulmeld bound to your totem chakra increases by an additional point, adding to the expanded capacity from your totemist levels for a total of +2.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Meldshaping <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Totem rage, wild empathy <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Extra rage <\/td>\n\t\t\t<td> +1 level of existing meldshaping class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Damage reduction 1\/&#8212; <\/td>\n\t\t\t<td> +1 level of existing meldshaping class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Chakra binds (crown, feet, hands) <\/td>\n\t\t\t<td> +1 level of existing meldshaping class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Extended rage <\/td>\n\t\t\t<td> +1 level of existing meldshaping class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Damage reduction 2\/&#8212; <\/td>\n\t\t\t<td> +1 level of existing meldshaping class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Extra rage <\/td>\n\t\t\t<td> +1 level of existing meldshaping class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Chakra binds ( arms, brow, shoulders) <\/td>\n\t\t\t<td> +1 level of existing meldshaping class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Totem chakra bind (+2 capacity) <\/td>\n\t\t\t<td> +1 level of existing meldshaping class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Magic of Incarnum 153<\/h5>","reference":"Usergen"},{"id":10596,"name":"Umbral Disciple","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Umbral Disciple<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Essentia Pool<\/strong>: 1<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: You gain no new proficiencies with weapons, armor, or shields.<\/p>\n\n\t<p><strong>Essentia Pool<\/strong>: Your essentia pool increases in size as you progress in the umbral disciple prestige class, as given on Table 6&#8212;9: The Umbral Disciple. This essentia can be invested into your class features to increase their power, or in incarnum feats and soulmelds, as normal.<\/p>\n\n\t<p><strong>Sept Knowledge<\/strong>: If you belong to a sept, you can draw upon its collected knowledge. You gain a +2 bonus on any Knowledge or Gather Information checks made within 24 hours of speaking to another member of the same sept, or a +5 bonus if you visit the sept&#39;s citadel or stronghold.<\/p>\n\n\t<p><strong>Step of the Bodiless (Su)<\/strong>: You can rely on the souls that grant you power to lighten your step and bear you up as you move. Beginning at 1st level, you gain a +2 enhancement bonus on Balance, Climb, Jump, and Tumble checks for every point of essentia you invest in this class feature.<\/p>\n\n\t<p><strong>Sneak Attack (Ex)<\/strong>: Beginning at 2nd level, you deal extra damage when you are flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. See the rogue class feature, page 50 of the Player&#39;s Handbook.<\/p>\n\n\t<p><strong>Embrace of Shadow (Su)<\/strong>: Starting at 3rd level, you can weave incarnum into an obscuring shadow that clings to you, providing you with a limited amount of concealment. While you are thus cloaked in shadow, each attack made against you has a 10% miss chance per point of essentia invested in this ability. This miss chance does not stack with miss chances provided by any other ability or effect.<\/p>\n\n\t<p>If the miss chance granted by this ability is 20% or higher, you also gain the ability to hide in plain sight&#8212;that is, you can use the Hide skill even while being observed. See the ranger class feature, page 48 of the Player&#39;s Handbook. Embrace of shadow is usable at will.<\/p>\n\n\t<p><strong>Sight of the Eyeless (Su)<\/strong>: At 7th level, you can tap into the piercing vision of pure, bodiless souls to perceive what would otherwise be hidden. Investing essentia in this ability grants you the blindsight ability (range 10 feet per point of essentia invested). Sight of the eyeless is usable at will.<\/p>\n\n\t<p><strong>Soulchilling Strike (Su)<\/strong>: At 9th level, you can imbue your melee attacks with a soulchilling essence. For every point of essentia you invest in this ability, your attack deals 1 point of Strength damage to the target (Fortitude negates, DC 10 + invested essentia + your Con modifier) in addition to its normal damage. Only one attack per round conveys this soulchilling effect. If you are making a full attack, the effect is delivered by your first successful attack of the round, and the rest of your attacks are resolved normally. This effect applies to all types of melee attacks made while essentia is invested, regardless of whether natural or manufactured weapons are used.<\/p>\n\n\t<p><strong>Kiss of the Shadows (Su)<\/strong>: At 10th level, you learn to wield the shadows themselves as your weapons. Tangible, incarnum-laced shadows of your weapons or fists follow your every strike, mirroring your attacks at range. Your reach increases by 5 feet for every point of essentia invested in this class feature, but only on your turn. While this ability is active, you are treated as if you were standing in the square adjacent to the target that is closest to your actual location for the purpose of flanking, attacking from higher ground, or similar situations. At the end of your turn, your reach (and thus the area you threaten) returns to normal.<\/p>\n\n\t<p><strong>Multiclass Note<\/strong>: Monks who take levels in umbral disciple can continue to advance as monks.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Essentia Pool <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sept knowledge, step of the bodiless <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sneak attack +1d6 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Embrace of shadow <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Sneak attack +2d6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Sight of the eyeless <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Sneak attack +3d6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Soulchilling strike <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Kiss of the shadows <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Magic of Incarnum 158<\/h5>","reference":"Usergen"},{"id":10597,"name":"Witchborn Binder","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Witchborn Binder<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Meldshaping<\/strong>: Meldshaper level 6th.<br \/><strong>Special<\/strong>: May not possess any arcane spellcasting class levels.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: You gain no new proficiencies with weapons, armor, or shields.<\/p>\n\n\t<p><strong>Meldshaping<\/strong>: At each witchborn binder level indicated on Table 6&#8212;10, you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essentia pool as if you had gained a level in the meldshaping class to which you belonged prior to gaining the witchborn binder level. You do not, however, gain any other abilities of that class, such as new tiers of chakra binds. If you had more than one meldshaping class before becoming a witch born binder, you must decide to which class to add each level for the purpose of determining your essentia pool, meldshaper level, and the number of soulmelds and chakra binds available.<\/p>\n\n\t<p><strong>Detect Magic (Sp)<\/strong>: Beginning at 1st level, you can use detect magic at will. See the spell, page 219 of the Player&#39;s Handbook.<\/p>\n\n\t<p><strong>Meldshield<\/strong>: Beginning at 1st level, you can use your essentia to protect yourself against magical attacks. You gain an insight bonus equal to the essentia invested in this ability on all saving throws against spells and spelllike abilities.<\/p>\n\n\t<p><strong>Royal Purse<\/strong>: To finance your missions, you can draw out a sum of money equal to your witchborn binder level times 500 in gold pieces from the royal treasury (see Resources, page 165). You can also withdraw or promise larger sums, but you must be prepared to explain your liberty with the ruler&#39;s gold if you do so, and you might be required to make restitution to the treasury if your explanation is found wanting. You can withdraw these funds from any place where royal money is held&#8212;a government vault, a garrison&#39;s paychest, or the like&#8212;and you can issue IOUs in the monarch&#39;s name.<\/p>\n\n\t<p>You can utilize this privilege only once at each witchborn binder level from 1st to 9th. Any unused draws for a given level are lost as soon as you attain a new one. Upon reaching 10th level, you can use this ability once per year for the rest of your career.<\/p>\n\n\t<p><strong>Dispelling Orb (Su)<\/strong>: At 2nd level, you learn to shape a small orb of incarnum and hurl it at any target within 30 feet as a standard action. If you succeed on a ranged touch attack, the dispelling orb functions as a targeted dispel magic spell (caster level equals your meldshaper level). For every point of essentia you invest in the orb, you gain a +1 insight bonus on any dispel checks you make with it. After the attack is resolved, the invested essentia returns to your essentia pool and can be reinvested as normal.<\/p>\n\n\t<p><strong>Essentia<\/strong>: At 2nd level and again at 6th level, you gain 1 extra point of essentia.<\/p>\n\n\t<p><strong>Mage Shackles (Su)<\/strong>: Beginning at 4th level, as a standard action you can shape a set of shackles from incarnum. With a successful melee touch attack, you can use these shackles to bind a creature capable of arcane spellcasting or using spell-like abilities, as long as it is within one size category of you. You must overcome any spell resistance the target creature might have with a successful caster level check, using your meldshaper level as your caster level, or the attack fails. Once so bound, the target creature is considered entangled by the mage shackles and is also effectively barred from planar movement, as if affected by a dimensional anchor spell. In addition, the affected creature must succeed on a caster level check (DC 10 + your meldshaper level + essentia invested in the mage shackles) to cast an arcane spell or use any spell-like ability.<\/p>\n\n\t<p>The mage shackles cannot be damaged or broken except by an effect that unshapes a soulmeld, but a bound creature can escape from them as if they were masterwork manacles (Escape Artist DC 35). A creature incapable of casting arcane spells or using spell-like abilities is unaffected by the mage shackles.<\/p>\n\n\t<p>You can use this ability as often as you desire, though you can have only one set of mage shackles shaped at any time, since shaping a second set causes the first to disappear. After 24 hours, your mage shackles automatically unshape unless you remain within 1 mile of the shackled creature. Otherwise, they remain shaped until you choose to unshape them (a free action). No one except you can use the mage shackles you shape&#8212;they simply refuse to function at anyone else&#39;s command.<\/p>\n\n\t<p><strong>Word of Abrogation (Sp)<\/strong>: Beginning at 6th level, you can use your command of incarnum to counterspell your enemies. To do so, you must first ready an action. If any creature within 60 feet of you casts a spell or uses a spell-like ability, you can attempt to negate the effect as an immediate action with a caster level check (DC 11 + the enemy creature&#39;s caster level), using your meldshaper level as your caster level. You gain a +1 bonus on the check for every point of essentia you invest in this ability. You can abrogate only one spell or spell-like effect with each use of this ability, so if you are facing multiple spellcasters, you must decide which one to target with your word of abrogation and wait until your chosen target takes its turn.<\/p>\n\n\t<p><strong>Spiritflay (Su)<\/strong>: Beginning at 8th level, you can catch a tiny bit of an arcane spellcaster&#39;s soulstuff between your hands and mangle it. You can use this attack against any arcane spellcaster or creature with spell-like abilities that is within 60 feet of you. The target creature must make a successful Fortitude save (DC 10 + your witchborn binder level + your Con modifier) or take 1d8 points of damage per point of essentia you invest in the ability, and also be nauseated for 1 round. A successful Fortitude save halves the damage and negates the nausea. A creature that has no arcane spells prepared, no arcane spell slots unused, and no spell-like abilities available is immune to this attack.<\/p>\n\n\t<p><strong>Grim Integument (Su)<\/strong>: At 10th level, you can shape a coffinlike shroud of incarnum around a foe up to 30 feet away as a full-round action that provokes attacks of opportunity. Your foe can attempt a Ref lex save (DC 10 + invested essentia + your Con modifier) to escape the grim integument before it forms around him. If the target creature has spell resistance, you must make a caster level check to overcome it, using your meldshaper level as your caster level. A successful saving throw renders the target immune to your grim integument for 24 hours.<\/p>\n\n\t<p>Once the grim integument forms, the subject is rooted to the spot and unable to move, with its arms bound to its sides. It can still speak and use spell-like abilities, psionics, or spells requiring only verbal components, but each time it attempts to use an arcane spell or spell-like ability, it takes 1d6 points of damage per point of essentia invested in the grim integument. A successful Fortitude saving throw (DC 10 + invested essentia + Con modifier) halves this damage. Any damage the creature takes from this effect has the normal chance to disrupt its spell or spell-like ability. Because the grim integument is opaque, it provides total cover and total concealment for the creature inside, but also prevents any one from seeing in or out. The grim integument provides an unlimited supply of breathable air to its victim.<\/p>\n\n\t<p>Unlike most creations of incarnum, the grim integument can be physically damaged. The creature inside can burst it open with a successful Strength check (DC 20 + invested essentia), or it can be destroyed by damage in the same way as any object. For every point of essentia invested in this ability, the grim integument has hardness 10 and 20 hit points. Furthermore, any effect that unshapes a soulmeld destroys a grim integument. If it is destroyed or unshaped by another, any essentia invested in it is lost for 24 hours, and you become fatigued. Otherwise, the grim integument persists for as long as you remain within 30 feet of the subject.<\/p>\n\n\t<p>You can voluntarily unshape the grim integument as a fullround action. If you do so, or if the creature inside escapes without destroying the grim integument, the incarnum shroud fades away into nothingness, but you suffer no loss of essentia or fatigue.<\/p>\n\n\t<p>You can use this ability a number of times per day equal to 1 + your Constitution modifier (minimum once per day).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Meldshaping <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Detect magic<\/em>, meldshield, royal purse 1\/level <\/td>\n\t\t\t<td> +1 level of existing meldshaping class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Dispelling orb, essentia +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing meldshaping class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Mage shackles <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing meldshaping class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <em>Word of abrogation<\/em>, essentia +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing meldshaping class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Spiritflay <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing meldshaping class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Grim integument, royal purse 1\/year <\/td>\n\t\t\t<td> +1 level of existing meldshaping class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Magic of Incarnum 162<\/h5>","reference":"Usergen"},{"id":10598,"name":"Beholder Mage","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Beholder Mage<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Monster Compendium: Monsters of Faer\u00fbn 21<\/h5>","reference":"Usergen"},{"id":10599,"name":"Divine Agent","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Divine Agent<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to cast 2nd-level divine spells.<\/p>\n\n\t<p><strong>Special<\/strong>: The divine agent must have made peaceful contact with her deity or its direct agents (sometimes other divine agents acting on the deity&#39;s behalf ). Furthermore, a potential divine agent must have completed a specific task assigned by her deity in order to become a divine agent. Once the task is completed, the character can become a divine agent at any point thereafter.<\/p>\n\n\t<p>After a character has embarked on this path (as a 1st-level divine agent), a divine agent cannot become the divine agent of another deity.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Divine agents are proficient with all simple weapons, and with all types of armor. Furthermore, a divine agent gains proficiency with her deity&#39;s favored weapon, if she does not already have it.<\/p>\n\n\t<p><strong>Granted Domain<\/strong>: A divine agent gains access to one domain chosen from among those her deity offers, and with it the granted power of that domain. Divine agents who were once clerics essentially gain a third domain this way and can prepare their domain spells at each level from the new domain&#39;s list if they wish.<\/p>\n\n\t<p>No matter what their prior class was, divine agents gain the granted power of the domain they choose. In cases where the granted ability relies on cleric levels or allows turning or rebuking, use the sum of a character&#39;s cleric and divine agent levels to determine the ability&#39;s effect.<\/p>\n\n\t<p><strong>Contact (Su)<\/strong>: A divine agent of 2nd level or higher may be contacted mentally by her deity or its agents, usually to impart particular knowledge and orders to the divine agent. This contact only functions one way; the divine agent cannot initiate the contact, question the orders, or ask for clarifications. The nature of the contact depends on the deity: Dreams, ghostly visions, and illuminations from above are all possibilities. Contact from the deity rarely interrupts the divine agent&#39;s normal actions.<\/p>\n\n\t<p><strong>Spells per Day<\/strong>: A divine agent continues training in magic as well as gaining power from her deity. At 2nd, 4th, 6th, 8th, and 10th level, the divine agent gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of divine agent to the level of whatever other spellcasting class the character has, then determines spells per day accordingly.<\/p>\n\n\t<p>If a character had more than one spellcasting class before she became a divine agent, she must decide to which class she adds each level of divine agent for the purposes of determining spells per day when she adds the new level.<\/p>\n\n\t<p><strong>Menacing Aura (Ex)<\/strong>: At 3rd level, a divine agent gains the ability to generate an intangible, invisible aura of menace that weakens hostile creatures within a 20-foot radius. Anyone about to attack the divine agent must attempt a Will save (DC = the divine agent&#39;s character level). Those who fail the saving throw suffer a &#8212;2 morale penalty on attacks, checks, and saves for one full day or until they successfully damage the divine agent generating the aura. A creature that made its initial save or damaged the divine agent is immune to that divine agent&#39;s aura for one day.<\/p>\n\n\t<p><strong>Godly Gift<\/strong>: At 3rd, 6th, and 9th levels, the deity bestows on the divine agent a gift. Each deity&#39;s gift varies, but it is usually the ability to use a spell from one of the divine agent&#39;s domains as a spell-like ability. The deity offers a spell of the divine agent&#39;s level or lower. In other words, a 3rd-level divine agent would gain one of her 1st-level, 2nd-level, or 3rd-level domain spells as a spell-like ability. The divine agent may use this ability once per day. The spell-like ability functions as a spell cast by a cleric of a level equal to the divine agent&#39;s character level.<\/p>\n\n\t<p><strong>Altered Appearance (Ex)<\/strong>: At 4th level, a divine agent begins to show prominent physical modification to match the desires of her deity. For good-aligned deities, this often takes the form of golden skin, hair, or eyes. Divine agents of evil-aligned deities might gain horns, antlers, or a pointed tail. Neutral deities may provide a copper or silver tone to the skin, while nature deities may cause a greenish pallor and barklike hair. Elemental powers may alter their divine agents&#39; appearance by giving a texture to the skin reflecting the element involved. All such alterations are permanent, though disguise or spells may hide them.<\/p>\n\n\t<p><strong>Commune (Sp)<\/strong>: A divine agent of 5th level or higher can activate this spell-like ability (as the spell of the same name) once per week. This spell-like ability functions as a spell cast by a cleric of a level equal to the divine agent&#39;s character level.<\/p>\n\n\t<p><strong>Plane Shift to Deity&#39;s Plane (Sp)<\/strong>: A divine agent of 5th level or higher may plane shift to her deity&#39;s home plane once per day, and from that plane to the divine agent&#39;s native plane. This spell-like ability functions as the spell cast by a cleric of a level equal to the divine agent&#39;s character level.<\/p>\n\n\t<p><strong>Plane Shift to Any Plane (Sp)<\/strong>: Upon reaching 7th level, a divine agent may plane shift to any plane of existence, as per the spell, once per day. This spell-like ability functions as the spell cast by a cleric of a level equal to the divine agent&#39;s character level.<\/p>\n\n\t<p><strong>Audience (Sp)<\/strong>: Up to twice per year a divine agent of 8th level or higher may request an audience with her deity, which functions as a double-duration commune spell allowing a number of questions equal to double the divine agent&#39;s character level.<\/p>\n\n\t<p><strong>Alignment Shift<\/strong>: If a divine agent is not the same alignment as her deity, then her alignment shifts to match it as soon as the divine agent reaches 8th level.<\/p>\n\n\t<p><strong>Mystic Union<\/strong>: At 9th level, a divine agent becomes a magical creature. She is treated as an outsider of the deity&#39;s home plane rather than as a humanoid. For instance, charm person does not affect her. Additionally, the divine agent gains damage reduction 20\/+1. This damage reduction does not stack with other forms of damage reduction.<\/p>\n\n\t<p>Despite this outsider status, a divine agent may still be brought back from the dead if slain.<\/p>\n\n\t<p><strong>Gate (Sp)<\/strong>: A 10th-level divine agent can activate this spell-like ability (as the spell of the same name, except it only reaches the home plane of the divine agent&#39;s deity) once per day. This spell-like ability functions as the spell cast by a cleric of a level equal to the divine agent&#39;s character level.<\/p>\n\n\t<h4>Fallen Divine Agents<\/h4>\n\n\t<p>Not all who follow a deity achieve that deity&#39;s goals. It is possible to be cast out from (or to walk out on) service to one&#39;s deity. The effects of being a fallen divine agent are as follows:\n\t<ul>\n\t\t<li>The character loses all commune, gate, and audience abilities.<\/li>\n\t\t<li>The former divine agent retains her mystic union properties, altered appearance, and any godly gifts.<\/li>\n\t\t<li>Depending on the circumstances of the departure, the divine agent may or may not be hunted by agents of the deity in question.<\/li>\n\t\t<li>The divine agent class is forbidden to the character. Another deity will not sponsor a former divine agent.<\/li>\n\t\t<li>The divine agent may be reinstated by the deity only upon completing some great quest determined by the DM. Often the deity makes the entire process more difficult, just to test the devotion of the fallen divine agent.<\/li>\n\t<\/ul><\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Granted domain <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Contact +1 spellcaster level <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Menacing aura, godly gift <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Altered appearance +1 spellcaster level <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Commune, plane shift to deity&#39;s plane <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Godly gift +1 spellcaster level <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Plane shift to any plane <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Audience, alignment shift +1 spellcaster level <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Mystic union, godly gift <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Gate +1 spellcaster level <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Manual of the Planes 24<\/h5>","reference":"Usergen"},{"id":10600,"name":"Gatecrasher","type":"prestige","alignment":"Any nonlawful","hit_die":"6","full_text":"<div topic='titel'><p><h3>Gatecrasher<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonlawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 8.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: To qualify for the gatecrasher class, the character must have visited two planes of existence other than his native plane.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Armor and Weapon Proficiency<\/strong>: Gatecrashers are proficient with all simple weapons and with light armor (but not shields).<\/p>\n\n\t<p><strong>Analyze Portal (Sp)<\/strong>: A gatecrasher gains the ability to use analyze portal as a spell-like ability. He may do this once per gatecrasher level per day. This ability otherwise functions as the spell cast by a sorcerer of the gatecrasher&#39;s character level.<\/p>\n\n\t<p><strong>Bonus Language<\/strong>: A gatecrasher gains a free language commonly spoken on other planes. Such languages include Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, and Terran. The DM may expand this list to fit the cosmology of the campaign. Additional bonus languages are gained at 4th, 7th, and 10th levels.<\/p>\n\n\t<p><strong>Comprehension<\/strong>: Upon reaching 2nd level, a gatecrasher understands the basic conflicts of forces and energies and can use this instinctive understanding to assist certain skills. The gatecrasher gains a +2 insight bonus on Decipher Script and Use Magic Device checks. The gatecrasher also gains a +2 insight bonus when searching for or disabling magic traps.<\/p>\n\n\t<p><strong>Open Portal (Su)<\/strong>: At 3rd level, a gatecrasher&#39;s understanding of planar forces extends to the workings of magic portals, such that he may force them open without the correct device, spell, or key. The gatecrasher makes an Open Lock check using his Intelligence modifier instead of his Dexterity modifier. Portals typically have the following DCs:<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Portal <\/th>\n\t\t\t<th>DC <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Typical keyed portal <\/td>\n\t\t\t<td> 30 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Portal sealed by seal portal spell <\/td>\n\t\t\t<td> 20 + caster&#39;s level <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Portal created by deity <\/td>\n\t\t\t<td> 50 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>Opening a portal takes 1 round of work and a successful check. It is a full-round action. The portal remains open for 1d4+1 rounds afterward.<\/p>\n\n\t<p><strong>Summon Spell Dampening (Su)<\/strong>: Gatecrashers often aggravate demons and devils by inhibiting their ability to summon reinforcements. Three times per day, a gatecrasher of 4th level or higher can create a dampening field that extends 100 feet in every direction. Summoning and calling spells and spell-like abilities are suppressed within this radius, though creatures summoned outside the dampening field can enter it normally. The dampening field lasts 10 rounds. Creatures summoned or called before the gatecrasher creates the dampening field are unaffected.<\/p>\n\n\t<p><strong>Silver Tongue (Ex)<\/strong>: A gatecrasher of 5th level or higher can deal with a variety of creatures and characters, gaining a +2 insight bonus on Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive checks.<\/p>\n\n\t<p><strong>Planar Survival (Ex)<\/strong>: At 6th level, a gatecrasher becomes attuned to the nature of the planes he visits and personally immune to their natural planar effects. Any effect that would be negated by the avoid planar effects spell is negated by the planar survival ability as well.<\/p>\n\n\t<p>The gatecrasher is immune to the &quot;normal&quot; fires of the Elemental Plane of Fire, but fire-based attack forms and unusually fiery areas there still affect him. Because this extraordinary ability is the result of attuning himself to a particular plane, the gatecrasher remains vulnerable to the same sort of damage in other planes where that attack form is not part of the natural order. Fires on other planes, including the Material Plane, affect him normally.<\/p>\n\n\t<p><strong>Damage Reduction<\/strong>: A gatecrasher of 7th level or higher has damage reduction 5\/+1. This means that the character ignores (instantly regenerates) the first 5 points of damage from any attack unless the damage is dealt by a weapon with a +1 or higher enhancement bonus, by a spell, or by a form of energy (fire, cold, and so on). This ability does not stack with other damage reduction abilities.<\/p>\n\n\t<p><strong>Scramble Portal (Sp)<\/strong>: At 8th level, a gatecrasher gains the ability to scramble a portal (as the scramble portal spell cast by a sorcerer of the gatecrasher&#39;s level). This ability is usable three times a day.<\/p>\n\n\t<p><strong>Plane Shift (Sp)<\/strong>: At 9th level, a gatecrasher may move from plane to plane once per day as a spell-like ability. This functions as the plane shift spell cast by a 15th-level sorcerer.<\/p>\n\n\t<p><strong>Planar Dampening (Sp)<\/strong>: A 10th-level gatecrasher can emit a field that suppresses spells and spell-like abilities within a 30-foot radius that access other planes. Existing spells and spell-like abilities are unaffected; a gatecrasher can&#39;t end a foe&#39;s astral projection just by moving nearby. But spells cast after the gatecrasher emits the planar dampening field are affected: An opponent within 30 feet couldn&#39;t escape the gatecrasher with a dimension door spell or get reinforcements with a summon monster spell, for example.<\/p>\n\n\t<p>The gatecrasher can activate planar dampening three times per day. It lasts for 10 rounds.<\/p>\n\n\t<p>The gatecrasher&#39;s planar dampening ability affects the following spells and spell-like abilities: astral projection, banishment, blink, commune, contact other plane, dimension door, dismissal, ethereal jaunt, etherealness, gate, interplanar message, Leomund&#39;s secret chest, make manifest, mass manifest, maze, Mordenkainen&#39;s magnificent mansion, plane shift, reality maelstrom, rope trick, teleport, teleportation circle, teleport without error, and vanish.<\/p>\n\n\t<p>Furthermore, summoning and calling spells can only reach creatures from the same plane, and spells from the shadow subschool only work on the Plane of Shadow. The banishment effects of blasphemy, dictum, holy word, and word of chaos are suppressed, although the spells otherwise function normally.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Analyze portal, bonus language <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Comprehension <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Open portal <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Summon spell dampening, bonus language <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Silver tongue <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Planar survival <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Bonus language, damage reduction 5\/+1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Scramble portal <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Plane shift <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Bonus language, planar dampening <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Manual of the Planes 26<\/h5>","reference":"Usergen"},{"id":10601,"name":"Planar Champion","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Planar Champion<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special Requirements<\/strong>: The planar champion must have visited at least two planes other than her native plane before taking this prestige class. The champion does not need to have been the instigator of these travels.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapons and Armor Proficiency<\/strong>: Planar champions are proficient with all simple and martial weapons, with all types of armor, and with shields.<\/p>\n\n\t<p>strong>Favored Plane<\/strong>: The planar champion has studied the natives of a particular plane extensively. She gains a +1 bonus on Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks when using these skills against a native of that plane. Likewise, the planar champion gets the same bonus on weapon damage rolls against creatures native to the favored plane. The planar champion only gets the damage bonus with ranged weapons if the target is within 30 feet. The damage bonus does not apply to creatures immune to critical hits.<\/p>\n\n\t<p>The champion chooses only one favored plane, and even identical creatures from other planes are not affected. For example if a planar champion chooses the Nine Hells as her favored plane, she would gain the bonus against devils native to that plane, but not devils from the adjacent plane of Acheron.<\/p>\n\n\t<p>The planar champion&#39;s studies help in noncombat settings as well. The planar champion gets a +1 bonus on Diplomacy and Gather Information checks when interacting with natives of the favored plane. Intuit Direction checks get a +1 bonus when performed on the favored plane.<\/p>\n\n\t<p>The planar champion gains a second favored plane when reaching 5th level and a third favored plane when reaching 10th level. When gaining a new favored plane, the bonuses for previous favored planes increase by +1. For example, a 5th-level planar champion could choose Acheron as a new favored plane, earning a +1 bonus against its natives, and her bonus against natives of the Nine Hells would increase to +2. The planar champion may not choose her native plane as a favored plane.<\/p>\n\n\t<p>The bonuses from this ability stack with the ranger&#39;s favored enemy ability. A ranger\/planar champion with a favored enemy of devils and a favored plane of the Nine Hells adds both bonuses together when fighting a devil native to the Nine Hells.<\/p>\n\n\t<p><strong>See Invisibility (Su)<\/strong>: Upon reaching 2nd level, a planar champion has the ability to see invisibility at will, as per the spell cast by a 5th-level sorcerer. This ability allows her to see (but not affect) ethereal creatures.<\/p>\n\n\t<p><strong>Attack Ethereal (Su)<\/strong>: A planar champion of 3rd level or higher can transform her weapon into a material force effect at will, enabling her to attack creatures on the Ethereal Plane. The planar champion begins and ends this ability as a free action, but must use it on a melee weapon she has Weapon Specialization in. If the planar champion is wielding a magic weapon, this ability also eliminates the 50% miss chance when attacking an incorporeal foe.<\/p>\n\n\t<p><strong>Planar Survival (Ex)<\/strong>: At 4th level, a planar champion becomes attuned to the nature of the planes she visits and personally immune to their natural planar effects. Any effect that would be negated by the avoid planar effects spell is negated by the planar survival ability as well.<\/p>\n\n\t<p>The planar champion is immune to the &quot;normal&quot; fires of the Elemental Plane of Fire, but fire-based attack forms and unusually fiery areas there still affect her. Because this extraordinary ability is the result of attuning herself to a particular plane, the planar champion remains vulnerable to the same sort of damage in other planes where that attack form is not part of the natural order. Fires on other planes, including the Material Plane, affect her normally.<\/p>\n\n\t<p><strong>Ethereal Jaunt (Sp)<\/strong>: A planar champion of 6th level or higher may step onto the Ethereal Plane three times per day. This functions as the ethereal jaunt spell cast by a 13th-level sorcerer.<\/p>\n\n\t<p><strong>Rip Portal (Sp)<\/strong>: Once per day, a planar champion of 7th level or higher can rip a portal through the Astral Plane to another plane of existence. By tearing a hole in the fabric of the plane she&#39;s on, the champion may open a portal onto the Astral Plane or any plane that the Astral Plane touches that the champion has visited before. As per the plane shift spell, the planar champion has no control over the precise destination on whatever plane she rips a portal to. The portal appears as a ragged hole in space adjacent to the planar champion and lasts for 1d4+1 rounds before healing over.<\/p>\n\n\t<p><strong>Sunder Portal (Sp)<\/strong>: Once per day, a planar champion of 8th level or higher has the ability to seal a dimensional gate or portal by severing the connection to the destination. She may do with a successful level check (DC 5 + the caster level of the gate or portal). The gate spell is destroyed as if dispelled, while portals are suppressed for 1d6 days.<\/p>\n\n\t<p><strong>Damage Reduction (Su)<\/strong>: At 9th level, a planar champion gains damage reduction 20\/+1. This means that the character ignores (instantly regenerates) the first 20 points of damage from any attack unless the damage is dealt by a weapon with a +1 or higher enhancement bonus, by a spell, or by a form of energy (fire, cold, and so on). This ability does not stack with other damage reduction abilities.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Favored plane <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> See invisibility <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Attack ethereal <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Planar survival <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Favored plane <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Ethereal jaunt <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Rip portal <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sunder portal <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Damage reduction 20\/+1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Favored plane <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Manual of the Planes 28<\/h5>","reference":"Usergen"},{"id":10602,"name":"Planeshifter","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Planeshifter<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to cast 5th-level arcane spells.<br \/><strong>Special<\/strong>: Must have visited an Inner or Outer Plane before taking this prestige class.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Planeshifters gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Plane Shift (Sp)<\/strong>: A planeshifter has the ability to plane shift (as the spell cast by a sorcerer of his character level) once per day. At 8th level, the planeshifter can use this ability at will.<\/p>\n\n\t<p><strong>Spells per Day<\/strong>: A planeshifter continues training in magic as well as gaining power in the planes. Thus, when a new level is gained (except for 1st, 5th, and 9th), the character gains new spells per day as if he had also gained a level in whatever arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of planeshifter to the level of whatever other spellcasting class the character has, then determines spells per day accordingly.<\/p>\n\n\t<p>If a character had more than one arcane spellcasting class before he became a planeshifter, he must decide to which class he adds each level of planeshifter for the purposes of determining spells per day when he adds the new level.<\/p>\n\n\t<p><strong>Analyze Portal (Sp)<\/strong>: At 2nd level, a planeshifter gains the ability to use analyze portal as a spell-like ability. He may do this once per planeshifter level per day. This ability otherwise functions as the spell cast by a sorcerer of a level equal to the planeshifter&#39;s highest caster level.<\/p>\n\n\t<p><strong>Planar Survival (Ex)<\/strong>: A planeshifter of 3rd level or higher becomes attuned to the nature of the planes he visits and personally immune to their natural planar effects. Any effect that would be negated by the avoid planar effects spell is negated by the planar survival ability as well.<\/p>\n\n\t<p>The planeshifter is immune to the &quot;normal&quot; fires of the Elemental Plane of Fire, but fire-based attack forms and unusually fiery areas there still affect him. Because this extraordinary ability is the result of attuning himself to a particular plane, the planeshifter remains vulnerable to the same sort of damage in other planes where that attack form is not part of the natural order. Fires on other planes, including the Material Plane, affect him normally.<\/p>\n\n\t<p><strong>Morphic Stability (Ex)<\/strong>: At 4th level, a planeshifter gains the ability to impose his will on his surroundings to a limited extent. On planes with the highly morphic trait (such as Limbo in the D&amp;D cosmology) or the magically morphic trait (such as the Plane of Shadow), the terrain stabilizes around the planeshifter. The planeshifter automatically calms the terrain within a radius of 30 feet per planeshifter level. This area moves with the planeshifter and is centered on him. Permanent structures within the plane are unaffected, and the terrain can still be changed through normal activity.<\/p>\n\n\t<p><strong>Grant Planar Survival (Su)<\/strong>: A planeshifter of 5th level or higher can extend the planar survival ability by touch to a number of others equal to his planeshifter level. Once granted, the survival ability lasts for 24 hours. Should the planeshifter&#39;s companions wind up on a different plane than the planeshifter, their protection fades immediately.<\/p>\n\n\t<p><strong>Control Planar Flux (Su)<\/strong>: At 6th level, a planeshifter gains an intuitive understanding of how creatures interact with the planes they&#39;re on, and he can exploit small changes in the barriers between planes. The planeshifter&#39;s caster level is considered four levels higher when casting dimensional anchor and dismissal spells.<\/p>\n\n\t<p><strong>Telepathy (Su)<\/strong>: A planeshifter of 7th level or higher can communicate telepathically with any creature within 100 feet that can speak a language.<\/p>\n\n\t<p><strong>Planar Area Swap (Sp)<\/strong>: At 9th level, a planeshifter gains the ability to move sections of the landscape from one plane to another. A spherical area of up to a 100-foot radius per planeshifter level, centered on the planeshifter, may be so moved. Any unwilling individuals within the sphere can make a Will saving throw (DC 20) to negate the swap completely.<\/p>\n\n\t<p>As with the plane shift spell, fine control of the destination is impossible.<\/p>\n\n\t<p>When the fragment is brought onto the new plane, the traits of the new plane apply themselves within 1d4 rounds. A part of the Elemental Plane of Fire brought onto the Material Plane burns briefly (1d4 rounds), for example, then dissipates.<\/p>\n\n\t<p>Because it&#39;s a swap, an equal area of the destination plane appears in the plane of origination. The plane of origination applies its planar traits to the new area in 1d4 rounds.<\/p>\n\n\t<p>The swapped areas switch back in a number of days equal to 10 + planeshifter level.<\/p>\n\n\t<p><strong>Demiplane Seed<\/strong>: The demiplane seed is a small pocket dimension grown by a planeshifter who has reached 10th level. This pocket dimension is often used as a base of operation. A planeshifter can own only one demiplane at a time, and cannot construct a new one unless all portals to the old one are destroyed. The planeshifter must have a single flawless gemstone of at least 1,000 gp value and work on the demiplane for 100 consecutive days, for 8 hours per day.<\/p>\n\n\t<p>Upon completion of the work, the seed opens into a minuscule spherical demiplane, 1 foot in radius. It grows quickly, gaining 1 foot in radius per day up to a maximum radius of 10 feet \u00d7 the planeshifter&#39;s highest caster level. After reaching that size, the demiplane continues to grow slowly, gaining 2 feet of radius per year. If its creator perishes, the demiplane stops growing.<\/p>\n\n\t<p>The planeshifter&#39;s demiplane has the following planar traits: normal time, alterable, and normal magic. At creation, the planeshifter can set whatever gravity trait, elemental traits, and alignment traits he likes, and can choose whether the plane is finite or self-contained. While the demiplane isn&#39;t morphic, the planeshifter has total control over the landscape at the moment of creation, so he can decide whether it will be a foreboding, mountainous wasteland or a bucolic forest. The terrain set at creation extends itself as the demiplane grows. While it&#39;s not possible to fit jagged peaks into a 1-foot sphere, cliffs and summits appears as the demiplane grows.<\/p>\n\n\t<p>The demiplane grown from the seed is unfurnished, so the planeshifter must provide what construction is necessary. It has a single portal entry, which the planeshifter may control for access. Demiplanes are often used as hiding places, research labs, and prisons for particular beasts.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Plane shift 1\/day <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Analyze portal <\/td>\n\t\t\t<td> +1 1evel of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Planar survival <\/td>\n\t\t\t<td> +1 1evel of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Morphic stability <\/td>\n\t\t\t<td> +1 1evel of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Grant planar survival <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Control planar flux <\/td>\n\t\t\t<td> +1 1evel of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Telepathy <\/td>\n\t\t\t<td> +1 1evel of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Plane shift at will <\/td>\n\t\t\t<td> +1 1evel of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Planar area swap <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Demiplane seed <\/td>\n\t\t\t<td> +1 1evel of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Manual of the Planes 30<\/h5>","reference":"Usergen"},{"id":10603,"name":"Animal Lord","type":"prestige","alignment":"Neutral good, lawful netural, neutral, chaotic neutral, or neutral evil","hit_die":"8","full_text":"<div topic='titel'><p><h3>Animal Lord<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Neutral good, lawful netural, neutral, chaotic neutral, or neutral evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Animal lords gain no weapon or armor proficiencies.<\/p>\n\n\t<p><strong>Spells<\/strong>: An animal lord can cast a small number of divine spells. Her spells are based on Wisdom, so casting any given spell requires a Wisdom score of at least 10 &#8211; the spells level. The DC tor saving throws against these spells is 10 + spell level + the animal lord&#39;s Wisdom modifier. When the table indicates that the animal lord is entitled to 0 spells of a given level (such as 0 1st-level spells at 1st level), she gets only those bonus spells that her Wisdom score allows. An animal lord prepares and casts spells just like a druid does, but she must choose them from the spell list below.<\/p>\n\n\t<p><strong>Animal Bond<\/strong>: Beginning at 1st level, the animal lord develops a bond with animals of her selected group (see above). For instance, the bearlord bonds with brown bears, black bears, and polar bears, and the apelord with monkeys, baboons, and apes. The marinelord&#39;s bond extends to porpoises, whales, and other aquatic mammals as well as fish. Because of this bond, all animals of the appropriate kinds automatically have a friendly attitude toward the animal lord.<\/p>\n\n\t<p>Animal bond also allows the animal lord to have one or more animal companions chosen from among her selected group. This aspect of animal bond is a spell-like ability that functions like the druid&#39;s animal friendship spell, except that the animal lord can acquire companions only from among her selected group, and her maximum Hit Dice of animal companions (whether or not she adventures) equals twice her animal lord level. The character can train these animal companions just as the druid does (see Chapter 4 for details).<\/p>\n\n\t<p><strong>Animal Sense (Su)<\/strong>: At 1st level, an animal lord can sense any animals of her selected group within a radius of miles equal to her animal lord level squared. For example, a 6th-level bearlord can sense brown bears, black bears, and polar bears within thirty-six miles. This ability does not allow the character to communicate with the animals she senses.<\/p>\n\n\t<p><strong>Animal Speech (Ex)<\/strong>: At 2nd level, an animal lord can converse at will with any animals of her selected group as though a speak with animals spell were in effect. The creatures&#39; responses, of course, are limited by their intelligence and perceptions.<\/p>\n\n\t<p><strong>First Totem<\/strong>: At 2nd level, the animal lord gains a benefit related to her selected group from the list below.<\/p>\n\n\t<p><strong>Lesser Wild Shape (Sp)<\/strong>: At 3rd level, an animal lord can use wild shape to take the form of any kind of natural animal in her selected group. This ability otherwise functions like the druid&#39;s wild shape, except that the animal lord can use it as often as desired. At 7th level, an animal lord can use this ability to adopt the dire form of an animal in her selected group, and at 10th level, she can use it to adopt the legendary form of an animal in her selected group.<\/p>\n\n\t<p><strong>Animal Farspeech (Sp)<\/strong>: At 4th level, an animal lord can use her animal speech ability to converse telepathically with any animal of her selected group that she can sense (see animal sense, above).<\/p>\n\n\t<p><strong>Summon Animal (Sp)<\/strong>: Also at 4th level, an animal lord can summon 1d3 animals of her selected group once per day. This ability functions like the appropriate summon nature&#39;s ally spell, except that the duration is 1 round per animal lord level. At 6th level, the animal lord can use this ability twice per day, and at 8th level, she can use it to summon 1d3 dire animals of her selected group.<\/p>\n\n\t<p><strong>Share Lesser Form (Sp)<\/strong>: Beginning at 5th level, an animal lord can share whichever animal form she is currently using with a number of willing individuals equal to her animal lord level. This effect is identical to that of the polymorph other spell, except that its duration is 1 hour per animal lord level.<\/p>\n\n\t<p><strong>Second Totem<\/strong>: At 5th level, an animal lord gains a benefit related to her selected group from the list below.<\/p>\n\n\t<p><strong>Animal Perception (Sp)<\/strong>: At 6th level, an animal lord can share the sensory input of any animal of her selected group that is within range of her animal sense.<\/p>\n\n\t<p><strong>Third Totem<\/strong>: At 8th level, an animal lord gains a benefit related to her selected group from the list below.<\/p>\n\n\t<p><strong>Share Greater Form (Sp)<\/strong>: At 9th level, an animal lord can share her dire form with her allies. This ability is otherwise identical to share lesser form, above.<\/p>\n\n\t<h4>Animal Lord Spell List<\/h4>\n\n\t<p>Animal lords choose their spells from the following list.<br \/>1st level&#8212;alarm, animal trick*, culm animals, camouflage*, cure light wounds, defect animals or plants, pass without trace, purify food and drink, speak with animals.<br \/>2nd level&#8212;adrenaline surge*, animal reduction*, cure moderate wounds, animal trance, endure elements, hold animal, invisibility to animals, natures favor*.<br \/>3rd level&#8212;cure serious wounds, embrace the wild*, lesser restoration, neutralize poison, protection from elements, remove disease.<br \/>4th level&#8212;awaken (animals in selected group only), animal growth (animals in selected group only), commune with nature, cure critical wounds, freedom of movement.\n*New spell described in Chapter 6 of this book.<\/p>\n\n\t<h4>Totems<\/h4>\n\n\t<p>Each animal lord gains special abilities according to her selected animal type as she rises in level.<\/p>\n\n\t<h4>Apelord<\/h4>\n\n\t<p><strong>First Totem<\/strong>: The apelord gains Brachiation as a bonus feat.<br \/><strong>Second Totem<\/strong>: The apelord gains a +2 inherent bonus to Intelligence.<br \/><strong>Third Totem<\/strong>: The apelord gains the spell-like ability to scare by howling, hooting, and beating her chest. The Will save DC against this ability is 10 + the apelord&#39;s class level + her Charisma modifier. In all other ways, this effect is identical to the scare spell.<\/p>\n\n\t<h4>Bearlord<\/h4>\n\n\t<p><strong>First Totem<\/strong>: The bearlord gains a +2 inherent bonus to Strength.<br \/><strong>Second Totem<\/strong>: The bearlord gains Great Fortitude as a bonus feat.<br \/><strong>Third Totem<\/strong>: The bearlord gains damage reduction 2\/&#8212;. It she already has damage reduction, this does not stack with it.<\/p>\n\n\t<h4>Birdlord<\/h4>\n\n\t<p><strong>First Totem<\/strong>: The birdlord gains a +2 inherent bonus to Dexterity.<br \/><strong>Second Totem<\/strong>: The birdlord gains a +8 conditional bonus on Spot checks made in daylight.<br \/><strong>Third Totem<\/strong>: The birdlord gains Improved Critical (claw) as a bonus feat.<\/p>\n\n\t<h4>Catlord<\/h4>\n\n\t<p><strong>First Totem<\/strong>: The catlord gains Skill Focus (Move Silently) as a bonus feat.<br \/><strong>Second Totem<\/strong>: Once per hour, the catlord can use the sprint extraordinary ability to move at ten times her normal speed as a charge action.<br \/><strong>Third Totem<\/strong>: The catlord gains a +2 inherent bonus to Dexterity.<\/p>\n\n\t<h4>Equinelord<\/h4>\n\n\t<p><strong>First Totem<\/strong>: The equinelord gains a bonus to her speed of +10 feet.<br \/><strong>Second Totem<\/strong>: The equinelord gains a +2 inherent bonus to Constitution.<br \/><strong>Third Totem<\/strong>: The equinelord gains Trample as a bonus feat.<\/p>\n\n\t<h4>Marinelord<\/h4>\n\n\t<p><strong>First Totem<\/strong>: The marinelord gains the extraordinary ability to breathe water in her normal form. (She cannot, however, breathe air while in a form that can breathe only water.)<br \/><strong>Second Totem<\/strong>: The marinelord gains Improved Swimming (see Chapter 2) as a bonus feat.<br \/><strong>Third Totem<\/strong>: The marinelord gains a +2 inherent bonus to Wisdom.<\/p>\n\n\t<h4>Snakelord<\/h4>\n\n\t<p><strong>First Totem<\/strong>: The snakelord gains Resist Poison (see Chapter 2) as a bonus feat.<br \/><strong>Second Totem<\/strong>: The snakelord gains the extraordinary ability to produce poison once per day (Fortitude save DC 10 + class level; initial and secondary damage 2d6 temporary Constitution). She can produce only one dose of poison per day. The snakelord is skilled in the use of poison and never risks accidentally poisoning herself when applying poison to a blade.<br \/><strong>Third Totem<\/strong>: The snakelord gains a +2 inherent bonus to Charisma.<\/p>\n\n\t<h4>Wolflord<\/h4>\n\n\t<p><strong>First Totem<\/strong>: The wolflord gains Scent (see Chapter 2) as a bonus feat.<br \/><strong>Second Totem<\/strong>: The wolflord gains a +4 circumstance bonus on Wilderness Lore checks made for tracking. This bonus stacks with any modifier provided by Scent.<br \/><strong>Third Totem<\/strong>: The wolflord gains a +2 inherent bonus to Constitution.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=4>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Animal bond, animal sense <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Animal speech, first totem <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Lesser wild shape <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td>  &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Animal farspeech, summon animal (1\/day) <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Second totem, share lesser form <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Animal perception, summon animal (2\/day) <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Lesser wild shape (dire) <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Third totem, summon animal (dire, 2\/day) <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Share greater form <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Lesser wild shape (legendary) <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers 43<\/h5>","reference":"Usergen"},{"id":10604,"name":"Bane of Infidels","type":"prestige","alignment":"Any nongood","hit_die":"8","full_text":"<div topic='titel'><p><h3>Bane of Infidels<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nongood.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to cast 3rd-level divine spells.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: A bane of infidels gains no weapon or armor proficiencies.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: At each bane of infidels level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (additional wild shape options, metamagic or item creation feats, or the like), if the character had more than one spellcasting class before becoming a bane of infidels, the player must decide to which class to add each level for determining spells per day and spells known.<\/p>\n\n\t<p><strong>Energumen (Sp)<\/strong>: Beginning at 1st level, the character may bestow a low-powered form of barbarian rage in any follower (as defined in Chapter 2 of the <span class=caps>DUNGEON<\/span> MASTER&#39;S Guide) who is an adherent of the same religion The follower gains a +2 bonus to both Strength and Constitution, as well as a +1 morale bonus on Will saves. In all other respects, this effect is like barbarian rage. Energumen is usable once per day per bane of infidels level.<\/p>\n\n\t<p><strong>Pyre (Sp)<\/strong>: At 1st level, the bane of infidels may cause a 5-foot-square area to burst into flame. Anyone in that area must succeed at a Reflex save (DC 10 + bane of infidels level + Wisdom bonus of bane of infidels) or suffer 1d4 points of damage per bane of infidels level. This ability is usable once per day.<\/p>\n\n\t<p><strong>Hearth Protection (Sp)<\/strong>: At 2nd level, the bane of infidels may perform an 8-hour ritual to designate an area with a radius of up to 5 feet per bane of infidels level as a hearth. This area then functions as a permanent zone of truth, though the bane of infidels is immune to that effect. The character may have only one hearth at a time.<\/p>\n\n\t<p><strong>Sacrifice (Su)<\/strong>: Beginning at 2nd level, the bane of infidels may sacrifice any humanoid by killing it with a coup de grace in his hearth. This ritual increases his effective caster level for all spells by +2 for 1 hour. If the bane of infidels sacrifices a follower, he must make a Diplomacy check (DC 20). Failure indicates that all his remaining followers desert; success means he retains their loyalty. This effect does not stack with the bonuses gained from major sacrifice or mass sacrifice (see below). Sacrifice is usable once per day.<\/p>\n\n\t<p><strong>Secrets of Stone (Sp)<\/strong>: At 3rd level, the bane of infidels gains the ability to discern the affected spell and necessary sacrifice of any standing stone (see Chapter 3) within 100 feet of him as a free action.<\/p>\n\n\t<p><strong>Detect Loyalty (Sp)<\/strong>: At 4th level, the bane of infidels may examine a follower for faithfulness. If that individual has grossly violated the code of conduct that the bane of infidels has established or otherwise acted in a manner opposed to the latter&#39;s purposes and directions in the last 24 hours, the bane of infidels discovers it (no save, but spell resistance applies) and gains a +5 circumstance bonus on his Diplomacy check when sacrificing that follower. Using detect loyalty does not provoke an attack of opportunity.<\/p>\n\n\t<p><strong>Major Sacrifice (Su)<\/strong>: This ability, gained at 5th level, is like sacrifice, except that the bane of infidels can increase his effective caster level for all spells by +4 for 1 hour by sacrificing a sentient creature with 5 or more Hit Dice. This effect does not stack with that of sacrifice or mass sacrifice.<\/p>\n\n\t<p><strong>Wicker Man (Sp)<\/strong>: At 6th level, the bane of infidels learns to create a sacrificial totem trap. This ability produces the same effect as the wall of thorns spell, except as follows. The thorny briars form a humanoid shape 10 feet square, with a height equal to 10 feet per bane of infidels level. Anyone in that area when the wicker man appears gets a Reflex save (DC 10 + bane of infidels level + Wisdom bonus of bane of infidels) to avoid being caught in its body at a point halfway up its height. The pyre and bonfire abilities of the bane of infidels count as magical fire for purposes of igniting the wicker man and do their normal damage to everyone trapped inside each round until the wicker man burns away (per the wall of thorns spell) or they escape. This ability is usable once per day.<\/p>\n\n\t<p><strong>Bonfire (Sp)<\/strong>: This ability, gained at 7th level, functions like pyre, except that it affects a 10-foot-square area.<\/p>\n\n\t<p><strong>Antipathy field (Sp)<\/strong>: At 8th level, the bane of infidels may protect his hearth with an antipathy field once per day. This functions like an antipathy spell, except that the target is the entire area of the hearth and the duration is 24 hours.<\/p>\n\n\t<p><strong>Mass Energumen (Sp)<\/strong>: This ability (gained at 9th level) functions like energumen (above), except that it affects up to ten followers at once.<\/p>\n\n\t<p><strong>Mass Sacrifice (Su)<\/strong>: At 10th level, the bane of infidels can increase his effective caster level by +2 (up to a maximum of +10) for each humanoid sacrificed within 10 rounds. This ability is otherwise like sacrifice. Its effect does not stack with that of sacrifice or major sacrifice.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day\/Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Energumen, pyre <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Hearth protection, sacrifice <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Secrets of stone <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Detect loyalty <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Major sacrifice <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Wicker man <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Bonfire <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Antipathy field <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Mass energumen <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Mass sacrifice <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers 46<\/h5>","reference":"Usergen"},{"id":10605,"name":"Blighter","type":"prestige","alignment":"Any nongood","hit_die":"8","full_text":"<div topic='titel'><p><h3>Blighter<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nongood.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: The character must be an ex-druid previously capable of casting 3rd-level druid spells.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Blighters gain no weapon or armor proficiencies.<\/p>\n\n\t<p><strong>Spells per Day<\/strong>: At each blighter level, the character gains spells per day according to Table 5&#8212;3. She does not, however, gain any other benefit that a druid of that level would have gained. She must choose her spells from the blighter spell list, below. The blighter&#39;s caster level is equal to her blighter level plus her druid level.<\/p>\n\n\t<p>The blighter gains access to her daily spells through deforestation (see below), if she goes more than 24 hours without deforesting a wooded area, she cannot cast spells until she does so.<\/p>\n\n\t<p>The default divine focus for any spell cast by a blighter is a desiccated sprig of holly or mistletoe. Any material component for a blighter&#39;s spell must have been dead for at least a day before use.<\/p>\n\n\t<p><strong>Deforestation (Sp)<\/strong>: Beginning at 1st level, the blighter can kill all nonsentient plant life within a radius of 50 feet per blighter level as a full-round action once per day. If a potentially affected plant is under the control of another (such as a druid&#39;s liveoak or a dryad&#39;s home tree), the controller can make a Fortitude save (DC 10 + blighter level + blighter&#39;s Wisdom bonus) to keep it alive. Affected plants immediately cease photosynthesis, root tapping, and all other methods of sustenance. Like picked flowers, they appear vibrant for several hours, but within a day, they turn brown and wither. Except for plants saved by a controller, nothing can grow in a deforested area until it has a hallow spell cast upon it and it is reseeded.<\/p>\n\n\t<p>Deforestation enables the blighter to cast her daily allotment of spells. This ability works in any terrain, but deforesting a sandy desert, ice floe, or other environment with only sparse vegetation does not empower the character to cast spells.<\/p>\n\n\t<p><strong>Burning Hands (Su)<\/strong>: This ability, gained at 2nd level, functions like the burning hands spell, except that the blighter can use it as often as desired, turning it on or off as a move-equivalent action, and it does 1d4 points of fire damage per round.<\/p>\n\n\t<p><strong>Sustenance (Ex)<\/strong>: At 2nd level, the blighter no longer needs food or water to survive.<\/p>\n\n\t<p><strong>Undead Wild Shape (Sp)<\/strong>: At 3rd level, the blighter regains a version of the wild shape ability. Undead wild shape functions like wild shape, except that the forms available are those of undead creatures (specifically skeletons) formerly of the animal type. A skeletal animal has the statistics of a skeleton of the appropriate animal&#39;s size category (see the skeleton entry in the Monster Manual). The blighter gains one extra use per day of this ability for every two additional blighter levels she acquires. In addition, she gains the ability to take the shape of a Large skeletal animal at 5th level, an incorporeal skeletal animal (see Incorporeality in Chapter 3 of the <span class=caps>DUNGEON<\/span> MASTER&#39;S Guide) at 7th level, and a Huge skeletal animal at 9th level.<\/p>\n\n\t<p><strong>Speak with Dead Animal (Sp)<\/strong>: At 4th level, the blighter can converse with dead animals. This ability functions like a speak with dead spell cast by a cleric of a level equal to the total of the character&#39;s druid and blighter levels, except that it affects only corpses of animal creatures. It is usable once per day.<\/p>\n\n\t<p><strong>Contagious Touch (Su)<\/strong>: At 5th level, the blighter can produce an effect like that of a contagious touch spell once per day. She gains 1 extra use per day of this ability for every two additional blighter levels she acquires.<\/p>\n\n\t<p><strong>Animate Dead Animal (Sp)<\/strong>: This ability, gained at 6th level, functions like an animate dead spell, except that it affects only corpses of animal creatures and requires no material component. It is usable once per day.<\/p>\n\n\t<p><strong>Unbond (Sp)<\/strong>: At 8th level, the blighter can temporarily separate a bonded animal or magical beast (such as an animal companion, familiar, or mount) from its master once per day. The target creature must be within 40 feet of both its master and the blighter. It the master fails a Will save (DC 10 + blighter level + blighter&#39;s Wisdom modifier), the bond terminates as if the servitor had died, though this does not cause experience loss in the case of a familiar. Normally hostile creatures attack their masters but are otherwise unaffected. The bond returns after 5 rounds per blighter level, restoring all benefits. Alternatively, the master can regain the servitor through the normal methods of acquisition.<\/p>\n\n\t<p><strong>Plague (Su)<\/strong>: At 10th level, the blighter can spread disease over a large area. This ability functions like the contagious touch ability, except that no attack roll is required and it affects all targets the blighter designates within a 20-foot radius. Plague is usable once per day and costs one daily use of the contagious touch ability.<\/p>\n\n\t<h4>Blighter Spell List<\/h4>\n\n\t<p>Blighters choose their spells from the following list.<br \/><strong>0 level<\/strong>&#8212; <em>darkseed*, detect magic, detect poison, flare, ghost sound, inflict minor wounds, read magic.<\/em><br \/><strong>1st level<\/strong>&#8212; <em>bane, burning hands, curse water, decomposition*, detect undead, doom, endure elements, inflict light wounds, invisibilily to animals, ray of enfeeblement.<\/em><br \/><strong>2nd level<\/strong>&#8212; <em>chill metal, chill touch, darkness, death knell, fire trap, flaming sphere, heat metal, inflict moderate wounds, miasma*, produce flame, resist elements, warp wood.<\/em><br \/><strong>3rd level<\/strong>&#8212; <em>contagion, deeper darkness, desecrate, diminish plants, dispel magic, inflict serious wounds, poison, protection from elements, stinking cloud, vampmc touch.<\/em><br \/><strong>4th level<\/strong>&#8212; <em>antiplant shell, animate dead, blight*, death ward, flame strike, inflict critical wounds, kiss of death*, languor*, repel vermin, rusting grasp, transmute mud to rock, transmute rock to mud, unhallow, wall of fire.<\/em><br \/><strong>5th level<\/strong>&#8212; <em>acid fog, untilife shell, circle of death, contagious touch*, create undead, firestorm, forbiddance, greater dispelling, protection from all elements*, repel wood.<\/em><br \/><strong>6th level<\/strong>&#8212; <em>antipathy, control undead, earthquake, epidemic*, finger of death, forcsight, horrid wilting, invulnerability to elements*.<\/em>\n*New spell described in Chapter 6 of this book.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=7>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>0 <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t\t<th>6th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Deforestation <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Burning hands, sustenance <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Undead wild shape 1 \/day <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Speak with dead animal, undead wild shape 2\/day <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Contagious touch 1\/day, undead wild shape (Large) <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Animate dead animal, undead wild shape 3\/day <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Contagious touch 2\/day, undead wild shape (incorporeal) <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Unbond. undead wild shape 4\/day <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Contagious touch 3\/day, undead wild shape (Huge) <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Plague, undead wild shape 5\/day <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers 48<\/h5>","reference":"Usergen"},{"id":10606,"name":"Bloodhound","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Bloodhound<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Bloodhounds are proficient with light armor, shields, and both simple and martial weapons.<\/p>\n\n\t<p><strong>Determination (Ex)<\/strong>: At 1st level, the character gains an insight bonus equal to his bloodhound level on Gather Information, Spot, and Wilderness Lore checks made to determine the whereabouts of a mark (see below).<\/p>\n\n\t<p><strong>Mark (Ex)<\/strong>: At 1st level, the character can target, or mark, an individual humanoid foe. To do so, the bloodhound must focus on a foe who is present and visible, or on the depiction or description of one who is not, for 10 minutes. Any interruption ruins the attempt and forces the bloodhound to start the process again. Once this study is complete, that target is called a mark, and the bloodhound receives a variety of advantages against him or her (see below). A bloodhound may have up to one mark per two bloodhound levels (rounded up) at once, but only if all of them are within 30 feet of one another for the duration of the marking process. For example, a 6th-level bloodhound could mark three bugbears in such a group, but not a bugbear on one side of the kingdom and a troll on the other. If a bloodhound chooses a new mark before apprehending an existing one, the latter is unmarked, and the bloodhound loses XP equal to the amount he would have gotten for defeating that creature. The bloodhound can mark an individual once a week.<\/p>\n\n\t<p><strong>No Subdual Penalty (Ex)<\/strong>: Also at 1st level, the bloodhound can use a melee weapon that deals normal damage to deal subdual damage instead without suffering the usual &#8212;4 penalty on his attack roll.<\/p>\n\n\t<p><strong>Dead or Alive (Ex)<\/strong>: At 2nd level, the bloodhound learns to strike for subdual at just the right moment to avoid killing a mark. Immediately after striking a blow that would reduce a mark from positive to negative hit points, the bloodhound may convert the normal damage dealt by that blow to subdual damage before it takes effect. The bloodhound cannot use this ability while raging or after 1 round has passed.<\/p>\n\n\t<p><strong>Fast Tracking<\/strong>: At 2nd level, the bloodhound no longer suffers a &#8212;5 penalty on Wilderness Lore checks for tracking while moving at normal speed.<\/p>\n\n\t<p><strong>Ready and Waiting (Ex)<\/strong>: Also at 2nd level, the bloodhound may, as a free action, designate a particular move-equivalent, standard, or full-round action that a mark who is flat-footed might perform, if the mark actually performs this action within 10 minutes thereafter, the bloodhound can make an attack of opportunity against him or her with a drawn weapon, either melee or ranged. This counts against the bloodhound&#39;s attacks of opportunity for that round.<\/p>\n\n\t<p><strong>Pacekeeping (Ex)<\/strong>: At 3rd level, a bloodhound tracking a mark can raise his own speed by up to +5 feet per bloodhound level, to a maximum value equal to the mark&#39;s speed.<\/p>\n\n\t<p><strong>Restlessness (Ex)<\/strong>: When the bloodhound reaches 3rd level, he gains damage reduction 5\/&#8212; against subdual damage from a forced march while in pursuit of a mark.<\/p>\n\n\t<p><strong>Improved Subdual (Ex)<\/strong>: At 4th level, the bloodhound uses his Intelligence bonus on the damage roll for any attack that deals only subdual damage.<\/p>\n\n\t<p><strong>Move Like the Wind (Su)<\/strong>: At 4th level, the bloodhound ignores armor check penalties on his Move Silently and Hide checks. In addition, he no longer suffers the &#8212;5 penalty on those checks when moving at speeds between half and full.<\/p>\n\n\t<p><strong>Traceless Track (Su)<\/strong>: At 5th level, the bloodhound can track a creature moving under the influence of pass without trace or a similar effect, though he suffers a &#8212;10 circumstance penalty on his Wilderness Lore checks.<\/p>\n\n\t<p><strong>Shatter (Su)<\/strong>: At 5th level, the bloodhound can destroy an object that stands between himself and his mark when the latter is within 100 feet. This ability functions like a shatter spell cast by a sorcerer of the character&#39;s bloodhound level.<\/p>\n\n\t<p><strong>Ignore Scrying (Ex)<\/strong>: At 6th level, the bloodhound gains spell resistance equal to 10 + his bloodhound level against divination spells. This stacks with any other spell resistance he has that includes spells of that school.<\/p>\n\n\t<p><strong>Locate Creature (Sp)<\/strong>: Once per day, the bloodhound can produce an effect identical to that of a locate creature spell cast by a sorcerer of the bloodhound&#39;s character level.<\/p>\n\n\t<p><strong>Fracture (Su)<\/strong>: At 7th level, the character can use his shatter ability to destroy weight-equivalent portions of larger objects, such as doors and walls, regardless of their construction.<\/p>\n\n\t<p><strong>See Invisibility (Su)<\/strong>: This ability, gained at 7th level, functions like a see invisibility spell, except that it is constantly in effect and it reveals only marks.<\/p>\n\n\t<p><strong>Subdual Resistance<\/strong>: At 8th level, the bloodhound gains damage reduction 20\/+3 against subdual damage. Ignore Magical Barriers (Ex): At 9th level, the bloodhound gains spell resistance equal to 15 + his bloodhound level against magical barriers (wall of force, entangle, prismatic wall, and so forth).<\/p>\n\n\t<p><strong>Find the Path (Sp)<\/strong>: At 10th level, the bloodhound can produce an effect like a find the path spell cast by a druid of the bloodhound&#39;s character level. It is usable three times per day.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Determination, mark, no subdual penalty <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Dead or alive, fast tracking, ready and waiting <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Pacekeeping, restlessness <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Improved subdual, move like the wind <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Shatter, traceless track <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Ignore scrying, locate creature <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Fracture, see invisibility <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Subdual resistance <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Ignore magical barriers <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Find the path <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers 49<\/h5>","reference":"Usergen"},{"id":10607,"name":"Deepwood Sniper","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Deepwood Sniper<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Deepwood snipers gain no weapon or armor proficiencies. All weapon-related abilities of this prestige class apply only to projectile ranged weapons with which the character is proficient.<\/p>\n\n\t<p><strong>Keen Arrows (Ex)<\/strong>: At 1st level, all projectiles the deepwood sniper fires behave as if they were keen weapons in addition to any other properties they might possess. Thus, a normal arrow fired by a deepwood sniper has a threat range of 19&#8212;20 instead of 20. This effect does not stack with any other keen effect.<\/p>\n\n\t<p><strong>Range Increment Bonus (Ex)<\/strong>: With each level the deepwood sniper gains, the range increments of her projectile weapons increase by +10 feet (added after all multipliers). Thus, a 10th-level deepwood sniper who has the Far Shot feat would have a 280-foot range increment with a heavy crossbow (120 feet x 1.5 + 100 feet).<\/p>\n\n\t<p><strong>Concealment Reduction (Ex)<\/strong>: When the deepwood sniper reaches 2nd level, her miss chance against opponents with concealment drops by 10%. Thus, she has a miss chance of 10% rather than 20% against an opponent with one-half concealment. Her miss chance drops by an additional 10% per tour deepwood sniper levels she gains thereafter, but this ability never reduces her miss chance against any opponent below 0%.<\/p>\n\n\t<p><strong>Magic Weapon (Sp)<\/strong>: At 2nd level, the character can produce an effect identical to that of a magic weapon spell cast by a cleric of her deepwood sniper level. This ability is usable once per day on projectile weapons only.<\/p>\n\n\t<p><strong>Projectile Improved Critical (Ex)<\/strong>: When the deepwood sniper reaches 2nd level, the critical damage multipliers of all her projectile weapons increase by +1. Thus, an arrow that normally deals damage \u00d73 on a critical hit instead does damage \u00d74 in her hands. When she reaches 7th level, these critical multipliers increase by an additional +1.<\/p>\n\n\t<p><strong>Safe Poison Use (Ex)<\/strong>: At 3rd level, a deepwood sniper can use poison without any chance of poisoning herself (see Perils of Using Poison in Chapter 3 of the <span class=caps>DUNGEON<\/span> MASTER&#39;S Guide).<\/p>\n\n\t<p><strong>Take Aim (Ex)<\/strong>: A 4th-level deepwood sniper can gain a +2 bonus on her attack rolls against a stationary target by aiming carefully. Taking aim is a full-round action, and if the target moves more than 5 feet during that period, the bonus is lost. No additional benefit exists for spending more than 1 round aiming. This bonus increases to +4 at 8th level.<\/p>\n\n\t<p><strong>Consistent Aim (Su)<\/strong>: Once per day, a 5th-level deepwood sniper can reroll one attack roll that she has just made with a projectile weapon. She must keep that result, even if it is worse than the original roll. She can use this ability twice per day at 7th level and three times per day at 10th level, though each use must relate to a different attack roll.<\/p>\n\n\t<p><strong>True Strike (Sp)<\/strong>: At 10th level, the deepwood sniper can produce an effect identical to that of a true strike spell cast by a cleric of her deepwood sniper level. This ability is usable once per day on projectile weapons only.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Keen arrows, range increment bonus +10 ft.\/level <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Concealment reduction 10%, magic weapon, projectile improved critical +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Safe poison use <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Take aim +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Consistent aim 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Concealment reduction 20%, keen edge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Consistent aim 2\/day, projectile improved critical +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Take aim +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Consistent aim 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Concealment reduction 30%, true strike <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers 52<\/h5>","reference":"Usergen"},{"id":10608,"name":"Exotic Weapon Master","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Exotic Weapon Master<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Ability to rage.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Exotic weapon masters gain no weapon or armor proficiencies.<\/p>\n\n\t<p><strong>Partial Exotic Proficiency<\/strong>: At 1st level, the exotic weapon master can use any exotic weapon with which she is not already proficient at a &#8212;2 penalty instead of a &#8212;4 penalty on the attack roll. This penalty is reduced to &#8212;1 at 2nd level.<\/p>\n\n\t<p><strong>Full Exotic Proficiency<\/strong>: At 3rd level, the exotic weapon master becomes proficient with all exotic weapons.<\/p>\n\n\t<p><strong>Improvised Throwing Weapons<\/strong>: At 3rd level, the exotic weapon master can use artisan&#39;s tools to fashion a usable throwing weapon from any object (rock, branch, melee weapon, or the like) that she can lift. This process takes at least 1 hour, or more if conditions are poor. The range increment for such an improvised weapon is 10 feet. It deals 1d6 points of damage (\u00d72 on a critical hit), and its threat range is 20. The exotic weapon master is automatically proficient with her improvised throwing weapon; anyone else who wishes to use it must spend an Exotic Weapon Proficiency feat to avoid the &#8212;4 nonproficiency penalty. Most objects do bludgeoning damage; sharp items do piercing damage instead.<\/p>\n\n\t<p><strong>Exotic Focus<\/strong>: At 4th level, the exotic weapon master gains a +1 bonus on her attack rolls when using any exotic weapon. This bonus does not stack with that provided by the Weapon Focus feat.<\/p>\n\n\t<p><strong>Improvised Melee Weapons<\/strong>: Also at 4th level, the exotic weapon master can use artisan&#39;s tools to fashion a usable melee weapon from any object (rock, branch, projectile weapon, or the like) that she can lift. This process takes at least 1 hour, or more if conditions are poor. Such an improvised melee weapon deals 1d6 points of damage (\u00d72 on a critical hit), and its threat range is 20. The exotic weapon master is automatically proficient with her improvised melee weapon; anyone else who wishes to use it must spend an Exotic Weapon Proficiency feat to avoid the &#8212;4 nonproficiency penalty. Most objects do bludgeoning damage; sharp items do piercing damage instead. Long items (such as ladders) have reach according to their length, and items with many protrusions (such as chairs) give the exotic weapon master a +2 bonus on disarm attempts.<\/p>\n\n\t<p><strong>Exotic Specialization<\/strong>: At 5th level, the exotic weapon master gains a +2 bonus on damage rolls when using any exotic weapon. (For ranged weapons, this damage bonus applies only if the target is within 30 feet.) This<br \/>modifier does not stack with that provided by the Weapon Specialization feat.<\/p>\n\n\t<p><strong>Greater Improvised Weapons<\/strong>: At 5th level, the exotic weapon master can make an improvised throwing or melee weapon that deals 2d6 points of damage. This ability otherwise functions like the improvised throwing weapons or improvised melee weapons ability, depending on the kind of weapon desired.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Partial exotic proficiency +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Partial exotic proficiency+3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Full exotic proficiency, improvised throwing weapons <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Exotic focus, improvised melee weapons <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1  <\/td>\n\t\t\t<td>+1 <\/td>\n\t\t\t<td> Exotic specialization, greater improvised weapons <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers 53<\/h5>","reference":"Usergen"},{"id":10609,"name":"Eye of Gruumsh","type":"prestige","alignment":"chaotic evil, chaotic neutral, neutral evil","hit_die":"12","full_text":"<div topic='titel'><p><h3>Eye of Gruumsh<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 12.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> chaotic evil, chaotic neutral, neutral evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: The character must be a worshiper of Gruumsh and must put out his own right eye in a special ritual. None of the eye of Gruumsh&#39;s special abilities function if he regains sight in both eyes.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Eyes of Gruumsh are proficient with light and medium armor, shields, and all simple and martial weapons.<\/p>\n\n\t<p><strong>Blind-Fight<\/strong>: At 1st level, the eye of Gruumsh gains Blind-Fight as a bonus feat.<\/p>\n\n\t<p><strong>Follow Orders Blindly<\/strong>: At 1st level, the eye of Gruumsh may grant a +2 morale bonus on Will saves to any nongood orcs or half-orcs with HD lower than his character level within 30 feet of him. Any recipient who willingly goes against the eye of Gruumsh&#39;s directions loses this bonus immediately. Using this ability is a standard action, and the effect lasts for 1 hour per eye of Gruumsh level.<\/p>\n\n\t<p><strong>Rage<\/strong>: Also at 1st level, the eye of Gruumsh gains the ability to rage as a barbarian of a level equal to the total of his barbarian and eye of Gruumsh levels. Thus, a Barbarian 14\/eye of Gruumsh 2 can use rage 5 times per day.<\/p>\n\n\t<p><strong>Ritual Scarring<\/strong>: Through frequent disfiguration of his own skin, the eye of Gruumsh gains a +1 natural armor bonus at 3rd level. This bonus increases by +1 for every three eye of Gruumsh levels gained thereafter.<\/p>\n\n\t<p><strong>Swing Blindly (Ex)<\/strong>: At 2nd level, the eye of Gruumsh gains an additional +2 bonus to his Strength score while raging. While this ability is in effect, the character provokes attacks of opportunity as though he were casting a spell whenever he takes any kind of attack action.<\/p>\n\n\t<p><strong>Blinding Spittle (Ex)<\/strong>: The eye ot Gruumsh can launch blinding spittle at any opponent within 20 feet. Using a ranged touch attack (at a -4 penalty), he spits his stomach acid into the target&#39;s eyes. An opponent who fails a Reflex save (DC 10 + eye of Gruumsh level + eye of Gruumsh&#39;s Constitution bonus) is blinded until he or she can rinse away the spittle. This attack has no effect on creatures that don&#39;t have eyes or don&#39;t depend on vision. Blinding spittle is usable once per hour at 4th level and twice per hour at 7th level.<\/p>\n\n\t<p><strong>Blindsight (Ex)<\/strong>: At 5th level, the eye of Gruumsh gains blindsight in a 5-foot radius. This ability is otherwise identical to the hearing-based version described in the introduction of the Monster Manual. Its range increases to 10 feet at 8th level.<\/p>\n\n\t<p><strong>Sight of Gruumsh<\/strong>: At 10th level, the eye of Gruumsh sees the moment of his own death through his missing eye. This foreknowledge gives him a +2 morale bonus on all saving throws from then on. (Whether or not the vision is accurate is irrelevant&#8212;the character believes it to be true.)<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Blind-Fight, follow orders blindly, rage <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Swing blindly <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Ritual scarring +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Blinding spittle 1\/hour <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Blindsight, 5-foot radius <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Ritual scarring +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Blinding spittle 2\/hour <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Blindsight, 10-foot radius <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Ritual scarring +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sight of Gruumsh <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers 54<\/h5>","reference":"Usergen"},{"id":10610,"name":"Foe Hunter","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Foe Hunter<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Language<\/strong>: The language (if any) of the intended hated enemy.<br \/><strong>Special<\/strong>: The character must have a favored enemy.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Foe hunters gain no weapon or armor proficiencies.<\/p>\n\n\t<p><strong>Hated Enemy<\/strong>: At 1st level, the foe hunter chooses one creature type that she has already selected as a favored enemy to be the target of her hatred. This choice determines what kind of foe hunter she becomes&#8212;orc hunter, giant hunter, or the like. The choice of hated enemy is irreversible.<\/p>\n\n\t<p><strong>Rancor (Su)<\/strong>: The foe hunter can deliver a powerful blow to her hated enemy. Once per round, on her action, she can designate one of her attacks against a hated enemy as a rancor attack before the attack roll is made. A successful rancor attack by a 1st-level foe hunter deals +1d6 points of extra damage. This amount increases by +1d6 points for every two additional foe hunter levels the attacker acquires. Should the foe hunter score a critical hit with a rancor attack, this extra damage is not multiplied. The extra damage from a rancor attack applies even if that hated enemy is immune to critical hits.<\/p>\n\n\t<p>With a sap or an unarmed strike, the foe hunter can deal subdual damage instead of normal damage with a rancor attack. She cannot, however, do subdual damage with a weapon that deals normal damage in a rancor attack, even when taking the usual &#8212;4 penalty.<\/p>\n\n\t<p><strong>Hated Enemy Damage Reduction (Ex)<\/strong>: At 2nd level, the foe hunter can shrug off 3 points of damage from each successful attack by her hated enemy. This damage reduction increases by 2 points for every two additional foe hunter levels she has. Damage reduction can reduce damage to 0, but not below that. Hated enemy damage reduction does not stack with any other damage reduction the character has.<\/p>\n\n\t<p><strong>Hated Enemy Spell Resistance (Ex)<\/strong>: Beginning at 4th level, the foe hunter can avoid the effects of spells and spell-like abilities that would directly affect her, as long as they originate from her hated enemy. Against such effects, the foe hunter has spell resistance equal to 15 + her foe hunter class level. This stacks with any other applicable spell resistance the character may have.<\/p>\n\n\t<p><strong>Death Attack (Ex)<\/strong>: At 10th level, the foe hunter can make a death attack against a hated enemy that is denied its Dexterity bonus to AC (whether or not it actually has one). This ability functions like the assassin&#39;s death attack (see Assassin in Chapter 2 of the <span class=caps>DUNGEON<\/span> MASTER&#39;S Guide), except that the foe hunter need only make a melee attack that successfully does damage, not a sneak attack.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Hated enemy, rancor +1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Hated enemy damage reduction 3\/&#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Rancor +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Hated enemy damage reduction 5\/&#8212;, hated enemy spell resistance <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Rancor +3d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Hated enemy damage reduction 7\/&#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Rancor +4d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Hated enemy damage reduction 9\/&#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Rancor +5d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Death attack, hated enemy damage reduction 11\/&#8212; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers 56<\/h5>","reference":"Usergen"},{"id":10611,"name":"Forsaker","type":"prestige","alignment":"","hit_die":"12","full_text":"<div topic='titel'><p><h3>Forsaker<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 12.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: The character must once have been the victim of a magical attack that seriously wounded him or threatened his life. He must also sell or give away all his magic items (including magic weapons, armor, and potions) and renounce the use of any spellcasting and spelllike abilities he previously used.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Forsakers gain no weapon or armor proficiencies.<\/p>\n\n\t<p><strong>Ability Bonus (Ex)<\/strong>: Beginning at 1st level, the char acter gains a +1 inherent bonus to any desired ability score for each forsaker level.<\/p>\n\n\t<p><strong>Fast Healing (Ex)<\/strong>: Forsakers regain hit points at an exceptionally fast rate. At 1st level, the character regains 1 hit point per round, to a maximum of 10 hit points per day. The number of hit points regained per round increases by +1 for every four forsaker levels, and the maximum restorable per day increases by 10 for every two forsaker levels. Except as noted above, this ability works like the fast healing ability described in the introduction of the Monster Manual.<\/p>\n\n\t<p><strong>Forsake Magic<\/strong>: In addition to avoiding all use of spellcasting, spell-like abilities, and magic items, the forsaker must also refuse any benefits from others&#39; magic&#8212;including magical healing. Thus, he must attempt a saving throw against any spell that allows one. For most beneficial spells, such displacement or neutralize poison, a successful save negates the spell&#39;s effects; for a cure spell, it halves the benefit. Any forsaker who unwittingly uses a magic item or casts a spell (while under the influence of a charm person or dominate person spell, for example) loses all the special abilities of the prestige class for one week.<\/p>\n\n\t<p><strong>Spell Resistance (Ex)<\/strong>: At 1st level, the forsaker gains spell resistance 11. This value increases by +1 with each forsaker level gained and stacks with any other applicable spell resistance he has.<\/p>\n\n\t<p><strong>Damage Reduction (Ex)<\/strong>: At 2nd level, the forsaker gains damage reduction 3\/+1. This damage resistance rises by 2\/+1 for every two forsaker levels he gains thereafter. This ability remains in effect only as long as the forsaker destroys the required value of magic items every 24 hours (see Magic Destruction, below). This does not stack with any other damage reduction he already has.<\/p>\n\n\t<p><strong>Magic Destruction<\/strong>: The forsaker gains access to his damage reduction ability (see above) through the destruction of magic items, if he goes more than 24 hours without destroying magic items whose market prices total at least 100 gp per point of damage reduction, he loses that ability until he does so.<\/p>\n\n\t<p><strong>Tough Defense (Ex)<\/strong>: At 3rd level, a forsaker gains a natural armor bonus equal to his Constitution bonus (if any).<\/p>\n\n\t<p><strong>Natural Weapons (Ex)<\/strong>: Beginning at 3rd level, the forsaker can fight as though he and his weapon were one. Any weapon he uses functions as if it were a natural weapon for overcoming damage reduction (see Damage Reduction in the introduction of the Monster Manual). That is, if the forsaker has damage reduction 3\/+1, any weapon he uses functions as if it were a +1 weapon for overcoming a foe&#39;s damage reduction.<\/p>\n\n\t<p><strong>Slippery Mind (Ex)<\/strong>: At 6th level, the forsaker can wriggle free from magical effects that would otherwise control or compel him. if he fails his saving throw against an enchantment effect, he can attempt his saving throw again 1 round later. He gets only one extra chance to succeed at his saving throw.<\/p>\n\n\t<h4>Ex-Forsakers<\/h4>\n\n\t<p>Forsakers can multiclass normally, as long as they continue to abide by the strictures of the prestige class. Any forsaker who willingly violates those strictures by using magic items or casting spells loses all special abilities of the prestige class and can progress no further as a forsaker. If he thereafter remains pure (uses no magic) for a period of a year and a day, his abilities are reinstated at their previous levels and he may once again progress in the prestige class.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Ability bonus +1, fast healing 1 (10), forsake magic, SR 11 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Ability bonus +1, damage reduction 3\/+1, magic destruction, SR 12 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Ability bonus +1, fast healing 1 (20), natural weapons, SR 13, tough defense <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Ability bonus +1, damage reduction 5\/+2, SR 14 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Ability bonus +1, fast healing 2 (30), SR 15 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Ability bonus +1, damage reduction 7\/+3, slippery mind, SR 16 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Ability bonus +1, fast healing 2 (40), SR 17 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Ability bonus +1, damage reduction 9\/+4, SR 18 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9  <\/td>\n\t\t\t<td>+6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Ability bonus +1, fast healing 3 (50), SR 19 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Ability bonus +1, damage reduction 11\/+5, SR 20 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers 57<\/h5>","reference":"Usergen"},{"id":10612,"name":"Frenzied Berserker","type":"prestige","alignment":"Any nonlawful","hit_die":"12","full_text":"<div topic='titel'><p><h3>Frenzied Berserker<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 12.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonlawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Frenzied berserkers gain no weapon or armor proficiencies.<\/p>\n\n\t<p><strong>Frenzy (Ex)<\/strong>: Beginning at 1st level, the frenzied berserker can enter a frenzy during combat. While frenzied, she gains a +6 bonus to Strength and a single extra attack each round at her highest bonus. (This latter effect is not cumulative with haste.) However, she also suffers a &#8212;4 penalty to AC and takes 2 points of subdual damage per round. A frenzy lasts for a number of rounds equal to 3 + the frenzied berserker&#39;s Constitution modifier. To end the frenzy before its duration expires, the character may attempt a Will save (DC 20) once per round as a free action. Success ends the frenzy immediately; failure means it continues. The effects of frenzy stack with those from rage.<\/p>\n\n\t<p>At 1st level, the character can enter a frenzy once per day. Thereafter, she gains one additional use per day of this ability for every two frenzied berserker levels she acquires. The character can enter a frenzy as a free action. Even though this takes no time, she can do it only during her action, not in response to another&#39;s action. In addition, if she suffers damage from an attack, spell, trap, or any other source, she automatically enters a frenzy at the start of her next action, as long as she still has at least one daily usage of the ability left. To avoid entering a frenzy in response to damage, the character must make a successful Will save (DC 10 + points of damage suffered since her last action) at the start of her next action.<\/p>\n\n\t<p>While frenzied, the character cannot use skills or abilities that require patience or concentration (such as Move Silently), nor can she cast spells, drink potions, activate magic items, or read scrolls. She can use any feat she has except Expertise, item creation feats, metamagic feats, and Skill Focus in a skill that requires patience or concentration. She can, however, use her special ability to inspire frenzy (see below) normally.<\/p>\n\n\t<p>During a frenzy, the frenzied berserker must attack those she perceives as foes to the best of her ability. Should she run out of enemies before her frenzy expires, her rampage continues. She must then attack the nearest creature (determine randomly if several potential toes are equidistant) and fight that opponent without regard to friendship, innocence, or health (the target&#39;s or her own).<\/p>\n\n\t<p>When a frenzy ends, the frenzied berserker is fatigued (&#8212;2 penalty to Strength and Dexterity, unable to charge or run) for the duration ot the encounter, or until she enters another frenzy, whichever comes first. At 10th level, she is no longer fatigued alter a frenzy, though she still suffers the subdual damage tor each round it lasts.<\/p>\n\n\t<p>Starting at 8th level, the character&#39;s frenzy bonus to Strength becomes +10 instead ot +6.<\/p>\n\n\t<p><strong>Remain Conscious<\/strong>: The frenzied berserker gains Remain Conscious as a bonus feat.<\/p>\n\n\t<p><strong>Supreme Cleave<\/strong>: At 2nd level, the frenzied berserker can take a 5-toot step between attacks when using the Cleave or Great Cleave feat. She is still limited to one such adjustment per round, so she cannot use this ability during a round in which she has already taken a 5-foot step.<\/p>\n\n\t<p><strong>Deathless Frenzy (Ex)<\/strong>: At 4th level, the frenzied berserker can scorn death and unconsciousness while in a frenzy. Should her hit points to fall to 0 or below because of hit point loss, she continues to fight normally until her frenzy ends. At that point, the effects of her wounds apply normally. This ability does not prevent death from spell effects such as slay living or disintegrate.<\/p>\n\n\t<p><strong>Improved Power Attack<\/strong>: Beginning at 5th level, the frenzied berserker gains a +3 bonus on her melee damage rolls for every &#8212;2 penalty she takes on her melee attack rolls when using the Power Attack feat.<\/p>\n\n\t<p><strong>Inspire Frenzy (Su)<\/strong>: Beginning at 6th level, the frenzied berserker can inspire frenzy in her allies while she herself is frenzied. When she uses this ability, all allies within 10 feet of her gain the benefits and the disadvantages of frenzy as it they had that ability themselves. Those who do not wish to be affected can make a Will save (DC 10 + frenzied berserker level + frenzied berserker&#39;s Charisma modifier) to resist the effect. The frenzy of affected allies lasts for a number of rounds equal to 3 + the frenzied berserker&#39;s Constitution modifier, regardless of whether they remain within 10 feet of her.<\/p>\n\n\t<p>The frenzied berserker gains one additional use of this ability per day for every two additional frenzied berserker levels she acquires, though the ability is still usable only once per encounter.<\/p>\n\n\t<p><strong>Supreme Power Attack<\/strong>: At 10th level, the frenzied berserker gains a +2 bonus on her melee damage rolls for every &#8212;1 penalty she takes on her melee attack rolls when using the Power Attack feat. This effect does not Stack with that of Improved Power Attack.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Frenzy 1 \/day, Remain Conscious <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Supreme cleave <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Frenzy 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Deathless frenzy <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Frenzy 3\/day, improved power attack <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Inspire frenzy 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Frenzy 4\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Greater frenzy, inspire frenzy 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Frenzy 5\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Inspire frenzy 3\/day, no longer winded after frenzy, supreme power attack <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers 59<\/h5>","reference":"Usergen"},{"id":10613,"name":"Geomancer","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Geomancer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Ability to cast 2nd-level arcane spells and 2nd-level divine spells.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Geomancers gain no weapon or armor proficiencies.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: At each geomancer level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class. He does not, however, gain any other benefit a character of thai class would have gained (additional wild shape options, metamagic or item creation feats, or the like). Since the character had more than one spellcasting class before becoming a geomancer, the player must decide to which class to add each geomancer level for determining spells per day and spells known.<\/p>\n\n\t<p><strong>Spell Versatility<\/strong>: At 1st level, the geomancer learns to blend divine and arcane magic. He still acquires and prepares his spells in the normal manner tor his individual spellcasting classes. When he casts them, however, he can mix or match spellcasting parameters from any of his classes to gain the maximum possible advantage for any spell with a spell level equal to or less than his spell versatility score. Thus, as a 4th-level geomancer, he can cast any of his 3rd-level or lower sorcerer\/wizard spells with no chance of arcane spell failure from armor. (The druidic prohibition against metal armor still applies to druid\/geomancers, however, since this stricture stems from a spiritual oath rather than a practical limitation.) The geomancer may use his Wisdom bonus to set the save DC tor arcane spells, or his Charisma or Intelligence bonus (whichever he would normally use tor arcane spells; to set the save DC tor divine spells. If a spell requires either an arcane material component or a divine focus, he may use either. A cleric\/geomancer who also has levels of wizard, sorcerer, or bard can spontaneously convert any prepared arcane or divine spell (except a domain spell) of an appropriate level into a cure or inflict spell of equal or lower level, though he must be capable of casting the latter as a cleric.<\/p>\n\n\t<p><strong>Drift<\/strong>: The character slowly becomes closer to nature. At each geomancer level, choose a drift from the appropriate stage (see Drift, below).<\/p>\n\n\t<p><strong>Ley Lines<\/strong>: At 2nd level, the geomancer learns to create magical connections with a specific type of terrain. Choose one of the following terrain types: aquatic, desert, Forest, hills, marsh, mountains, or plains. In that terrain, the geomancer&#39;s effective caster level for all spells increases by +1. At 6th level and again at 10th level, the character may either choose a new terrain in which to receive the benefit (at +1), or increase his effective caster level in a previously chosen terrain by an additional +1.<\/p>\n\n\t<h4>Drift<\/h4>\n\n\t<p>Drift is a gradual devolution into some other natural form. Those who experience this phenomenon gain attributes of animals and plants as time goes by. Geomancers experience drift at every level. As a variant rule, high-level druids who spend all their lives away from civilization may also experience drift at the Dungeon Master&#39;s discretion&#8212;perhaps once every ten years.<\/p>\n\n\t<p>Drift is divided into stages. You must choose one drift from stage 1 the first time you experience the phenomenon. Your second drift must also be from stage 1. Thereafter, you may choose from a higher stage only after you have acquired at least two drifts from the previous stage. For example, a stage 4 drift may be chosen only after you have at least two stage 1 drifts, two stage 2 drifts, and two stage 3 drifts. You may, however, choose drifts from stages below your maximum whenever you wish. For example, you if you have two stage 1 drifts, you may choose a third stage 1 rather than a stage 2, if desired.<\/p>\n\n\t<p>Stage 1 drifts have no game effect. Each drift of stage 2 and beyond grants a permanent extraordinary ability. Natural attacks allow for Strength bonuses on damage rolls, except in the case of poison and acid.<\/p>\n\n\t<h4>Stage 1<\/h4>\n\n\t<p>1. Leopard spots appear on your body.<br \/>2. You grow a cat&#39;s tail.<br \/>3. You sprout feathers (but not wings).<br \/>4. Your eyebrows become green and bushy.<br \/>5. Your hair becomes a tangle of short vines.<br \/>6. Light, downy fur covers your skin.<br \/>7. Your skin turns green and scaly.<br \/>8. Your touch causes flowers to wilt.<br \/>9. Your voice sounds like a dog&#39;s, though it is still intelligible.<br \/>10. Zebra stripes appear on your body.<\/p>\n\n\t<h4>Stage 2<\/h4>\n\n\t<p>1. A small camel&#39;s hump grows on your back. (You can go without water for up to five days.)<br \/>2. You grow a coat of white fur like a polar bear&#39;s. (You gain a +8 bonus on Hide checks in snowy areas.)<br \/>3. The pads of your feet become sticky, like those of a lizard. (You gain a +4 bonus on Climb checks.)<br \/>4. You become as swift as an elk. (Your land speed increases by +5 feet.)<br \/>5. You become as comely as a dryad. (You gain a +4 bonus on Diplomacy checks.)<br \/>6. You become as graceful as a cat. (You gain a +4 bonus on Balance checks.)<br \/>7. You sprout leaves and become photosynthetic. (You can subsist on 1 hour\/day of sunlight in lieu of food, though you still require the same amount of water as before.)<br \/>8. Your blood flows as slowly as tree sap. The speed at which progressive damage, such as that from wounding or decomposition (see Chapter 6), affects you is halved.<br \/>9. Your eyes become as sharp as a rat&#39;s. (You gain low-light vision.)<br \/>10. Your skin adapts like that of an octopus. (You can change color to blend with your surroundings, gaining a +4 bonus on Hide checks.)<\/p>\n\n\t<h4>Stage 3<\/h4>\n\n\t<p>1. Deer antlers grow from your forehead. (You gain a gore attack for 1d6 points of damage.)<br \/>2. Thorns grow on your body. (Your unarmed attacks do piercing damage, and those striking you with natural weapons suffer 1d3 points of piercing damage per successful hit.)<br \/>3. You can constrict like a snake. (You deal 1d3 points of damage with a successful grapple check against a creature of your size category or smaller.)<br \/>4. You can spin a web like a spider. (You can use your web to snare prey as described in the monstrous spider entry in the Monster Manual, but you cannot attack with it.)<br \/>5. You sprout fish gills. (You can breathe both water and air.) 6. Your eyes become as sharp as an eagle&#39;s. (You gain a +4 bonus on Spot checks in daylight.)<br \/>7. Your eyes become as sharp as an owl&#39;s. (You gain a +4 bonus on Spot checks in dusk and darkness.)<br \/>8. Your fingers grow hawklike talons. (You gain Weapon Finesse [claw] and can make two claw attacks per round for 1d3 points of damage each.)<br \/>9. Your mouth extends like a crocodile&#39;s. (You gain a bite attack for 1d6 points of damage.)<br \/>10. Your toes grow lionlike claws. (You can make two rake attacks for 1d4 points of damage each if you gain a hold on your target.)<\/p>\n\n\t<h4>Stage 4<\/h4>\n\n\t<p>1. You grow an acid stinger like that of a giant ant. (You can sting for 1d4 points of piercing damage + 1d4 points of acid damage.)<br \/>2. You can trip like a wolf. (If you hit with a natural attack, you can attempt to trip your target as a free action; see the wolf entry in the Monster Manual.)<br \/>3. You can rage like a wolverine. (If you take damage, you rage as a 1st-level barbarian&#8212;see Barbarian in the Player&#39;s Handbook&#8212;or gain +1 effective level of any class you have that grants rage as a class feature, but only for determining the benefits of rage.)<br \/>4. You gain a boar&#39;s ferocity. (You continue to fight without penalty even while disabled or dying.)<br \/>5. You can grab like a bear. (You gain the improved grab ability as described in the introduction of the Monster Manual.)<br \/>6. You can pounce like a leopard. (If you leap on a foe in the first round of combat, you can make a full attack action even if you have already taken a move action..<br \/>7. Your hands become as strong as a gorilla&#39;s. (You gain a +2 bonus on Strength checks to break objects.)<br \/>8. Your jaw becomes as powerful as a weasels. (You can attach to an opponent with a successful bite and inflict 1d3 points of damage per round until unattached. However, you lose your Dexterity bonus to AC while attached.)<br \/>9. You can fire an ink cloud as does a squid. (In water, you can emit a cloud of jet-black ink 10 feet on a side once per minute as a free action; this provides total concealment and those within the cloud suffer the effects of total darkness.)<br \/>10. Your nose becomes as sensitive as a hound&#39;s. (You gain the Scent feat; see Chapter 2.)<\/p>\n\n\t<h4>Stage 5<\/h4>\n\n\t<p>1. You grow a unicorn horn. (You gain a +4 bonus on Fortitude saves against poison and a gore attack for 1d8 points of damage.)<br \/>2. Feathered or batlike wings grow from your back. (You gain a fly speed of 60 feet.)<br \/>3. You can curl into a spiny ball like a hedgehog. (When curled, you gain a +4 natural armor bonus to AC, but you may not move or attack. Curling or uncurling is a standard action.)<br \/>4. You are as graceful as a pixie. (You gain a +2 bonus on Reflex saves.)<br \/>5. You gain the tremorsense of an earthworm. (You can sense anything in contact with the ground within 30 feet of you.)<br \/>6. Your canine teeth exude poison. (If you hit with a bite attack, your target must make a Fortitude save (DC 10 + 1\/2 your character level + your Constitution modifier) against poison. Initial damage is 1d2 points of temporary Dexterity damage; secondary damage is 1d4 points of temporary Dexterity damage.)<br \/>7. Your senses become as sharp as a bat&#39;s. (You gain the Blindsight feat; see Chapter 2.)<br \/>8. Your feet extend to elephantine width. (You gain the trample ability as described in the introduction of the Monster Manual. Your trample attack does 2d4 points of bludgeoning damage, and the Reflex save DC is 10 + 1\/2 your character level + your Strength modifier.)<br \/>9. You can move like a cheetah. (Once per hour, you can take a charge action to move ten times your normal speed.)<br \/>10. Your skin becomes tree bark. (You gain a +1 natural armor bonus to AC.)<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day\/Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Drift 1, spell versatility 0 <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Drift 1, ley lines +1, spell versatility 1 <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Drift 2, spell versatility 2 <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Drift 2, spell versatility 3 <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Drift 3, spell versatility 4 <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Drift 3, ley lines +2, spell versatility 5 <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Drift 4, spell versatility 6 <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Drift 4, spell versatility 7 <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Drift 5, spell versatility 8 <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Drift 5, ley lines +3, spell versatility 9 <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers 60<\/h5>","reference":"Usergen"},{"id":10614,"name":"Hexer","type":"prestige","alignment":"Any nongood","hit_die":"6","full_text":"<div topic='titel'><p><h3>Hexer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nongood.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race\/Type<\/strong>: Monstrous humanoid, giant, goblinoid, or other primitive humanoid, such as orc or gnoll.<br \/><strong>Spellcasting<\/strong>: Able to cast lightning bolt as a divine spell.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Hexers gain no weapon or armor proficiencies.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: At each hexer level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (additional wild shape options, metamagic or item creation feats, or the like), if the character had more than one spellcasting class before becoming a hexer, the player must decide to which class to add each hexer level for determining spells per day and spells known.<\/p>\n\n\t<p><strong>Hex (Sp)<\/strong>: At 1st level, the hexer gains a gaze attack. He can use this ability once per day at 1st level and twice per day at 2nd level. Thereafter, he gains one additional use per day of this ability for every two hexer levels he acquires.<\/p>\n\n\t<p>Activating this power is a standard action, and it lasts for a number of rounds equal to the character&#39;s hexer level. Each round, the hexer&#39;s gaze attack automatically works against one creature within 30 feet that is looking at (attacking or interacting with) him. Targets who avert their eyes have a 50% chance of avoiding the gaze, but the hexer gains one-half concealment (20% miss chance) relative to those who successfully avoid tine gaze. Targets can also close their eyes or turn away entirely; doing so prevents the hex from affecting them but grants the gazer total concealment (50% miss chance) relative to them.<\/p>\n\n\t<p>An affected target must make a Will save (DC 10 + hexer level + hexer&#39;s Wisdom modifier) or suffer a &#8212;4 enhancement penalty on attack rolls, saving throws, ability checks, and skill checks. These effects are permanent until removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. This is an enchantment effect and cannot be dispelled.<\/p>\n\n\t<p>A hex does not affect undead creatures or extend beyond the plane that the hexer occupies. The hexer is subject to the effects of his own reflected gaze and is allowed a saving throw against them.<\/p>\n\n\t<p><strong>Bonus Spell<\/strong>: At 2nd level, the hexer adds a new spell of his choice to his spell list. This spell must come from the wizard\/sorcerer spell list and must be of a spell level that the hexer can cast. He can prepare this new spell at the same spell level as it appeared on the wizard\/sorcerer list. He gains one additional bonus spell for every two hexer levels he has.<\/p>\n\n\t<p><strong>Sicken Hex (Sp)<\/strong>: At 3rd level, the hexer can use his gaze attack to inflict a debilitating illness. This ability functions like the hex ability (above), except that the target must make a Fortitude save instead of a Will save to resist, and the effect is as described below. A sicken hex requires one daily use of the character&#39;s hex ability.<\/p>\n\n\t<p>A target who fails the save is overcome with pain and fever, which causes him or her to move at one-half normal speed, lose any Dexterity bonus to Armor Class, and suffer a &#8212;2 circumstance penalty on attack rolls. These effects are permanent until removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. A sicken hex is a necromancy effect that cannot be dispelled.<\/p>\n\n\t<p><strong>Fear Hex (Sp)<\/strong>: At 5th level, the hexer can use his gaze attack to engender fear. This ability functions like the hex ability (above), except that target is affected as if by a fear spell. A fear hex is a mind-influencing, compulsion, enchantment effect, and it requires one daily use of the character&#39;s hex ability.<\/p>\n\n\t<p><strong>Sleep Hex (Sp)<\/strong>: At 7th level, the hexer can use his gaze to generate a sleep effect. This ability functions like the hex ability (above), except that duration is 10 minutes \u00d7 the character&#39;s hexer level and the target is affected as if by a sleep spell. A sleep hex is a mind-influencing, compulsion, enchantment effect, and it requires one daily use of the character&#39;s hex ability.<\/p>\n\n\t<p><strong>Charm Hex (Sp)<\/strong>: At 9th level, the hexer can use his gaze attack to generate a charm monster effect. This ability functions like the hex ability (above), except that duration is 1 day per hexer level and the target is affected as if by a charm monster spell. (Should the hexer fall victim to his own reflected gaze attack, he is affected as if by a hold monster spell.) A charm hex is a mind-influencing, charm, enchantment effect, and it requires one daily use of the character&#39;s hex ability.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day\/Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Hex 1\/day <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus spell, hex 2\/day <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sicken hex <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus spell, hex 3\/day <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Fear hex <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Bonus spell, hex 4\/day <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Sleep hex <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Bonus spell, hex 5\/day <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Charm hex <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Bonus spell, hex 6\/day <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers 63<\/h5>","reference":"Usergen"},{"id":10615,"name":"King\/queen of the Wild","type":"prestige","alignment":"","hit_die":"12","full_text":"<div topic='titel'><p><h3>King\/queen of the Wild<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 12.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>Base Fortitude Save Bonus: +4.<br \/>Special: The character must choose a terrain type (see below) and live in or near such an area.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Kings and queens of the wild gain proficiency with simple weapons and light armor.<\/p>\n\n\t<p><strong>Terrain Skill Bonuses<\/strong>: At 1st level, a king or queen of the wild gains a +2 insight bonus on both Wilderness Lore checks and checks made with his or her terrain-dependent prerequisite skill while in the chosen terrain.<\/p>\n\n\t<p><strong>Endure Elements (Ex)<\/strong>: The king or queen of the wild can ignore some damage from the element associated with the chosen terrain type (see Terrain-Dependent Features, below) as though under a permanent endure elements effect. At 2nd level, the character ignores the first 5 points of damage from that element. (The terrain elements correspond to the five energy types: acid, cold, electricity, fire, and sonic.) This amount increases by an additional +5 at 5th, 8th, and 10th level.<\/p>\n\n\t<p><strong>Terrain Movement (Ex)<\/strong>: At 2nd level, if the chosen terrain is land-based, the king or queen of the wild can move overland through it as if it were plains. A king of the sea or a queen of the marsh swims along the surface of water at one-half his or her land speed.<\/p>\n\n\t<p><strong>Attack Native Creatures (Ex)<\/strong>: The king or queen of the wild gains a competence bonus on attack rolls against any creature that has the character&#39;s chosen terrain listed in the Climate\/Terrain section of its statistics. (In the case of a king or queen of the skies, this means any naturally flying creature who lives outdoors.) A creature with a listing of &quot;Any land&quot; does not trigger these bonuses. This bonus is +1 at 3rd level, and it increases by +1 for every two king\/queen of the wild levels the character gains thereafter.<\/p>\n\n\t<p><strong>Terrain Camouflage (Ex)<\/strong>: At 3rd level, kings and queens of the wild may use the raw materials of their chosen terrains to conceal their presence from others. This full-round action grants a character a +10 competence bonus on Hide checks in the chosen terrain.<\/p>\n\n\t<p><strong>Bonus Feat<\/strong>: At 4th and 8th level, a king or queen of the wild may choose a bonus feat from the list for his or her terrain type (see below). This is in addition to the feats that a character of any class normally gets every three levels. The character must still meet any prerequisites for these bonus feats.<\/p>\n\n\t<p><strong>Detect Animals and Plants (Sp)<\/strong>: At 6th level, the character can use detect animals or plants within the chosen terrain as a druid of his or her king\/queen of the wild level. This ability is usable three times a day.<\/p>\n\n\t<p><strong>Adaptation (Su)<\/strong>: At 7th level, the character can function as if wearing a necklace of adaptation for a total of up to 30 minutes per day.<\/p>\n\n\t<p><strong>Freedom of Movement (Su)<\/strong>: At 10th level, the king\/queen of the wild can function as if under the influence of a freedom of movement spell tor up to 30 minutes. This ability is usable once per day.<\/p>\n\n\t<h4>Terrain-Dependent Features<\/h4>\n\n\t<p>Each of the nine prestige classes derived from king\/queen of the wild has different features depending on the terrain type chosen.<\/p>\n\n\t<h4>King\/Queen of the Desert<\/h4>\n\n\t<p><strong>Terrain Type<\/strong>: Desert.<br \/><strong>Terrain Element<\/strong>: Fire.<br \/><strong>Bonus Feats<\/strong>: Great Fortitude, Mounted Combat, Run, Skill Focus (Spot), Toughness.<\/p>\n\n\t<h4>King\/Queen of the Forest<\/h4>\n\n\t<p><strong>Terrain Type<\/strong>: Forest.<br \/><strong>Terrain Element<\/strong>: Fire.<br \/><strong>Bonus Feats<\/strong>: Alertness, Brachiation, Point Blank Shot, Run, Skill Focus (Climb).<\/p>\n\n\t<h4>King\/Queen of the Hills<\/h4>\n\n\t<p><strong>Terrain Type<\/strong>: Hills.<br \/><strong>Terrain Element<\/strong>: Cold.<br \/><strong>Bonus Feats<\/strong>: Alertness, Far Shot, Run, Skill Focus (Climb), Toughness.<\/p>\n\n\t<h4>King\/Queen of the Marsh<\/h4>\n\n\t<p><strong>Terrain Type<\/strong>: Marsh.<br \/><strong>Terrain Element<\/strong>: Acid.<br \/><strong>Bonus Feats<\/strong>: Alertness, Blind-Fight, Great Fortitude, Skill Focus (Swim), Toughness.<\/p>\n\n\t<h4>King\/Queen of the Mountain<\/h4>\n\n\t<p><strong>Terrain Type<\/strong>: Mountains.<br \/><strong>Terrain Element<\/strong>: Cold.<br \/><strong>Bonus Feats<\/strong>: Alertness, Great Fortitude, Jump. Skill Focus (Climb), Toughness.<\/p>\n\n\t<h4>King\/Queen of the Plains<\/h4>\n\n\t<p><strong>Terrain Type<\/strong>: Plains.<br \/><strong>Terrain Element<\/strong>: Electricity.<br \/><strong>Bonus Feats<\/strong>: Alertness, Far Shot, Point-Blank Shot, Run, Skill Focus (Move Silently).<\/p>\n\n\t<h4>King\/Queen of the Sea<\/h4>\n\n\t<p><strong>Terrain Type<\/strong>: Aquatic.<br \/><strong>Terrain Element<\/strong>: Cold.<br \/><strong>Bonus Feats<\/strong>: Alertness, Blind-Fight, Exotic Weapon Proficiency (net), Silent Spell, Skill Focus (Swim).<\/p>\n\n\t<h4>King\/Queen of the Skies<\/h4>\n\n\t<p><strong>Terrain Type<\/strong>: Air.<br \/><strong>Terrain Element<\/strong>: Electricity.<br \/><strong>Bonus Feats<\/strong>: Flyby Attack, Hover, Skill Focus (Balance), Snatch, Wingover.<\/p>\n\n\t<h4>King\/Queen of the Underground<\/h4>\n\n\t<p><strong>Terrain Type<\/strong>: Underground.<br \/><strong>Terrain Element<\/strong>: Sonic.<br \/><strong>Bonus Feats<\/strong>: Alertness, Blind-Fight, Extra Turning, Great Fortitude, Toughness.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Terrain skill bonuses <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Endure elements 5, terrain movement <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Attack native creatures +1, terrain camouflage <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Attack native creatures+2, endure elements 10 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Detect animals or plants <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Adaptation, attack native creatures +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Bonus feat, endure elements 15 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Attack native creatures +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Endure elements 20, freedom of movement <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers 65<\/h5>","reference":"Usergen"},{"id":10616,"name":"Oozemaster","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Oozemaster<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: Able to cast 3rd-level arcane or divine spells.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Oozemasters gain no weapon or armor proficiencies.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: At 2nd level and every other oozemaster level thereafter, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (additional wild shape options, metamagic or item creation feats, or the like). If the character had more than one spellcasting class before becoming an oozemaster, the player must decide to which class to add each oozemaster level for determining spells per day and spells known.<\/p>\n\n\t<p><strong>Minor Oozy Touch (Su)<\/strong>: At 1st level, the oozemaster&#39;s hands can secrete a specific kind of ooze. Choose one kind of oozy touch from the table below. The character may, as a full attack action, make a melee touch attack that has the effect listed for that kind of ooze on the table below. The oozemaster can use this ability as often as desired. At 3rd level, he may choose one additional oozy minor oozy touch.<\/p>\n\n\t<p>In addition, the oozemaster is immune to the effects of that particular kind of ooze, even in the form of oozy touch attacks from another oozemaster. Thus, an oozemaster with brown mold oozy touch is immune to the effects of all brown mold. This ability confers no special resistance to similar effects that do not stem from the character&#39;s selected kind of ooze, so the aforementioned oozemaster is still subject to cold subdual damage from other sources&#8212;such as cold weather.<\/p>\n\n\t<h4>Minor Oozy Touch Options<\/h4>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Kind <\/th>\n\t\t\t<th>Damage\/Effect <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Brown mold <\/td>\n\t\t\t<td> 1d6 + oozemaster level points of cold subdual damage to flesh <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Cray ooze <\/td>\n\t\t\t<td> 1d6 + oozemaster level points of acid damage to flesh, metal, or wood <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Ochre jelly <\/td>\n\t\t\t<td> 1d4 points of stunning damage and 1d4 + oozemaster level points of acid damage to flesh only <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Phosphorescent fungus <\/td>\n\t\t\t<td> Touched area emits a soft violet glow as a light spell until the fungus is wiped off <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Oozy Glob (Sp)<\/strong>: The oozemaster can throw a glob of the same material as any oozy touch gained at a previous level, with a range increment of 10 feet. This is treated as a grenadelike weapon. He can throw one oozy glob per round. (A character attacks with a grenadelike weapon as a ranged touch attack. Direct hits deal direct hit damage as noted on the table above. All creatures within 5 feet suffer 1 point of the appropriate splash damage. See Grenadelike Weapon Attacks in Chapter 8 of the Player&#39;s Handbook for more details.) This ability is usable once per day at 2nd level. Thereafter, the oozemaster gains one additional use per day of this ability for every two oozemaster levels he acquires.<\/p>\n\n\t<p><strong>Slithery Face (Su)<\/strong>: At 2nd level, the oozemaster learns to manipulate his facial features, gaining a competence bonus equal to his oozemaster level on Disguise checks.<\/p>\n\n\t<p><strong>Malleability (Su)<\/strong>: At 4th level, the oozemaster can compress his body enough to squeeze through an inch-wide crack. He cannot expand inside a space that offers any resistance, such as an occupied suit of armor.<\/p>\n\n\t<p><strong>Major Oozy Touch (Su)<\/strong>: At 5th, 7th, and 9th level, the oozemaster chooses a kind of major oozy touch from the table below, or from the choices in the Minor Oozy Touch Options table above. This ability is otherwise identical to minor oozy touch (above).<\/p>\n\n\t<h4>Major Oozy Touch Options<\/h4>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Kind <\/th>\n\t\t\t<th>Damage\/Effect <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Black pudding <\/td>\n\t\t\t<td> 2d6 + oozemaster level points of acid damage to flesh, metal, wood, or stone <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Gelatinous cube <\/td>\n\t\t\t<td> Fort save (DC 15) or paralyzed for a number of rounds equal to 1d6 + oozemaster level <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Green slime <\/td>\n\t\t\t<td> 1d6 temporary Constitution damage to flesh and 1d6 + oozemaster level points of acid damage to metal or wood <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Yellow mold <\/td>\n\t\t\t<td> 2d4 points of temporary Constitution damage to flesh (DC 15 Fort save for half) <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Indiscernible Anatomy (Su)<\/strong>: At 6th level, the oozemaster&#39;s anatomy becomes difficult to discern. Treat all critical hits and sneak attacks against him as though he were wearing armor with the light fortification power.<\/p>\n\n\t<p><strong>Slime Wave (Sp)<\/strong>: At 8th level, the oozemaster may use slime wave (see Chapter 6) once per day as the spell cast by a 13th-level druid.<\/p>\n\n\t<p><strong>One with the Ooze<\/strong>: At 10th level, the oozemaster is as slimy as the creatures he favors. His type changes to ooze tor determining what effects and items can affect him. He gains the Blindsight feat (hearing-based version, see Chapter 2) and becomes immune to flanking, poison, sleep, paralysis, stunning, and all mind-influencing effects (charms, compulsions, phantasms, patterns, and morale effects). In addition, he is immune to polymorph other, but he retains any shapechanging ability he previously possessed.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day\/Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Minor oozy touch 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Charisma penalty &#8212;1, oozy glob 1 \/day, slithery face <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Minor oozy touch 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Charisma penalty &#8212;2, oozy glob 2\/day, malleability <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Major oozy touch 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Charisma penalty &#8212;3, oozy glob 3\/day, indiscernible anatomy <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Major oozy touch 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Charisma penalty &#8212;4, oozy glob 4\/day, slime wave <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Major oozy touch 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Charisma penalty &#8212;5, oozy glob 5\/day, one with the ooze <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers 67<\/h5>","reference":"Usergen"},{"id":10617,"name":"Shifter","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Shifter<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to cast 3rd-level spells.<br \/><strong>Special<\/strong>: Alternate Form&#8212;must either know polymorph self or have a natural alternate form, alter self, polymorph self, shapechange, or wild shape ability.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Shifters gain no weapon or armor proficiencies.<\/p>\n\n\t<p><strong>Greater Wild Shape (Sp)<\/strong>: Beginning at 1st level, the shifter can take the form of another creature. Greater wild shape works like wild shape, with the following exceptions. As she rises in level, the shifter gains the ability to assume the forms of creatures with types other than animal (see Table 5&#8212;15 for details), though she cannot choose a form that normally has more Hit Dice than she herself does. She can designate at the time of the change which pieces of her equipment meld into her new form and which do not. Nonmelded equipment alters its size to match that of her new form, but retains its functionality. The shifter cannot, however, use any equipment unless she has either an appropriate appendage or a magical means of compensating for the lack of one. Any piece of equipment that is separated from her reverts to its original form.<\/p>\n\n\t<p>At 1st level, the shifter is limited to humanoid forms of Small and Medium-size. Thereafter, she can use greater wild shape two more times per day for every two shifter levels she gains, and her range of available creature sizes and types increases as shown on Table 5&#8212;15. When she gains the ability to adopt an undead shape at 5th level, she may become incorporeal if she chooses the form of a creature with that subtype.<\/p>\n\n\t<p>If the shifter already has the wild shape ability from another class, she may convert her uses per day of wild shape to uses per day of greater wild shape on a one-for-one basis. She may also mix and match the benefits of the two abilities as desired to gain the maximum advantage for any daily use. Thus, a Drd8\/shifter1 has up to four uses per day of greater wild shape, and she could use the ability to become a Large humanoid (because an 8th-level druid can become a Large creature and a 1st-level shifter can adopt the form of a humanoid). In the same manner, a Drd8\/Shifter2 could become a Large monstrous humanoid if she wished.<\/p>\n\n\t<p><strong>Supernatural Ease<\/strong>: At 6th level, the character&#39;s greater wild shape ability becomes supernatural rather than spell-like. It still requires a standard action and can be suppressed in an antimagic field, but its use no longer provokes attacks of opportunity and never requires a Concentration check.<\/p>\n\n\t<p><strong>Evershifting Form<\/strong>: At 10th level, the shifter has reached the pinnacle of her shapechanging abilities. From this point on, she can use greater wild shape once per round, as a move-equivalent action, as many times per day as she wishes. Her type changes to shapechanger for determining what effects and items can affect her, and she gains darkvision (60 feet), which remains in effect regardless of her form.<\/p>\n\n\t<p>In addition, the shifter no longer suffers ability penalties for aging and is not subject to magical aging, though any aging penalties she may already have suffered remain in place. Bonuses still accrue, and the shifter still dies of old age when her time is up.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Greater wild shape 1 \/day (Small or Medium-size, humanoid shape) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Greater wild shape (animal shape, monstrous humanoid shape) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Greater wild shape 3\/day (Large or Tiny, beast shape, plant shape) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Greater wild shape (giant shape, vermin shape) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Greater wild shape 5\/day (Diminutive, magical beast shape) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Greater wild shape (aberration shape, ooze shape), supernatural ease <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Greater wild shape 7\/day (Huge, dragon shape) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Greater wild shape (undead shape, construct shape) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Greater wild shape 9\/day (Fine, elemental shape, outsider shape) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Greater wild shape (Gargantuan), evershifting form <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers 68<\/h5>","reference":"Usergen"},{"id":10618,"name":"Tamer of Beasts","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Tamer of Beasts<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to cast animal friendship.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Tamers of beasts gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: At 3rd, 6th, and 9th level, the tamer of beasts gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (additional wild shape options, metamagic or item creation feats, or the like). If the character had more than one spellcasting class before becoming a tamer of beasts, the player must decide to which class to add each tamer of beasts level for determining spells per day and spells known.<\/p>\n\n\t<p><strong>Animal Mastery<\/strong>: Beginning at 1st level, the tamer of beasts can have animal companions whose Hit Dice total no more than the sum of twice his tamer of beasts level plus twice his caster level for animal friendship. For example, a Drd7\/tamer of beasts3 can have up to 20 Hit Dice of animal companions. No individual animal companion can have more Hit Dice than the tamer of beasts does.<\/p>\n\n\t<p><strong>Intelligence<\/strong>: Through constant exposure to the tamer of beasts, his animal companions become more intelligent than the average for their species. When the tamer of beasts is 1st level, the Intelligence score of each of his companions rises to 4, and the creature&#39;s type changes to magical beast. This minimum Intelligence score rises by 2 points for every two lamer of beasts levels the character gains thereafter. This improved Intelligence may allow the companion to follow more complex instructions than it could before. Also, the tamer of beasts can teach each companion three tricks per point of Intelligence it has (see the Animal Companions sidebar in Chapter 2 of the <span class=caps>DUNGEON<\/span> MASTER&#39;S Guide and Chapter 2 of this book for more information on training animals).<\/p>\n\n\t<p><strong>Empathic Link (Su)<\/strong>: At 2nd level, the tamer of beasts gains an empathic link that allows him to communicate telepathically with his companions to a maximum distance of one mile. The tamer of beasts and the companion can understand one another as if a speak with animals effect were in force. Of course, intelligence is still a factor in the content of such conversations, and misunderstandings on that basis are still possible.<\/p>\n\n\t<p><strong>Blood Bond<\/strong>: At 3rd level, each of the tamer of beast&#39;s companions gains a +2 bonus on all attack rolls, checks, and saves after witnessing any threat or harm to the tamer. This bonus lasts as long as the threat is immediate and apparent.<\/p>\n\n\t<p><strong>Natural Armor<\/strong>: Also when the tamer of beasts reaches 3rd level, each of his companions gains a +2 enhancement bonus to its natural armor. This bonus rises to +4 at 6th level and +6 at 9th level.<\/p>\n\n\t<p><strong>Animal Senses (Su)<\/strong>: At 4th level, the tamer of beasts can hear through any designated companion&#39;s ears or smell through its nose. At 7th level, he can see through a companion&#39;s eyes. The tamer can activate his animal senses as a standard action, and he does not lose the ability to sense events around him by doing so.<\/p>\n\n\t<p><strong>Speak with Master (Ex)<\/strong>: Also at 4th level, the tamer of beasts gains the ability to communicate verbally with his companions in a language of his own. Creatures other than his companions cannot understand this communication without magical aid.<\/p>\n\n\t<p><strong>Beast Mastery (Sp)<\/strong>: At 5th level, the tamer of beasts can use the animal friendship spell to affect beasts in addition to animals, regardless of the target&#39;s Intelligence score. Beast companions count against the tamer&#39;s total allowed Hit Dice of companions just as animals do.<\/p>\n\n\t<p><strong>Share Saving Throws<\/strong>: When the tamer of beasts reaches 6th level, his companions can use either his base saves or their own, mixing and matching to gain the highest value for each.<\/p>\n\n\t<p><strong>Share Spells<\/strong>: At 7th level, the tamer of beasts may have any spell he casts on himself also affect one companion of his choice within 5 feet of him. A spell with a duration other than instantaneous stops affecting the companion if it moves farther than 5 feet away, and the effect is not reinstated even if that companion again comes within 5 feet of the character before the spell&#39;s duration expires. Additionally, the tamer may cast a spell with a target of &quot;You&quot; on a companion (as if the spell had a range of touch) instead of on himself. The tamer of beasts and the companion can share even spells that do not normally affect creatures of the companion&#39;s type.<\/p>\n\n\t<p><strong>Command Creatures of Kind (Sp)<\/strong>: When the tamer of beasts reaches 8th level, his companions can use command as a spell-like ability at will against other creatures of their kind. This ability affects only creatures with fewer Hit Dice than that particular companion has. Each companion can use this ability once per day per two levels of the tamer, and the ability functions just like the spell ami ma mi (for purposes of this spell, the companion can make itself understood).<\/p>\n\n\t<p><strong>Magical Beast Mastery (Sp)<\/strong>: At 9th level, the tamer of beasts can use the animal friendship spell to affect magical beasts in addition to beasts and animals, regardless of the target&#39;s Intelligence. Magical beast companions count as double their own Hit Dice against the tamer&#39;s total allowed Hit Dice of companions. For example, a cockatrice with 5 Hit Dice accounts for 10 Hit Dice of companions.<\/p>\n\n\t<p><strong>Inspire Greatness (Su)<\/strong>: At 10th level, the tamer of beasts can grant extra lighting ability to all his companions within 30 feet. An inspired companion gains +2 Hit Dice (d10s that grant temporary hit points), a +2 competence bonus on attacks, and a +1 competence bonus on Fortitude saves. Apply the companion&#39;s Constitution modifier, if any, to each bonus Hit Die. These extra Hit Dice count as regular Hit Dice for determining the effects of spells such as sleep. The tamer of beasts can inspire his companions once per day, and the effects last for 5 rounds. This is a supernatural, mind-affecting, enchantment ability.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day\/Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Animal mastery, Int 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Empathic link <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Blood bond, Int 6, natural armor+2 <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Animal senses (hearing, smell), speak with master <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Beast mastery, Int 8 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Natural armor +4, share saving throws <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Animal senses (vision), Int 10, share spells <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Command creatures of kind <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Int 12, magical beast mastery, natural armor +6 <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Inspire greatness <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers 70<\/h5>","reference":"Usergen"},{"id":10619,"name":"Tempest","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Tempest<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Tempests gain no weapon or armor proficiencies.<\/p>\n\n\t<p><strong>Improved Two-Weapon Fighting<\/strong>: Beginning at 1st level, a tempest can fight with two weapons as if she had the Improved Two-Weapon Fighting feat when she is wearing light armor or no armor. She loses this ability when fighting in medium or heavy armor, or when using a double weapon (such as a two-bladed sword).<\/p>\n\n\t<p><strong>Off-Hand Parry<\/strong>: At 2nd level, the tempest gains Off-Hand Parry as a bonus feat. As she gains tempest levels, her AC bonus from this feat increases, rising to +4 at 4th level and to +6 at 6th level.<\/p>\n\n\t<p><strong>Greater Two-Weapon Fighting<\/strong>: At 5th level, a tempest can fight with two weapons as if she had the Greater Two-Weapon Fighting feat when she is wearing light armor or no armor. She loses this ability when fighting in medium or heavy armor, or when using a double weapon (such as a two-bladed sword).<\/p>\n\n\t<p><strong>Absolute Ambidexterity<\/strong>: Beginning at 8th level, the tempest&#39;s attack penalties for fighting with two weapons lessen by 2 when she is wearing light armor or no armor. Thus, if she fights with a light weapon in her off hand, she suffers no penalties on her attack rolls for fighting with two weapons. (If the off-hand weapon is not light, she suffers a &#8212;2 penalty on attack rolls with both her primary hand and her offhand.)<\/p>\n\n\t<p><strong>Supreme Two-Weapon Fighting<\/strong>: At 10th level, a tempest gains an additional attack with her off-hand weapon when she is wearing light armor or no armor. In addition to the three attacks she already has each round with her off-hand weapon (for Improved Two-Weapon Fighting and Greater Two-Weapon Fighting) at penalties of 0, &#8212;5, and &#8212;10, respectively, she is also entitled to a fourth attack with her off-hand weapon at a &#8212;15 penalty (see Table 8&#8212;2: Two-Weapon Fighting Penalties in the Player&#39;s Handbook). She loses this special ability when fighting in medium or heavy armor, or when using a double weapon (such as a two-bladed sword).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Improved Two-Weapon Fighting <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Off-Hand Parry +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Off-Hand Parry +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Greater Two-Weapon Fighting <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Off-Hand Parry +6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Absolute ambidexterity <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Supreme two-weapon fighting <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers 72<\/h5>","reference":"Usergen"},{"id":10620,"name":"Verdant Lord","type":"prestige","alignment":"Any nonevil","hit_die":"8","full_text":"<div topic='titel'><p><h3>Verdant Lord<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonevil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Verdant lords gain no weapon or armor proficiencies.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: At each verdant lord level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (additional wild shape options, metamagic or item creation feats, or the like). If the character had more than one spellcasting class before becoming a verdant lord, the player must decide to which class to add each verdant lord level for determining spells per day and spells known.<\/p>\n\n\t<p><strong>Create Infusion<\/strong>: At 1st level, the verdant lord gains Create Infusion as a bonus feat.<\/p>\n\n\t<p><strong>Expert Infusion<\/strong>: At 2nd level, the character can automatically identify the spell contained in an infusion and the caster level of that spell (see Infusions in Chapter 3). He also gains a bonus equal to his verdant lord level on both Profession (herbalist) checks and Wilderness Lore checks related to plants, including the use of this skill to forage for herbs.<\/p>\n\n\t<p><strong>Sun Sustenance (Ex)<\/strong>: Also at 2nd level, the verdant lord gains the ability to draw energy from the sun. As long as he spends at least 4 hours of the day outdoors, he can draw sustenance from the sun itself, and thus he requires no food that day. He still thirsts, however, and needs the standard amount of water to survive.<\/p>\n\n\t<p><strong>Spontaneity<\/strong>: Beginning at 3rd level, the verdant lord can channel stored spell energy into certain healing spells that he hasn&#39;t prepared ahead of time. This works like the cleric&#39;s spontaneous casting ability, with the following exceptions. He can &quot;lose&quot; a prepared spell to cast any regenerate spell of the same level or lower (a regenerate spell is any one with &quot;regenerate&quot; in its name; these spells are presented in Chapter 6). For example, a verdant lord who has prepared faerie fire (a 1st-level spell) may lose that spell to cast regenerate light wounds (also a 1st-level spell) instead. Domain spells, if the character has access to them, cannot be converted into regenerate spells.<\/p>\n\n\t<p><strong>Plant Facility<\/strong>: At 4th level, the verdant lord can rebuke or command plants with Plant Control as if he were three levels higher than the actual caster level he uses to determine the benefits of that feat. This means that he can also command 3 additional HD of plant creatures.<\/p>\n\n\t<p><strong>Fast Healing<\/strong>: At 5th level, the verdant lord gains Fast Healing as a bonus feat.<\/p>\n\n\t<p><strong>Treant Wild Shape (Sp)<\/strong>: Beginning at 6th level, the verdant lord can use wild shape to take the form of a treant and back again once per day. This ability otherwise works like wild shape. Since a treant has a voice and manipulative appendages, the verdant lord can cast spells normally while in treant wild shape.<\/p>\n\n\t<p><strong>Animate Tree (Sp)<\/strong>: At 8th level, a verdant lord can animate a tree within 180 feet of him once per day. It takes a full round for a tree to uproot itself; thereafter it has a speed of 30 feet and fights as a treant with respect to attacks and damage. The animated tree gains a number of bonus Hit Dice equal to the number of verdant lord levels the character possesses. Though its Intelligence score is only 2 while animated, the tree automatically understands the verdant lord&#39;s commands. The character can return the animated tree to its normal state at will, and it automatically returns to its normal state if it dies or if the verdant lord who animated it is incapacitated or moves out of range. Once the tree returns to its normal state by any means, the verdant lord cannot animate another tree for 24 hours.<\/p>\n\n\t<p><strong>Gaea&#39;s Embrace<\/strong>: At 10th level, the verdant lord permanently becomes a plant creature, though all forms of wild shape that the character could previously use remain available to him. His type changes to plant, and as a result he gains low-light vision, is immune to poison, sleep, paralysis, stunning, and polymorphing, and is not subject to critical hits or mind-influencing effects (charms, compulsions, phantasms, patterns, or morale effects). He no longer suffers penalties for aging and cannot be magically aged. Any aging penalties he may already have suffered, however, remain in place. Bonuses still accrue, and the verdant lord still dies of old age when his time is up.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day\/Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Create Infusion <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Expert infusion, sun sustenance <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Spontaneity <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Plant facility <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Fast healing <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Treant wild shape <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Animate tree <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Gaea&#39;s embrace <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers 73<\/h5>","reference":"Usergen"},{"id":10621,"name":"Watch Detective","type":"prestige","alignment":"Any nonevil","hit_die":"8","full_text":"<div topic='titel'><p><h3>Watch Detective<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonevil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: The watch detective must honor the Rule of Evidence (see sidebar). If he abandons this code, he loses all special abilities of the prestige class until he retrains for six months under a local authority.<\/p>\n\n\t<h4>The Rule of Evidence<\/h4>\n\n\t<p>Proof, not suspicion, is the only evidence that matters. A suspect may not be charged with a crime until unimpeachable evidence of his or her involvement has been uncovered, or a confession has been obtained.<\/p>\n\n\t<p>Unnecessary violence in the apprehension of a suspected criminal is not permitted. A suspect should be brought to justice rather than killed whenever possible.<\/p>\n\n\t<p>Seizure of a suspect&#39;s goods is not permitted, unless such constitute evidence to be used in prosecuting that suspect or another.<\/p>\n\n\t<p>Evidence gained by detection magic, psionic powers, or other magical or supernatural means must be backed up with either physical proof or uncoerced confession. Only concrete forms of evidence satisfy all members of a community.<\/p>\n\n\t<p>Interrogation of a suspect is not permitted unless he or she consents or is charged with a crime.<\/p>\n\n\t<p>Detention of a person suspected of a crime is not permitted unless a specific charge has been made.<\/p>\n\n\t<p>Protection of the innocent takes precedence over apprehension of a suspected criminal.<\/p>\n\n\t<p>A watch detective may not knowingly commit crimes.<\/p>\n\n\t<p>Violation of these codes may result in the release of a suspect and\/or the dismissal of the watch detective.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Watch detectives are proficient with light armor and simple weapons.<\/p>\n\n\t<p><strong>City Watch Training<\/strong>: At 1st level, the watch detective gains a +2 insight bonus on all Listen, Search, Sense Motive, and Spot checks.<\/p>\n\n\t<p><strong>Expertise<\/strong>: At 2nd level, the character gains the Expertise feat, regardless of his Intelligence score.<\/p>\n\n\t<p><strong>Obsessive Specialty<\/strong>: When the watch detective reaches 2nd level, he obsessively seeks knowledge about a particular topic. Choose one Knowledge skill for his specialty. The character thereafter gains a bonus equal to his watch detective level on all Knowledge checks of this sort.<\/p>\n\n\t<p><strong>Profile (Ex)<\/strong>: Also at 2nd level, the watch detective may compose an image of someone accused of a crime. By making a successful Gather Information check (DC 15) when talking with a witness to a crime, the watch detective can gain a roughly accurate mental picture of the perpetrator, even if the witness did not see him or her. The character may, if desired, try to commit this image to paper using the Craft (painting) skill. Either a verbal or a visual depiction grants a +2 insight bonus on any further Gather Information checks made when dealing with witnesses to that crime or persons acquainted with the perpetrator.<\/p>\n\n\t<p><strong>Cooperative Interrogation<\/strong>: At 3rd level, when the watch detective succeeds in a Bluff check against someone, he automatically grants any one other person a +4 circumstance bonus on one Intimidate check against that same target for 1 round. When the watch detective succeeds in an Intimidate check, he can give a similar +4 circumstance bonus on someone else&#39;s Bluff check. (Two watch inspectors can support each other with this maneuver for many rounds.)<\/p>\n\n\t<p><strong>Superior Disarming<\/strong>: At 3rd level, the watch detective is always considered armed when making a disarm attempt, and he gains a +4 bonus on any attack roll made to disarm an opponent.<\/p>\n\n\t<p><strong>Deductive Augury (Sp)<\/strong>: The watch detective may ask for a hint to a mystery, puzzle, or trap. As a standard action, the player makes an assertion that can be true or untrue (such as &quot;The half-orc did it&quot; or &quot;If I pull the red lever, the door will open&quot;). The DM makes a secret percentile roll (chance of success = 70% + 1% per watch inspector level), if the roll is successful, the Dungeon Master gives the player a correct &quot;true&quot; or &quot;untrue&quot; answer to the assertion, though no reason need be given for why the response is correct. If the roll fails, the DM provides no information. The Dungeon Master is always free to determine that the watch detective doesn&#39;t have enough information to make an educated guess, but in this case the attempt doesn&#39;t count against the allowed uses per day of the ability. The watch detective can use this ability once per day at 4th level. Thereafter, he gains one extra use per day for every three additional watch detective levels gained.<\/p>\n\n\t<p><strong>Skill Synergy<\/strong>: At 4th level, the watch detective may choose one of the following skill combinations: Bluff-Gather Information, Bluff-Diplomacy, Climb-Move Silently, Diplomacy-Gather Information, Disguise-Gather Information, Gather Information-Sense Motive, Hide-Move Silently, Listen-Read Lips, Listen-Spot, Sense Motive-Spot, Spot-Disable Device, Spot-Open Lock, or Spot-Search. If he has at least 5 ranks in both of the selected skills, he gains a +2 synergy bonus on checks involving both.<\/p>\n\n\t<p><strong>No Subdual Penalty (Ex)<\/strong>: At 5th level, the watch detective can deal subdual damage with a weapon that deals normal damage without suffering a &#8212;4 penalty on the attack.<\/p>\n\n\t<p><strong>Sense Secret Doors (Ex)<\/strong>: A 5th-level or higher watch detective who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for it. An elven watch detective gains a +2 insight bonus on any Search check made to find a secret or concealed door.<\/p>\n\n\t<p><strong>Locate Object (Sp)<\/strong>: At 6th level, the watch detective can produce an effect identical to that of a locate object spell cast by a sorcerer of his watch detective level.<\/p>\n\n\t<p><strong>Improved Subdual (Ex)<\/strong>: At 7th level, the watch detective adds his Intelligence bonus on the subdual damage he deals whenever he makes an attack that can cause subdual damage only.<\/p>\n\n\t<p><strong>Forensics (Su)<\/strong>: With a successful Search check (DC 20), an 8th-level or higher watch detective can discern the cause of death of any corpse he examines. Given time, he may take 20 on this roll. Success indicates that he knows what killed the person, the size and approximate strength of any attacker responsible, and any other key information the DM wishes to impart.<\/p>\n\n\t<p><strong>Discern lies (Sp)<\/strong>: At 9th level, the watch detective can produce an effect identical to that of a discern lies spell cast by a sorcerer of his watch detective level. This ability is usable once per day.<\/p>\n\n\t<p><strong>Locate Creature (Sp)<\/strong>: At 9th level, the watch detective can produce an effect identical to that of a locate creature spell cast by a sorcerer of his watch detective level. This ability is usable once per day.<\/p>\n\n\t<p><strong>Instant Knowledge (Su)<\/strong>: Once per day, a 10th-level watch detective may make an Intelligence check (DC 20). He may not take 10 or take 20 on this check. If successful, he gains a +10 insight bonus on one Knowledge check of any category. If he has no ranks in that particular Knowledge skill, he may make the check untrained.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> City watch training <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Expertise, obsessive specialty, profile <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Cooperative interrogation, superior disarming <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Deductive augury 1 \/day, skill synergy <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> No subdual penalty, sense secret doors <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Locate object <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Deductive augury 2\/day, improved subdual <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Forensics <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Discern lies, locate creature <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Deductive augury 3\/day, instant knowledge <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers 75<\/h5>","reference":"Usergen"},{"id":10622,"name":"Windrider","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Windrider<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Must have a mount.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Windriders are proficient with all simple and martial weapons, all types of armor, and shields.<\/p>\n\n\t<p><strong>Spells per Day<\/strong>: A windrider can cast a small number of divine spells. Her spells are based on Wisdom, so casting any given spell requires a Wisdom score of at least 10 + the spell&#39;s level. The DC for saving throws against these spells is 10 + spell level + the windrider&#39;s Wisdom modifier. When the table indicates that the windrider is entitled to 0 spells of a given level (such as 0 1st-level spells at 1st level), she gets only those bonus spells that her Wisdom score allows. A windrider prepares and casts spells just like a druid does, but she must choose them from the spell list, below.<\/p>\n\n\t<p><strong>Appraise Mount (Ex)<\/strong>: At 1st level, a windrider can compare two mounts of the same kind and tell at a glance which one is superior (stronger, faster, more intelligent, better stamina, and so on). If desired, the windrider can also conduct a point-by-point comparison of two mounts. By spending 1 round examining both, she can determine which has the higher score in any single ability of her choice. After a second round of study, a windrider familiar with that kind of creature can also determine whether each mount&#39;s score in that ability is average, above average, or below average for the species. After a third round of study, the windrider can tell how extreme that ability score is&#8212;that is, whether the modifier it generates is more than 4 points higher or lower than the average tor that species. The appraise mount ability never produces a numerical rating; DMs must describe the windrider&#39;s findings.<\/p>\n\n\t<p><strong>Chosen Mount<\/strong>: The windrider may designate any one mount she has previously ridden as her chosen mount. This creature may not be a bonded companion (such as a familiar, paladin&#39;s mount, or animal companion) to anyone else at the time, and if its Intelligence score is 3 or higher, it must also agree to this relationship. The windrider can use any means desired to obtain this agreement&#8212;the Diplomacy skill, bribery, or even magical persuasion&#8212;but the creature must be willing.<\/p>\n\n\t<p>The windrider must spend a minimum of three days training her chosen mount before any benefits accrue. Thereafter, the creature gains the advantages listed on Table 5&#8212;21 based on the windrider&#39;s level. The creature retains its own type and gains no abilities other than those listed, though it is considered a bonded companion for the unbond ability (see the blighter prestige class earlier in this chapter).<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Windrider Level <\/th>\n\t\t\t<th>Bonus Hit Dice <\/th>\n\t\t\t<th>Natural Armor Bonus <\/th>\n\t\t\t<th>Strength Adjustment <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1&#8212;3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4&#8212;6 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7&#8212;9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Windrider Level<\/strong>: The character&#39;s windrider levels only. If the mount suffers a level drain, treat the creature as the mount of a lower-level windrider.<\/p>\n\n\t<p><strong>Bonus Hit Dice<\/strong>: These are extra eight-sided (d8) Hit Dice, each of which provides a Constitution modifier, as normal. Remember that extra Hit Dice also improve the mount&#39;s base attack and base save bonuses.<\/p>\n\n\t<p><strong>Natural Armor<\/strong>: The amount by which the creature&#39;s natural armor bonus is increased.<\/p>\n\n\t<p><strong>Strength Adjustment<\/strong>: Add this figure to the mount&#39;s Strength<\/p>\n\n\t<p>The windrider may have only one chosen mount at a time, and either party may sever this relationship at any time without penalty. Once it ends, the mount loses the benefits it gained according to Table 5&#8212;21. If the chosen mount is a paladin&#39;s warhorse, the rules in the Paladin&#39;s Mount sidebar in the Player&#39;s Handbook supersede those given here.<\/p>\n\n\t<p><strong>Empathic Link (Su)<\/strong>: The windrider has an empathic link with her chosen mount. This ability works like the empathic link that a paladin has with her mount (see Paladin in Chapter 3 of the Player&#39;s Handbook).<\/p>\n\n\t<p><strong>Mount Proficiency<\/strong>: At 1st level, the windrider gains a +2 competence bonus on any check to avoid being unseated while riding her chosen mount. In addition, she can ride any mount with 4 Hit Dice or less at the full benefit of her Ride skill, suffering neither the &#8212;2 penalty for riding similar mounts nor the &#8212;5 penalty for riding dissimilar mounts. The Hit Dice of the mounts to which this latter benefit applies increase with windrider level: 8 Hit Dice at 4th level, 12 Hit Dice at 6th level, 16 Hit Dice at 8th level, and any mount at 10th level.<\/p>\n\n\t<p><strong>Mount Assistance (Ex)<\/strong>: At 2nd level, the windrider can assist any mount she is riding in one of two ways per use of the ability. First, she can use the cooperation and aid another rules (Chapter 4 and Chapter 8 respectively of the Player&#39;s Handbook) to provide a +4 bonus (double the usual amount) to her mount&#39;s Armor Class or on any single attack roll or any skill or ability check the mount attempts. Alternatively, she can provide her mount a +10 competence bonus to speed for 1 full round. Mount assistance is usable once per round and requires a standard action.<\/p>\n\n\t<p><strong>Mount Feat<\/strong>: At 2nd level, a windrider can grant her chosen mount one bonus feat from the Mount Feats list, below. This feat does not count against the creature&#39;s normal feat capacity, though it must still meet all prerequisites for it, as noted in the appropriate feat description in this book or Chapter 5 of the Player&#39;s Handbook. To grant a bonus feat, the windrider must spend one month training the mount. The windrider can bestow a second bonus feat on the same mount at 5th level, and a third at 9th level. These additional bonus feats require the same training time as the first. The windrider can train only one mount at a time.<\/p>\n\n\t<p><strong>Bonus Feat<\/strong>: At 3rd and again at 7th level, a windrider may take a bonus feat from the windrider bonus feats list below. This feat does not count against the windrider&#39;s normal feat capacity, though she must still meet all prerequisites for it, as noted in the appropriate feat description in this book or Chapter 5 of the Player&#39;s Handbook.<\/p>\n\n\t<p><strong>Mount Healing (Ex)<\/strong>: At 3rd level, A windrider gains a +4 competence bonus on any Heal checks she makes on a creature of the same species as her current mount and a +2 bonus on any Heal checks made on other creatures capable of serving her as mounts (see sidebar).<\/p>\n\n\t<p><strong>Mount Friendship<\/strong>: At 5th level, the windrider gains a +4 circumstance bonus on Animal Empathy and Diplomacy checks when dealing with creatures of the same species as her current mount and a +2 bonus when dealing with any other creatures capable of serving her as mounts (see sidebar).<\/p>\n\n\t<p><strong>Mount Link (Su)<\/strong>: At 7th level, the windrider can establish an empathic link (see above) with any mount that she rides for at least 1 hour, as long as its Intelligence score is at least 1. She can maintain only one such link at a time with a mount other than her chosen one.<\/p>\n\n\t<p><strong>Mount Luck (Su)<\/strong>: At 9th level, the windrider can, as a free action, confer a luck bonus equivalent to her Charisma bonus on the saving throw of any mount within 60 feet with which she has an empathic link.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th colspan=4>Handle Animal DCs for Training Mounts <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Creature Is&#8230; <\/th>\n\t\t\t<th>Example <\/th>\n\t\t\t<th>Task Counts as&#8230; <\/th>\n\t\t\t<th>Handle Animal DC <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Domestic animal of a kind typically used for riding <\/td>\n\t\t\t<td> Horse <\/td>\n\t\t\t<td> Teach an animal tasks <\/td>\n\t\t\t<td> 15 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Domestic animal of a kind not typically used for riding <\/td>\n\t\t\t<td> Dog <\/td>\n\t\t\t<td> Teach an animal unusual tasks <\/td>\n\t\t\t<td> 20 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Wild animal <\/td>\n\t\t\t<td> Tiger <\/td>\n\t\t\t<td> Train a wild animal <\/td>\n\t\t\t<td> 20 + creature&#39;s HD <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Beast <\/td>\n\t\t\t<td> Tyrannosaurus <\/td>\n\t\t\t<td> Train a beast <\/td>\n\t\t\t<td> 25 + creature&#39;s HD <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Any other creature of Intelligence 2 or lower* <\/td>\n\t\t\t<td> Carrion crawler <\/td>\n\t\t\t<td> Train a beast <\/td>\n\t\t\t<td> 25 + creature&#39;s HD <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td colspan=4>*Windrider only <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<h4>Windrider Bonus Feats List<\/h4>\n\n\t<p>The following bonus feats are available to mounts and windriders.<\/p>\n\n\t<p><em>Mount feats<\/em>: Alertness, Blind-Fight, Combat Reflexes, Dodge, Dragon&#39;s Toughness**, Dwarf&#39;s Toughness*&#39;&quot;&quot;, Endurance, Flyby Attack**, Giant&#39;s Toughness**, Great Fortitude, Hover*, Improved Critical*, Improved Flight*&quot;, Improved Initiative, Iron Will, Lightning Reflexes, Multiattack**, Power Attack, Run, Snatch**, Toughness**, Weapon Finesse*, Weapon Focus*, Wingover**.<br \/>From Sword and Fist: Blindsight 5-foot Radius, Close Quarters Fighting, Dirty Fighting, Dual Strike, Improved Overrun, Power Lunge.<br \/>From Defenders of the Faith: Extra Smiting.<br \/>From Song and Silence: Dash, Fleet of Foot.<\/p>\n\n\t<p><em>Windrider Feats<\/em>: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge, Exotic Weapon Proficiency, Expertise, Improved Critical*, Improved Initiative, Improved Unarmed Strike, Mounted Combat, Point Blank Shot, Power Attack, Quick Draw, Weapon Finesse*, Weapon Focus*.\n*This feat may be taken more than once, but for a different<br \/>kind ot weapon each rime.\n**Described in Chapter 2 of this book.<\/p>\n\n\t<h4>Windrider Spell List<\/h4>\n\n\t<p>Windriders choose their spells from the following list.<\/p>\n\n\t<p>1st Level&#8212;alarm, animal trick\u2020, calm animals, detect poison, endure elements, know direction, remove fear, resistance, speak with animals.<br \/>2nd Level&#8212;bottle of smoke\u2020, delay poison, endurance, resist elements, magic fang, mage armor, nature&#39;s favor\u2020, protection from arrows, shield other.<br \/>3rd Level&#8212;heal mount, neutralize poison, pass without trace, phantom steed, protection from elements.<br \/>4th Level&#8212;freedom of movement, greater magic fang, greater magic weapon, repel vermin.<br \/>\u2020New spell described in Chapter 6 of this book.<\/p>\n\n\t<h4>Ex-Windriders<\/h4>\n\n\t<p>A windrider who intentionally mistreats any mount she has ridden loses all windrider prestige class abilities, and her chosen mount immediately terminates that relationship. Until she atones (see the atonement spell description in the Player&#39;s Handbook), creatures of the same species as her last chosen mount treat her with enmity, which manifests as a &#8212;4 racial penalty on interactions with creatures of the same species as that mount and a &#8212;2 racial penalty on interactions with any other creature capable of serving her as a mount.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=4>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Appraise mount, chosen mount, empathic link, mount proficiency 4 HD <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Mount assistance, mount feat 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus feat, mount healing <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Mount proficiency 8 HD <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Mount feat 2, mount friendship<\/td>\n\t\t\t<td>  1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Mount proficiency 12 HD <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Bonus feat, mount link <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Mount proficiency 16 HD <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Mount feat 3, mount luck <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Mount proficiency (all) <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers 77<\/h5>","reference":"Usergen"},{"id":10623,"name":"Akodo Champion","type":"prestige","alignment":"Lawful Good","hit_die":"10","full_text":"<div topic='titel'><p><h3>Akodo Champion<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful Good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Akodo champions do not gain any additional weapon or armor proficiency.<\/p>\n\n\t<p><strong><em>Detect Evil<\/em> (Sp):<\/strong> At will, the Akodo champion can use <a href=\/spells\/players-handbook-v35--6\/detect-evil--2486\/><em>detect evil<\/em><\/a>.<\/p>\n\n\t<p><strong>Ancestral Favor (Ex):<\/strong> At 2nd level and higher, an Akodo champion applies his Charisma modifier (if positive) as a bonus on all saving throws.<\/p>\n\n\t<p><strong>Leadership Feat:<\/strong> At 2nd level, an Akodo champion gains the <a href=\/feats\/players-handbook-v35--6\/leadership--1740\/>Leadership<\/a> feat for free.<\/p>\n\n\t<p><strong>Smite Evil (Su):<\/strong> Once per day, an Akodo champion of 2nd level or higher may attempt to smite evil with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per level. If the champion accidentally smites a creature that is not evil, the smite has no effect but it is still used up for that day.<\/p>\n\n\t<p><strong>Aura of Courage:<\/strong> Beginning at 3rd level, an Akodo champion is immune to fear (magical or otherwise). Allies within 10 feet of the champion gain a +4 morale bonus on saving throws against fear effects. Granting the morale bonus to allies is a supernatural ability.<\/p>\n\n\t<p><strong>Great Leader:<\/strong> At 4th level, an Akodo champion&#39;s Leadership score is increased by 1. This bonus increases by 1 every three levels thereafter (to 2 at 7th level and 3 at 10th level). This bonus stacks with other bonuses to Leadership, including the <a href=\/feats\/oriental-adventures--96\/great-diplomat--3691\/>Great Diplomat<\/a> (Asako ancestor) feat.<\/p>\n\n\t<p><strong>Inspire Greatness (Su):<\/strong> An Akodo champion of 5th level or higher can inspire greatness in another creature, granting extra fighting capability. For every two levels the champion attains beyond 5th, he can inspire greatness in one additional creature. To inspire greatness, the Akodo champion must meet his ally&#39;s gaze, and the ally must be within 30 feet. A creature inspired with greatness gains temporary Hit Dice, attack bonuses, and saving throw bonuses as long as the Akodo champion continues participating in the same battle. The target gains the following boosts:<\/p>\n\n\t<ul>\n\t\t<li>+2 Hit Dice (d10s that grant temporary hit points).<\/li>\n\t\t<li>+2 competence bonus on attacks.<\/li>\n\t\t<li>+1 competence bonus on Fortitude saves.<\/li>\n\t<\/ul>\n\n\t<p>Apply the target&#39;s Constitution modifier, if any, to each bonus Hit Die. These extra Hit Dice count as regular Hit Dice for determining effects such as the sleep spell. Inspire greatness is a mind-affecting ability.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort Save<\/strong> <\/th>\n\t\t\t<th><strong>Ref Save<\/strong> <\/th>\n\t\t\t<th><strong>Will Save<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Detect evil<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Ancestral favor, Leadership feat, smite evil <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Aura of courage <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Great leader (+1) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Inspire greatness (1 ally) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Great leader (+2), inspire greatness (2 allies) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Inspire greatness (3 allies) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Great leader (+3) <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Oriental Adventures 220<\/h5>","reference":"Usergen"},{"id":10624,"name":"Battle Maiden","type":"prestige","alignment":"Any Lawful","hit_die":"10","full_text":"<div topic='titel'><p><h3>Battle Maiden<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any Lawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Gender:<\/strong> Female<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Battle maidens are proficient with all simple and martial weapons and with light and medium armor.<\/p>\n\n\t<p><strong>Special Mount:<\/strong> A battle maiden&#39;s mount is no ordinary animal. In fact, it is not an animal at all, but a magical beast. This heavy warhorse shares the basic statistics of its kind, as described in the <em>Monster Manual<\/em>, but also shares many qualities in common with a paladin&#39;s mount. It is superior to a normal mount of its kind and has special powers, as shown below.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Battle Maiden<\/strong> <\/th>\n\t\t\t<th><\/th>\n\t\t\t<th><strong>Natural<\/strong> <\/th>\n\t\t\t<th><\/th>\n\t\t\t<th><\/th>\n\t\t\t<th colspan=2><strong>Attack Bonuses<\/strong> <\/th>\n\t\t\t<th><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>HD<\/strong> <\/th>\n\t\t\t<th><strong>Armor<\/strong> <\/th>\n\t\t\t<th><strong>Str<\/strong> <\/th>\n\t\t\t<th><strong>Int<\/strong> <\/th>\n\t\t\t<th><strong>Hoof<\/strong> <\/th>\n\t\t\t<th><strong>Bite<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st-3rd <\/td>\n\t\t\t<td> 6d8+18 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 19 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Improved evasion, empathic link, share saving throws <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th-6th <\/td>\n\t\t\t<td> 8d8+32 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 20 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Speed 60 ft . <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th-9th <\/td>\n\t\t\t<td> 10d8+30 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 21 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <em>Command equines<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> 12d8+36 <\/td>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> 22 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> +14 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Speed 70 ft ., SR 20 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><em>Battle Maiden Level:<\/em> The class level of the battle maiden. If the mount suffers a level drain, treat the mount as though it belonged to a battle maiden of one level lower. For example, if the mount of a 7th-level battle maiden is drained of one level, it effectively becomes the mount of a 6th-level battle maiden (reduced HD, armor, etc., and no longer able to use <em>command equines<\/em>) until the level drain is negated. If the mount of a 1st-level battle maiden is drained of one level, it becomes a normal heavy warhorse (no longer a magical beast).<\/p>\n\n\t<p><em>HD:<\/em> The warhorse&#39;s Hit Dice.<\/p>\n\n\t<p><em>Natural Armor:<\/em> A battle maiden&#39;s mount begins with the normal thick hide of its kind, but that natural armor value increases as the battle maiden goes up in level. A heavy warhorse&#39;s AC is 10, -1 for its size, +1 for its Dexterity, + the number listed in this column.<\/p>\n\n\t<p><em>Str:<\/em> The mount&#39;s Strength score.<\/p>\n\n\t<p><em>Int:<\/em> The mount&#39;s Intelligence score.<\/p>\n\n\t<p><em>Attack Bonuses:<\/em> These melee attack numbers reflect the horse&#39;s Hit Dice, Strength score, and size (Large). A warhorse gets two hoof attacks at the listed bonus and a bite attack at the listed bonus.<\/p>\n\n\t<p><em>Improved Evasion (Ex):<\/em> If the mount is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.<\/p>\n\n\t<p><em>Empathic Link (Su):<\/em> The battle maiden has an empathic link with the mount out to a distance of up to one mile. The battle maiden cannot see through the horse&#39;s eyes, but they can communicate telepathically. Even intelligent mounts see the world differently from humans, so misunderstandings are always possible. Because of the empathic link between the mount and the battle maiden, the battle maiden has the same connection to an item or place that the mount does.<\/p>\n\n\t<p><em>Share Saving Throws:<\/em> The mount uses its own base save bonuses or the battle maiden&#39;s, whichever are higher.<\/p>\n\n\t<p><em>Speed:<\/em> The mount&#39;s base speed increases as the battle maiden acquires more levels. A normal warhorse&#39;s speed is 50 feet .<\/p>\n\n\t<p><em>Command Equines (Sp):<\/em> The mount can use this ability at will against other equines (including horses, donkeys, mules, and ponies) with fewer Hit Dice than it has itself. The mount can use this ability once per day per level of the battle maiden, and the ability functions just like the spell <a href=\/spells\/players-handbook-v35--6\/command--2536\/><em>command<\/em><\/a> (for purposes of this spell, the mount can make itself be understood by any normal equine). Since this is a spell-like ability, the mount must, make a Concentration check (DC 21) if it&#39;s being ridden at the time (as in combat). If the check fails, the ability does not work that time, but it still counts against the mount&#39;s daily uses.<\/p>\n\n\t<p><em>Spell Resistance (Ex):<\/em> To affect the mount with a spell, a spellcaster must make a caster level check (1d20 + caster level) at least equal to the mount&#39;s spell resistance of 20.<\/p>\n\n\t<p><strong>Ride Bonus (Ex):<\/strong> A battle maiden gets a +2 competence bonus on her Ride checks at 1st level. This bonus increases by +2 every four levels thereafter (+4 at 5th level, +6 at 9th level). She can always take 10 on a Ride check, even if stress and distractions would normally prevent her from doing so.<br \/>In addition, as the battle maiden increases in levels, she can apply this bonus to other checks . At 3rd level and above, she applies her Ride bonus on her initiative checks while fighting from horseback. At 5th level and above, she applies her Ride bonus to her Armor Class while she is mounted. At 7th level and above, she applies her Ride bonus on melee or ranged attacks she makes from horseback.<\/p>\n\n\t<p><strong>Burst of Speed (Ex):<\/strong> At 2nd level, the battle maiden can urge her mount to greater than normal speeds. This ability doubles the distance of the mount&#39;s normal charge movement. This ability can be used once per day without penalty to the mount. Each additional use of the ability in a single day requires the mount to make a Will save (DC 20) immediately after the conclusion of the additional charge; failure results in the mount taking 2d6 points of damage.<\/p>\n\n\t<p><strong>Defensive Riding (Ex):<\/strong> Once per day, when a mounted battle maiden would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), she can attempt to reduce the damage in the same way as she can negate damage to her mount with the Mounted Combat feat . She makes a Ride check (DC = damage dealt) and, if she&#39;s successful, she takes only half damage from the blow. She must be aware of the attack and able to react to it in order to perform her defensive riding&#8212;if she is denied her Dexterity bonus to AC, she can&#39;t avoid the damage.<\/p>\n\n\t<p><strong>Heal Mount (Sp):<\/strong> Once per day, a battle maiden of 8th level or higher can use <a href=\/spells\/players-handbook-v35--6\/heal-mount--2397\/><em>heal mount<\/em><\/a> as a spell-like ability.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort Save<\/strong> <\/th>\n\t\t\t<th><strong>Ref Save<\/strong> <\/th>\n\t\t\t<th><strong>Will Save<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Special mount, Ride bonus +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Burst of speed <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Ride bonus (initiative) +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Defensive riding <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Ride bonus (AC) +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Ride bonus (attacks) +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Heal mount<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Ride bonus +6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Oriental Adventures 34<\/h5>","reference":"Usergen"},{"id":10625,"name":"Bayushi Deceiver","type":"prestige","alignment":"Any Nonlawful","hit_die":"8","full_text":"<div topic='titel'><p><h3>Bayushi Deceiver<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any Nonlawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Sneak Attack Damage:<\/strong> +2d6.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Bayushi deceivers are proficient with all simple and martial weapons and with light and medium armor.<\/p>\n\n\t<p><strong>Sneak Attack:<\/strong> If a Bayushi deceiver can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage. Basically, any time the deceiver&#39;s target would be denied her Dexterity bonus to AC (whether she actually has a Dexterity bonus or not), or when the deceiver flanks the target, the Bayushi deceiver&#39;s attack deals extra damage. The extra damage is +1d6 at 1st level and an additional 1d6 every two levels thereafter. Should the deceiver score a critical hit with a sneak attack, this extra damage is not multiplied.<\/p>\n\n\t<p>Ranged attacks can only count as sneak attacks if the target is within 30 feet. The Bayushi deceiver can&#39;t strike with deadly accuracy from beyond that range.<\/p>\n\n\t<p>With a sap or an unarmed strike, the Bayushi deceiver can make a sneak attack that deals subdual damage instead of normal damage. He cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual -4 penalty, because he must make optimal use of his weapon in order to execute the sneak attack.<\/p>\n\n\t<p>A Bayushi deceiver can only sneak attack living creatures with discernible anatomies&#8212;undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical hits is similarly immune to sneak attacks. Also, the Bayushi deceiver must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The deceiver cannot sneak attack while striking at a creature with concealment or by striking the limbs of a creature whose vitals are beyond reach.<\/p>\n\n\t<p>If a Bayushi deceiver gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack.<\/p>\n\n\t<p><strong>Poison Use:<\/strong> Bayushi deceivers are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.<\/p>\n\n\t<p><strong>Strike First, Strike Last (Ex):<\/strong> A Bayushi deceiver of at least 2nd level adds his Intelligence modifier to his initiative checks.<\/p>\n\n\t<p><strong>Scorpion Feint (Ex):<\/strong> When a Bayushi deceiver of 4th level or higher uses the Bluff skill to feint in combat against a humanoid opponent, he receives a +2 competency bonus on his Bluff check and a +2 circumstance bonus on his next attack roll if the feint is successful. He gains no bonus against nonhumanoid opponents.<\/p>\n\n\t<p><strong>Improved Disarm Feat:<\/strong> At 6th level, a Bayushi deceiver gains the <a href=\/feats\/players-handbook-v35--6\/improved-disarm--1468\/>Improved Disarm<\/a> feat. He need not have taken the <a href=\/feats\/players-handbook-30--106\/expertise--3320\/>Expertise<\/a> feat, normally a prerequisite, before this.<\/p>\n\n\t<p><strong>Opportunist (Ex):<\/strong> Once per round, a Bayushi deceiver of 8th level or higher can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the deceiver&#39;s attack of opportunity for that round. Even a deceiver with the <a href=\/feats\/players-handbook-v35--6\/combat-reflexes--403\/>Combat Reflexes<\/a> feat can&#39;t use the opportunist ability more than once per round.<\/p>\n\n\t<p><strong>Improved Critical Feat:<\/strong> At 10th level, a Bayushi deceiver gains the <a href=\/feats\/players-handbook-v35--6\/improved-critical--1463\/>Improved Critical<\/a> feat with a weapon of his choice.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort Save<\/strong> <\/th>\n\t\t\t<th><strong>Ref Save<\/strong> <\/th>\n\t\t\t<th><strong>Will Save<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Sneak attack +1d6, poison use <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Strike first, strike last <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sneak attack +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Scorpion feint <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sneak attack +3d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Improved Disarm feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sneak attack +4d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Opportunist <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sneak attack +5d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Improved Critical feat <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Oriental Adventures 225<\/h5>","reference":"Usergen"},{"id":10626,"name":"Bear Warrior","type":"prestige","alignment":"","hit_die":"12","full_text":"<div topic='titel'><p><h3>Bear Warrior<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 12.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Rage, fury or <em>ki<\/em> frenzy ability.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Bear warriors are proficient with all simple and martial weapons. They do not gain any additional proficiency with armor or shields.<\/p>\n\n\t<p><strong>Bear Form (Sp):<\/strong> A bear warrior can transform into a bear while in a rage, fury, or <em>ki<\/em> frenzy. At 1st level, a bear warrior can assume the form of a black bear for the entire duration of one of his rages each day. This ability is similar to <a href=\/spells\/tome-and-blood-a-guidebook-to-wizards-and-sorcerers--51\/polymorph-self--3422\/><em>polymorph self<\/em><\/a>, except that the bear warrior becomes an exceptional bear. His Strength score increases by +8, his Dexterity score by +2, and his Constitution score by +4 (these bonuses replace the normal raging bonuses). He gains temporary hit points from his new Constitution score as if raging and a +2 natural AC bonus. He still gains a +2 bonus on Will saves and suffers a -2 penalty to AC while raging. He can make two claw attacks at his full normal base attack bonus, each dealing 1d4 points of damage plus his (new) Strength bonus, and one bite attack at his base attack bonus -5, dealing 1d6 points of damage plus one-half his (new) Strength bonus. As with polymorph self, his weapons, armor, and other equipment merge into his bear form, becoming nonfunctional for the duration of the change (except for items specifically designed to supercede this limitation).<\/p>\n\n\t<p>At 4th level, the bear warrior can assume bear form twice each day (while in a rage, fury, or <em>ki<\/em> frenzy) and can choose between black and brown bear forms. In brown bear form, the bear warrior&#39;s Strength increases by +16, his Dexterity by +2, and his Constitution by +8 . He gains a +5 natural AC bonus, and becomes size Large (suffering a -1 penalty to AC and attacks). His claw attacks deal ids points of damage plus his Strength bonus, and his bite attack deals 2d8 points of damage plus one-half his Strength bonus. He gains the improved grab exceptional ability, which he can use when he hits with a claw attack. His face becomes 5 feet by 10 feet.<\/p>\n\n\t<p>At 8th level, the bear warrior can assume bear form three times each day (while in a rage, fury, or <em>ki<\/em> frenzy) and can choose between black, brown, and dire bear forms. In dire bear form, the bear warrior&#39;s Strength increases by +20, his Dexterity by +2, and his Constitution by +8. He gains a +7 natural AC bonus, and becomes size Large. His claw attacks deal 2d4 points of damage plus his Strength bonus, and his bite attack deals 2d8 points of damage plus one-half his Strength bonus. He gains the improved grab exceptional ability, which he can use when he hits with a claw attack. His face becomes 10 feet by 20 feet, and his reach is 10 feet.<\/p>\n\n\t<p><strong>Scent (Ex):<\/strong> At 3rd level, a bear warrior gains the scent special ability. This allows the character to detect opponents by sense of smell as a free action, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. The bear warrior can detect strong scents, such as smoke or rotting garbage, at twice these ranges. The bear warrior can detect overpowering scents, such as skunk musk or troglodyte stench, at three times these ranges.<\/p>\n\n\t<p>The bear warrior detects another creature&#39;s presence but not its specific location. Noting the direction of the scent is a move equivalent action. If he moves within 5 feet of the scent&#39;s source, the bear warrior can pinpoint that source.<\/p>\n\n\t<p>The bear warrior can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry&#39;s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the <a href=\/feats\/players-handbook-v35--6\/track--2952\/>Track<\/a> feat. Bear warriors tracking by scent ignore the effects of surface conditions and poor visibility.<\/p>\n\n\t<p>Bear warriors can identify familiar odors just as normal humans do familiar sights. Water, particularly running water, ruins a trail.<\/p>\n\n\t<p>False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Wilderness Lore DC to track becomes 20 rather than 10.<\/p>\n\n\t<p><strong>Extra Raging:<\/strong> At 5th level, and again at 10th level, the number of times per day that a bear warrior can enter a state of rage, fury, or <em>ki<\/em> frenzy increases by one. For example, a 7th-level barbarian\/5th-level bear warrior can rage three times per day, while a 7th-level barbarian\/10th-level bear warrior can rage four times per day. If that same character were to advance one barbarian level, he could rage five times per day.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort Save<\/strong> <\/th>\n\t\t\t<th><strong>Ref Save<\/strong> <\/th>\n\t\t\t<th><strong>Will Save<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bear form (black) 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Scent <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bear form (brown) 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Extra raging <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Bear form (dire) 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Extra raging <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Oriental Adventures 36<\/h5>","reference":"Usergen"},{"id":10627,"name":"Blade Dancer","type":"prestige","alignment":"Any Lawful","hit_die":"8","full_text":"<div topic='titel'><p><h3>Blade Dancer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any Lawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells:<\/strong> Able to cast arcane or divine spells.<br \/><strong>Special:<\/strong> Proficiency with any sword.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Blade dancers are proficient with all simple and martial weapons, and with light armor. A blade dancer who wears medium or heavy armor, or carries a medium or heavy load, cannot use any of his special abilities except for enchanted blade.<\/p>\n\n\t<p><strong>Acrobatics (Su):<\/strong> A 1st-level blade dancer gains a +10 competence bonus on Balance, Jump, and Tumble checks. At 5th level, this bonus increases to +20, and at 10th level it is +30. In addition, a blade dancer can always choose to take 10 on a Balance, Jump, or Tumble check, even when circumstances would normally prevent him from doing so.<\/p>\n\n\t<p><strong>Leap of the Clouds (Su):<\/strong> A blade dancer&#39;s jumping distance (vertical or horizontal) is not limited according to his height.<\/p>\n\n\t<p><strong>Fast Movement (Su):<\/strong> A blade dancer moves faster than normal. A Small blade dancer moves more slowly than a Medium-size blade dancer, while a ratling moves faster, as shown on the table below.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Blade Dancer<\/strong> <\/th>\n\t\t\t<th colspan=3><strong>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212; Base Speed &#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>20 ft.<\/strong> <\/th>\n\t\t\t<th><strong>30 ft.<\/strong> <\/th>\n\t\t\t<th><strong>40 ft.<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st&#8212;3rd <\/td>\n\t\t\t<td> 40 ft. <\/td>\n\t\t\t<td> 60 ft. <\/td>\n\t\t\t<td> 80 ft. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th&#8212;6th <\/td>\n\t\t\t<td> 45 ft. <\/td>\n\t\t\t<td> 70 ft. <\/td>\n\t\t\t<td> 95 ft. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th&#8212;9th <\/td>\n\t\t\t<td> 55 ft. <\/td>\n\t\t\t<td> 80 ft. <\/td>\n\t\t\t<td> 105 ft. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> 60 ft. <\/td>\n\t\t\t<td> 90 ft. <\/td>\n\t\t\t<td> 120 ft. <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Enchanted Blade I (Su):<\/strong> At 2nd level, a blade dancer can temporarily enchant his blade to achieve a specific effect. The effect lasts for 1 minute\/level, and the blade dancer can create the effect once per day. The blade dancer can choose from the following special abilities to bestow on his blade: defending, flaming, frost, shock, or ghost touch. A blade dancer can use this ability even if he is wearing medium or heavy armor.<\/p>\n\n\t<p><strong>Ride the Wind (Sp):<\/strong> A blade dancer of 4th level or higher can use <a href=\/spells\/players-handbook-v35--6\/air-walk--2772\/><em>air walk<\/em><\/a> as a spell-like ability once per day.<\/p>\n\n\t<p><strong>Acrobatic Attack (Ex):<\/strong> At 5th level, if the blade dancer attacks by jumping at least 5 feet toward his opponent, jumping down at least 5 feet onto his opponent or swinging on a rope or similar object into his opponent, he gains a +2 bonus on attack and damage rolls. The blade dancer must make a Jump check; if the result is less than 5 feet, he cannot use this ability on that attack. If the result is greater than the distance between the blade dancer and the opponent, the blade dancer can limit the distance to that between himself and the opponent as a free action.<\/p>\n\n\t<p><strong>Enchanted Blade II (Su):<\/strong> At 6th level, a blade dancer can choose from the following abilities to bestow on his blade: bane (choose type of creature), disruption, flaming burst, icy burst, shocking burst, thundering, wounding. Alternatively, he can add two enchanted blade I abilities to his blade, either simultaneously or separately.<\/p>\n\n\t<p><strong>Enchanted Blade <span class=caps>III<\/span> (Su):<\/strong> At 10th level, a blade dancer can choose from the following abilities to bestow on his blade: dancing, flying*, passage*, or speed. Alternatively, he can add three enchanted blade I abilities to his blade, either simultaneously or separately. (*See Chapter 8: Magic Items for these new weapon special abilities.)<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort Save<\/strong> <\/th>\n\t\t\t<th><strong>Ref Save<\/strong> <\/th>\n\t\t\t<th><strong>Will Save<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Acrobatics (+10), leap of the clouds, fast movement <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Enchanted blade I <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> <em>Ride the wind<\/em>, fast movement <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Acrobatics (+20), acrobatic attack <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Enchanted blade II <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Fast movement <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Acrobatics (+30), enchanted blade <span class=caps>III<\/span>, fast movement <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Oriental Adventures 37<\/h5>","reference":"Usergen"},{"id":10628,"name":"Daidoji Bodyguard","type":"prestige","alignment":"Any Lawful","hit_die":"12","full_text":"<div topic='titel'><p><h3>Daidoji Bodyguard<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 12.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any Lawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Daidoji bodyguards do not gain any additional weapon or armor proficiency.<\/p>\n\n\t<p><strong>Defensive Refocus (Ex):<\/strong> A Daidoji bodyguard can refocus while using the total defense action. While on total defense, the bodyguard gets the usual +4 dodge bonus to his AC, though he cannot move as well. On the following rounds of combat, the character moves up in the initiative count and is positioned as though he had rolled a 20 on his initiative check.<\/p>\n\n\t<p><strong>Defensive Awareness (Ex):<\/strong> Starting at 2nd level, the Daidoji bodyguard gains the extraordinary ability to react to danger before his senses would normally allow him to even be aware of it. At 2nd level and higher, he retains his Dexterity bonus to AC (if any) regardless of being flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)<\/p>\n\n\t<p>At 5th level, the Daidoji bodyguard can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the Daidoji bodyguard. The exception to this defense is that a rogue at least 4 levels higher than the bodyguard can flank him (and thus sneak attack him).<\/p>\n\n\t<p>At 10th level, the Daidoji bodyguard gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps.<\/p>\n\n\t<p>Defensive awareness is cumulative with uncanny dodge. If the Daidoji bodyguard has another class that grants the uncanny dodge ability, add together all the class levels of the classes that grant these two abilities and determine the character&#39;s defensive awareness ability by looking up the level total on the rogue table in the Player&#39;s Handbook.<\/p>\n\n\t<p><strong>Evasion (Ex):<\/strong> At 3rd level and higher, a Daidoji bodyguard can avoid even magical and unusual attacks with great agility. If the bodyguard makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. The Daidoji bodyguard can only use evasion if he is wearing light armor or no armor.<\/p>\n\n\t<p><strong>Moving the Shadow (Ex):<\/strong> At 4th level, a Daidoji bodyguard learns the techniques of taking advantage of an opponent&#39;s armor. The Daidoji bodyguard gains a dodge bonus to his AC equal to the armor check penalty (if any) of the opponent striking him.<\/p>\n\n\t<p><strong>Damage Reduction (Ex):<\/strong> At 6th level, the Daidoji bodyguard gains the extraordinary ability to shrug off some amount of injury from each blow or attack. Subtract 3 from the damage the Daidoji bodyguard takes each time he is dealt damage. At 9th level, this damage reduction rises to 6. Damage reduction can reduce damage to 0 but not below 0. (That is, the bodyguard cannot actually gain hit points in this manner.)<\/p>\n\n\t<p><strong>Defensive Roll (Ex):<\/strong> At 8th level, the Daidoji bodyguard learns to roll with a potentially lethal blow to take less damage from it. Once per day, when a Daidoji bodyguard would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), the bodyguard can attempt to roll with the damage. He makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. He must be aware of the attack and able to react to it in order to execute his defensive roll&#8212;if he is denied his Dexterity bonus to AC, he can&#39;t roll. Since this effect would not normally allow a character to make a Reflex save for half damage, the bodyguard&#39;s evasion ability does not apply to the defensive roll.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort Save<\/strong> <\/th>\n\t\t\t<th><strong>Ref Save<\/strong> <\/th>\n\t\t\t<th><strong>Will Save<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Defensive refocus <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Defensive awareness (Dex bonus to AC) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Evasion <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Moving the shadow <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Defensive awareness (can&#39;t be flanked) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Damage reduction 3\/&#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Defensive roll <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Damage reduction 6\/&#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Defensive awareness (+1 versus traps) <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Oriental Adventures 215<\/h5>","reference":"Usergen"},{"id":10629,"name":"Eunuch Warlock","type":"prestige","alignment":"Any Evil","hit_die":"6","full_text":"<div topic='titel'><p><h3>Eunuch Warlock<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any Evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Gender:<\/strong> Male.<br \/><strong>Spells:<\/strong> Able to cast 5th-level arcane spells.<br \/><strong>Special:<\/strong> The character must be a eunuch member in the emperor&#39;s service. While this service is often inflicted as a punishment, many volunteer for the procedure because of the power eunuchs hold in some societies.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Eunuch warlocks are proficient with all simple weapons. They are not proficient with any type of armor or shields. Armor of any type interferes with a eunuch warlock&#39;s arcane gestures, which can cause his spells to fail (if those spells have somatic components).<\/p>\n\n\t<p><strong>Bonus Spells:<\/strong> Similar to bonus spells for high ability scores, for each level of eunuch warlock that a spellcasting character attains, he gains bonus spells to the number of arcane spells per day he normally casts. These bonus spells can be added to whatever levels of spells the eunuch warlock can currently cast, but no more than one can be added to the character&#39;s highest current spell level. Example: Wieh Wan is a 9th-level wu jen who takes one level in eunuch warlock. He can give himself one bonus 5th-level spell (his highest as a 9th-level wu jen), and one bonus spell in one other level, 0 through 4th.<\/p>\n\n\t<p>If a eunuch warlock has two arcane spellcasting classes already, he must choose which previous spellcasting class gains the bonus. For example, Tuangi is a 10th-level sorcerer\/9th-level wu jen, with one level of eunuch warlock. Conceivably, Tuangi could have a bonus 5th-level wu jen spell and a bonus 5th-level sorcerer spell, or he could put both bonus spells in either sorcerer or wu jen, but then only one of them could be 5th level. Bonus spells cannot be added to a divine spellcasting class.<\/p>\n\n\t<p>Once a eunuch warlock has chosen how to apply his bonus spells, they cannot be shifted.<\/p>\n\n\t<p><strong>Greater Spell Focus (Ex):<\/strong> A eunuch warlock adds +4 to the DC for saving throws against spells in all schools for which he has the Spell Focus feat, instead of the normal +2 bonus granted by that feat. In addition, the eunuch warlock gains a +2 bonus on caster level checks to beat a creature&#39;s spell resistance with spells from those schools. This additional bonus stacks with the <a href=\/feats\/players-handbook-v35--6\/spell-penetration--2707\/>Spell Penetration<\/a> feat.<\/p>\n\n\t<p>This benefit applies even to schools for which the character gains the Spell Focus feat after becoming a eunuch warlock. For example, if Wieh Wan has Spell Focus (Evocation) when he becomes a eunuch warlock, the save DC for his evocation spells increases by +4 instead of by +2. If he learns Spell Focus (Illusion) when he reaches 12th level, the save DC for his illusion spells also increases by +4.<\/p>\n\n\t<p><strong>Mighty Spells (Ex):<\/strong> At 2nd level, and at every even level thereafter, a eunuch warlock can designate one spell he knows that becomes modified as though affected by the <a href=\/feats\/players-handbook-v35--6\/empower-spell--848\/>Empower Spell<\/a> feat. The spell&#39;s level does not change, and once the spell is chosen it cannot be changed.<\/p>\n\n\t<p>At 8th level, when he chooses his fourth mighty spell, the eunuch warlock can also designate one previously chosen mighty spell that becomes permanently affected by the <a href=\/feats\/players-handbook-v35--6\/maximize-spell--1913\/>Maximize Spell<\/a> feat. This replaces the Empower Spell effect, rather than stacking with it. At 10th level, in addition to choosing his fifth mighty spell, the eunuch warlock can choose a second maximized spell. Thus, a 10th-level eunuch warlock knows three spells that are permanently empowered, and two that are permanently maximized.<\/p>\n\n\t<p><strong>Leadership:<\/strong> At 3rd level, a eunuch warlock gains the <a href=\/feats\/players-handbook-v35--6\/leadership--1740\/>Leadership<\/a> feat for free. Eunuch warlocks typically have units of soldiers at their command. If the eunuch warlock already has the Leadership feat, he gain a permanent +2 bonus on his Leadership score for purposes of determining followers, but not cohorts. (Typically, this bonus only negates the -2 penalty the character suffers for a reputation of cruelty.)<\/p>\n\n\t<p><strong>New Spell Level:<\/strong> When a eunuch warlock reaches 5th level, and again when he reaches 10th level, he gains the ability to cast spells of one level higher than he was previously able to cast. Initially, he can cast 0 spells of this level, but bonus spells (from a high ability score or his eunuch warlock bonus spells) can increase this number. Example: Wieh Wan is a 9th-level wu jen\/4th-level eunuch warlock. When he reaches 5th level as a eunuch warlock, he gains the ability to cast 6th-level wu jen spells. He must allocate one of his bonus spells to 6th level in order to cast any 6th-level spells, unless his Intelligence is high enough (22 or higher) to give him a bonus 6th-level spell.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort Save<\/strong> <\/th>\n\t\t\t<th><strong>Ref Save<\/strong> <\/th>\n\t\t\t<th><strong>Will Save<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Bonus Spells<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Greater spell focus <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> 1st mighty spell <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Leadership <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> 2nd mighty spell <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> New spell level <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> 3rd mighty spell <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> 4th mighty spell <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> 5th mighty spell, new spell level <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Oriental Adventures 38<\/h5>","reference":"Usergen"},{"id":10630,"name":"Henshin Mystic","type":"prestige","alignment":"Any lawful","hit_die":"8","full_text":"<div topic='titel'><p><h3>Henshin Mystic<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any lawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Purity of body class ability.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Henshin mystics gain no additional weapon or armor proficiency. They suffer the same penalties for wearing armor that monks do.<\/p>\n\n\t<p><strong>Monk Abilities:<\/strong> A henshin mystic has the unarmed damage, AC bonus, and speed of a monk with as many levels as his mystic levels plus his monk levels (if any).  <\/p>\n\n\t<p>Add the henshin mystic&#39;s base attack bonus derived from monk levels to that derived from henshin mystic levels and consult the following table: <\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Base Attack Bonus <\/th>\n\t\t\t<th>Additional Unarmed Attacks <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +4\/+1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +5\/+2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6\/+3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7\/+4\/+1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +8\/+5\/+2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +9\/+6\/+3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +13 <\/td>\n\t\t\t<td> +10\/+7\/+4\/+1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +14 <\/td>\n\t\t\t<td> +11\/+8\/+5\/+2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +15 <\/td>\n\t\t\t<td> +12\/+9\/+6\/+3 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong><em>Riddle of Awareness<\/em> (Sp)<\/strong>: A 1st-level henshin mystic can use <a href=\/spells\/players-handbook-v35--6\/scrying--2512\/>scrying<\/a> as a spell-like ability once per day, with a caster level equal to his henshin mystic level. The character must enter a meditative trance for the entire casting time and duration of the spell, but requires no material component or focus item. <\/p>\n\n\t<p>In addition, the henshin mystic gains a +4 insight bonus on all <a href=\/skills\/listen\/>Listen<\/a>, <a href=\/skills\/scry\/>Scry<\/a>, <a href=\/skills\/search\/>Search<\/a>, and <a href=\/skills\/spot\/>Spot<\/a> checks. <\/p>\n\n\t<p><strong>Blind-Fight:<\/strong> A 2nd-level henshin mystic gains the <a href=\/feats\/players-handbook-v35--6\/blind-fight--224\/>Blind-Fight<\/a> feat.<\/p>\n\n\t<p><strong>Diamond Body (Su):<\/strong> At 2nd level, a henshin mystic is in such control of his own metabolism that he gains immunity to poison of all kinds.<\/p>\n\n\t<p><strong>Happo Zanshin (Ex):<\/strong> A 3rd-level henshin mystic has a preternatural awareness of danger and can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to use a flank attack to sneak attack the mystic. The exception to this defense is that a rogue at least four levels higher than the mystic can flank him (and thus sneak attack him). This ability does not stack with any other uncanny dodge ability, such as that gained from the barbarian or rogue classes.<\/p>\n\n\t<p><strong>Root the Mountain (Su):<\/strong> Once per day, a henshin mystic of 4th level or higher can make himself unmovable. He automatically wins an opposed Strength check when an opponent attempts to bull rush him. A creature with the improved grab ability must move into the mystic&#39;s space to grapple him, since it cannot pull the mystic into its space. No spell or other effect can force the mystic to move. If he becomes frightened or panicked, he suffers the full effect of the fear but does not run away. He cannot move, even to make a 5-foot step, while this ability is in effect. Root the mountain lasts for 1 round per level, but the mystic can end it at any time.<\/p>\n\n\t<p><strong><em>Riddle of Interaction<\/em> (Sp):<\/strong> A 4th-level henshin mystic can use <a href=\/spells\/players-handbook-v35--6\/charm-monster--2533\/>charm monster<\/a> as a spell-like ability three times per day, with a caster level equal to his henshin mystic level and a saving throw DC equal to 14 + his Charisma modifier. In addition, the henshin mystic gains a +4 insight bonus on all <a href=\/skills\/bluff\/>Bluff<\/a>, <a href=\/skills\/diplomacy\/>Diplomacy<\/a>, <a href=\/skills\/gather-information\/>Gather Information<\/a>, <a href=\/skills\/intimidate>Intimidate<\/a>, and <a href=\/skills\/sense-motive>Sense Motive<\/a> checks.<\/p>\n\n\t<p><strong>Ki Strike (Su):<\/strong> At 4th level, a henshin mystic&#39;s unarmed attack is empowered with <em>ki<\/em>. The unarmed strike damage from such an attack can deal damage to a creature with damage reduction as if the blow were made with a weapon with a +1 enhancement bonus. At 8th level, a mystic&#39;s unarmed strike can deal damage against creatures with damage reduction as if it were made with a weapon with a +2 enhancement bonus. This ability stacks with a monk&#39;s <em>ki<\/em> strike ability, so a 10th-level monk\/8th-level mystic has <em>ki<\/em> strike (+3).<\/p>\n\n\t<p><strong>Touch of Fire (Sp):<\/strong> A henshin mystic of 5th level or higher can use <a href=\/spells\/players-handbook-v35--6\/heat-metal--2824\/>heat metal<\/a> as a spell-like ability three times per day, with a caster level equal to his henshin mystic level. <\/p>\n\n\t<p><strong>Blindsight (Ex):<\/strong> At 6th level, a henshin mystic gains the ability to perfectly sense his surroundings without relying on sight. This ability makes invisibility and darkness (even magical darkness) irrelevant to the mystic (though he still can&#39;t detect ethereal creatures). This ability operates out to a range of 30 feet. The mystic cannot distinguish color or visual contrast with blindsight, and thus cannot read. When using blindsight (and not regular vision), the mystic is unaffected by gaze attacks and is not hampered by blindness. Deafness or silence does not hamper the mystic&#39;s blindsight, since it relies on extraordinary senses, not on sound.<\/p>\n\n\t<p><strong>Hitsu-Do (Su):<\/strong> A 6th-level mystic gains the ability to cause his hands, eyes, and weapons to light up with flame once per day, for a duration of 2 rounds per mystic level. Each of the mystic&#39;s melee attacks deals an extra 1d6 points of damage per attack. The mystic can extinguish the flames before the expiration of the effect&#39;s duration, but cannot then use the power again that day.<\/p>\n\n\t<p><strong><em>Riddle of Flame<\/em> (Sp)<\/strong>: A henshin mystic of 7th level or higher can use  <a href=\/spells\/players-handbook-v35--6\/fire-shield--2610\/>fire shield<\/a> as a spell-like ability once per day, with a caster level equal to his henshin mystic level. In addition to the defensive benefits of the spell, the mystic&#39;s unarmed attacks deal additional cold damage (if the  <a href=\/spells\/players-handbook-v35--6\/fire-shield--2610\/>fire shield<\/a> protects against fire-based attacks) or fire damage (if the <a href=\/spells\/players-handbook-v35--6\/fire-shield--2610\/>fire shield<\/a> protects against cold-based attacks) equal to 1d6 points +1 point per level of the mystic. This extra damage does not stack with the hitsu-do ability.<\/p>\n\n\t<p><strong>Timeless Body (Ex):<\/strong> After attaining 8th level, a henshin mystic no longer suffers ability penalties for aging and cannot be magically aged. (Any penalties he may already have suffered remain in place.) Bonuses still accrue, and the mystic still dies of old age when his time is up. <\/p>\n\n\t<p><strong>Walk through the Mountains (Su):<\/strong> At 9th level or higher, a henshin mystic can assume an ethereal state for 2 rounds per level per day, as per the spell <a href=\/spells\/players-handbook-v35--6\/etherealness--2810\/>etherealness<\/a>. The mystic may go ethereal on a number of different occasions during any single day as long as the total number of rounds spent ethereal does not exceed twice his level. <\/p>\n\n\t<p><strong>Riddle of Invulnerability (Su):<\/strong> A 10th-level henshin mystic gains damage reduction of 20\/+1. This means that the mystic ignores (instantly regenerates) the first 20 points of damage from any attack unless the damage is dealt by a weapon with a +1 enhancement bonus (or better), by a spell, or by a form of energy (acid, cold, electricity, fire, sonic).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Monk abilities, <em>riddle of awareness<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Blind-Fight, diamond body <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Happo zanshin, root the mountain <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Riddle of interaction<\/em>, <em>ki<\/em> strike (+1) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Touch of fire<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Blindsight, hitsu-do <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <em>Riddle of flame<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Timeless body, <em>ki<\/em> strike (+2) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Walk through the mountains <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Riddle of invulnerability <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Oriental Adventures 39<\/h5>","reference":"Usergen"},{"id":10631,"name":"Hida Defender","type":"prestige","alignment":"Any Nonevil","hit_die":"12","full_text":"<div topic='titel'><p><h3>Hida Defender<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 12.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any Nonevil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>*Weapon and Armor Proficiency: Hida defenders do not gain any additional weapon or armor proficiency.<\/p>\n\n\t<p><strong>Smite (Su):<\/strong> Once per day, a Hida defender can make a single melee attack with a +4 attack bonus and a damage bonus equal to his defender level (if he hits). The defender must declare the smite before making the attack.<\/p>\n\n\t<p><strong>Critical Focus (Ex):<\/strong> When using a weapon for which he has the Weapon Focus feat, a Hida defender increases the critical multiplier of the weapon by 1. If he has Weapon Focus with more than one weapon, he must choose a single weapon for his critical focus, and he must choose the battleaxe, warhammer, or greatclub. Thus, the critical multiplier for the battleaxe or warhammer increases to \u00d74, while the greatclub increases to \u00d73. The threat range for the weapon does not change, though the defender can still choose the Improved Critical feat with the same weapon if he meets the prerequisites.<\/p>\n\n\t<p><strong>Rage (Ex):<\/strong> When he needs to, a Hida defender can fly into a screaming blood frenzy. In a rage, a defender gains phenomenal strength and durability but becomes reckless and less able to defend himself. He temporarily gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but suffers a -2 penalty to AC.<\/p>\n\n\t<p>The increase in Constitution increases the defender&#39;s hit points by 2 points per level, but these hit points go away at the end of the rage when the Constitution score drops back to normal. These extra hit points are not lost first the way temporary hit points are. While raging, a Hida defender cannot use skills or abilities that require patience and concentration, such as moving silently or casting spells. (The only class skills he can&#39;t use while raging are Craft, Iaijutsu Focus, and Sense Motive.) He can use any feat he might have except for Expertise, item creation feats, metamagic feats, and Skill Focus (if it&#39;s tied to a skill that requires patience or concentration). A fit of rage lasts for a number of rounds equal to 3 + plus the character&#39;s (newly improved) Constitution modifier. The defender may prematurely end the rage voluntarily. At the end of the rage, the defender is fatigued (-2 Strength, -2 Dexterity, can&#39;t charge or run) for the duration of that encounter. The defender can only fly into a rage once per encounter, and only a certain number of times per day (determined by level). Entering a rage takes no time itself, but the defender can only do it during his action, not in response to somebody else&#39;s action. A defender can&#39;t, for example, fly into a rage when struck down by an arrow in order to get the extra hit points from the increased Constitution, although the extra hit points would be of benefit if he had gone into a rage earlier in the round, before the arrow struck.<\/p>\n\n\t<p>If a Hida defender has a rage ability from another class (such as barbarian), he gains the ability to rage more often. Each daily use he gains from his Hida defender levels adds to the daily uses he has from his barbarian levels. Thus, a 6th-level barbarian\/4th-level Hida defender can rage four times per day&#8212;twice from his barbarian levels and twice from his Hida defender levels.<\/p>\n\n\t<p><strong>Damage Reduction (Ex):<\/strong> Starting at 3rd level, the Hida defender gains the extraordinary ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the defender suffers each time he is dealt damage. At 5th level, this damage reduction rises to 2. At 7th, it rises to 3. At 9th, it rises to 4. Damage reduction can reduce damage to 0 but not below 0.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort Save<\/strong> <\/th>\n\t\t\t<th><strong>Ref Save<\/strong> <\/th>\n\t\t\t<th><strong>Will Save<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Smite, critical focus <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Rage 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Damage reduction 1\/&#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Rage 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Damage reduction 2\/&#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Rage 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Damage reduction 3\/&#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Rage 4\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Damage reduction 4\/&#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Rage 5\/day <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Oriental Adventures 212<\/h5>","reference":"Usergen"},{"id":10632,"name":"Iaijutsu Master","type":"prestige","alignment":"Any Lawful","hit_die":"10","full_text":"<div topic='titel'><p><h3>Iaijutsu Master<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any Lawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Iaijutsu masters are proficient with all simple and martial weapons. Iaijutsu masters do not gain any proficiency with armor or shields, though most have such proficiency from the samurai class.<\/p>\n\n\t<p><strong>Weapon Finesse (Ex):<\/strong> At 1st level, an iaijutsu master may use her Dexterity modifier instead of her Strength modifier on attack rolls with her katana. This works like the <a href=\/feats\/players-handbook-v35--6\/weapon-finesse--3103\/>Weapon Finesse<\/a> feat, except that it applies to the katana, a weapon to which the feat cannot normally be applied.<\/p>\n\n\t<p><strong>Canny Defense (Ex):<\/strong> When not wearing armor, iaijutsu masters add their Intelligence bonus to their Dexterity bonus to modify Armor Class while wielding a katana. As with normal Dexterity AC modifications, positive modifiers are lost when the iaijutsu master is caught flat-footed.<\/p>\n\n\t<p><strong>Lightning Blade (Ex):<\/strong> An iaijutsu master of 2nd level or higher adds her Charisma modifier to her initiative checks, as well as her Dexterity modifier.<\/p>\n\n\t<p><strong>Bonus Feats:<\/strong> At 4th level, then again at 9th level, the iaijutsu master gets a bonus feat in addition to her normal feat progression. These bonus feats must be drawn from the following list: <a href=\/feats\/players-handbook-v35--6\/dodge--681\/>Dodge<\/a> (<a href=\/feats\/players-handbook-v35--6\/mobility--1975\/>Mobility<\/a>, <a href=\/feats\/players-handbook-v35--6\/spring-attack--2750\/>Spring Attack<\/a>), <a href=\/feats\/players-handbook-v35--6\/combat-expertise--394\/>Combat Expertise<\/a> (<a href=\/feats\/players-handbook-v35--6\/improved-disarm--1468\/>Improved Disarm<\/a>, <a href=\/feats\/players-handbook-v35--6\/improved-trip--1587\/>Improved Trip<\/a>, <a href=\/feats\/players-handbook-v35--6\/whirlwind-attack--3128\/>Whirlwind Attack<\/a>), <a href=\/feats\/players-handbook-v35--6\/skill-focus--2638\/>Skill Focus<\/a> (Iaijutsu Focus), <a href=\/feats\/players-handbook-v35--6\/toughness--2948\/>Toughness<\/a>.<\/p>\n\n\t<p><strong>Strike from the Void (Ex):<\/strong> An iaijutsu master of 5th level or higher adds her Charisma modifier to each extra damage die gained from using the Iaijutsu Focus skill.<\/p>\n\n\t<p><strong>One Strike, Two Cuts (Ex):<\/strong> At 8th level and above, an iaijutsu master can make two attacks with a katana as a standard action. This means she can strike twice and move in the same round, or attack twice in the strike phase of an iaijutsu duel.<\/p>\n\n\t<p><strong>Strike with No Thought (Ex):<\/strong> If an iaijutsu master of 10th level begins combat (not an iaijutsu duel) within melee range of an opponent, she gains a free surprise round, even though her opponents are aware of her presence. The only action the iaijutsu master can take in this surprise round is an attack action using a katana. For example, if the iaijutsu master Kakita Timoshiko and Bayushi Koro are standing on the street hurling insults at each other and the situation erupts into combat, Timoshiko can attack with his katana before Koro even rolls initiative, catching his opponent flat-footed.<\/p>\n\n\t<p>This ability reflects the iaijutsu master&#39;s ability to apply the principles of the iaijutsu duel in normal melee combat. It does not give the iaijutsu master any additional benefit within an iaijutsu duel.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort Save<\/strong> <\/th>\n\t\t\t<th><strong>Ref Save<\/strong> <\/th>\n\t\t\t<th><strong>Will Save<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Weapon finesse, canny defense <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Lightning blade <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Strike from the Void <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> One strike, two cuts <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Strike with no thought <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Oriental Adventures 41<\/h5>","reference":"Usergen"},{"id":10633,"name":"Kishi Charger","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Kishi Charger<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Weapon Proficiency:<\/strong> Lance (uma-yari).<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Kishi chargers are proficient with all simple and martial weapons and with light and medium armor.<\/p>\n\n\t<p><strong>Ride Bonus (Ex):<\/strong> A kishi charger gains a competence bonus on all Ride checks. The bonus is +2 at 1st level and increases by +2 every three levels thereafter (+4 at 4th level, +6 at 7th level, and +8 at 10th level).<\/p>\n\n\t<p><strong>Expertise:<\/strong> At 1st level, a kishi charger learns the &quot;Shinjo parry,&quot; giving him the <a href=\/feats\/players-handbook-v35--6\/combat-expertise--394\/>Expertise<\/a> feat for free, even if he doesn&#39;t have the prerequisite Intelligence score.<\/p>\n\n\t<p><strong>Deadly Charge (Ex):<\/strong> When mounted and using the charge action, a kishi charger of 2nd level or higher deals triple damage with a melee weapon (or quadruple damage with a lance), up to the number of times per day indicated. This ability supersedes the Spirited Charge feat.<\/p>\n\n\t<p><strong>Burst of Speed (Ex):<\/strong> At 3rd level, the kishi charger can urge his mount to greater than normal speeds. This ability doubles the distance of the mount&#39;s normal charge movement. This ability can be used once per day without penalty to the mount. Each additional use of the ability in a single day requires the mount to make a Will save (DC 20) immediately after the conclusion of the additional charge; failure results in the mount taking 2d6 points of damage.<\/p>\n\n\t<p><strong>One Spirit (Su):<\/strong> A kishi charger of 5th level or higher has a spiritual bond with his mount. Once per day, while mounted, the kishi charger can make any one attack roll, saving throw, or skill check using his Ride skill modifier in place of all other modifiers. For example, he could roll a melee attack roll using only his Ride skill modifier instead of his total attack bonus (including Strength modifier, weapon enhancement bonus, Weapon Focus bonus, and all other bonuses to the attack roll).<\/p>\n\n\t<p><strong>Full Mounted Attack (Ex):<\/strong> At 6th level, a kishi charger gains the ability to make a full attack from horseback, even if his mount has moved more than 5 feet in the round.<\/p>\n\n\t<p><strong>Dancing with the Fortunes (Su):<\/strong> A kishi charger of 9th level or higher can, once per day, reroll one roll he has just made. He must take the result of the reroll, even if it&#39;s worse than the original roll.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort Save<\/strong> <\/th>\n\t\t\t<th><strong>Ref Save<\/strong> <\/th>\n\t\t\t<th><strong>Will Save<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Ride bonus +2, Expertise <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Deadly charge 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Burst of speed <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Deadly charge 2\/day, Ride bonus +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> One spirit <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Deadly charge 3\/day, full mounted attack <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Ride bonus +6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Deadly charge 4\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Dancing with the Fortunes <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Deadly charge 5\/day, Ride bonus +8 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Oriental Adventures 42<\/h5>","reference":"Usergen"},{"id":10634,"name":"Maho-bujin","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Maho-bujin<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Oriental Adventures 236<\/h5>","reference":"Usergen"},{"id":10635,"name":"Maho-tsukai","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Maho-tsukai<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Oriental Adventures 237<\/h5>","reference":"Usergen"},{"id":10636,"name":"Mantis Mercenary","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Mantis Mercenary<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Oriental Adventures 231<\/h5>","reference":"Usergen"},{"id":10637,"name":"Mirumoto Niten Master","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Mirumoto Niten Master<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Mirumoto niten masters do not gain any additional weapon or armor proficiency.<\/p>\n\n\t<p><strong>Niten Technique (Ex):<\/strong> Unique among the samurai of Rokugan, the Mirumoto niten masters learn to fight with the katana in one hand and the wakizashi in the other. Unlike the style of the Two-Weapon Fighting feat, however, this technique does not teach the use of the off-hand weapon to attack. Instead, the wakizashi serves as a shield, adding a +2 armor bonus to the niten master&#39;s AC while he is wielding both weapons. This bonus stacks with other armor bonuses except for the bonus from a shield. The bonus rises to +3 at 4th level, to +4 at 7th level, and to +5 at 10th level. The niten master does not suffer a penalty to her primary attack while wielding the wakizashi in this way. If the niten master uses the wakizashi to attack, she loses this AC bonus until her next action. A magic wakizashi does not add its enhancement bonus to the niten master&#39;s AC unless it is a defending weapon or has been otherwise specially enhanced for defense.<\/p>\n\n\t<p><strong>Aid Shugenja (Su):<\/strong> At 3rd level, a Mirumoto niten master can use her own personal energy to empower a shugenja&#39;s spell when she is the target of that spell. The spell is treated as if the shugenja had used the <a href=\/feats\/players-handbook-v35--6\/empower-spell--848\/>Empower Spell<\/a> metamagic feat, including the longer casting time. The niten master can use this ability once per day at 3rd level, twice per day at 5th level, three times per day at 7th level, and four times per day at 9th level.<\/p>\n\n\t<p>At 9th level and above, the niten master can apply the <a href=\/feats\/players-handbook-v35--6\/maximize-spell--1913\/>Maximize Spell<\/a> feat to spells cast on her instead. She must decide before any applicable dice are rolled whether she wishes to maximize or empower the spell.<\/p>\n\n\t<p>A niten master cannot empower an already empowered spell, or maximize an already maximized one.<\/p>\n\n\t<p><strong>Diamond Soul (Ex):<\/strong> At 8th level, the Mirumoto niten master gains spell resistance equal to 20 + her Charisma modifier. In order to affect the niten master with a spell, a spellcaster must roll the niten master&#39;s spell resistance or higher on 1d20 + the spellcaster&#39;s level.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort Save<\/strong> <\/th>\n\t\t\t<th><strong>Ref Save<\/strong> <\/th>\n\t\t\t<th><strong>Will Save<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Niten technique (+2 AC) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Aid shugenja 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Niten technique (+3 AC) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Aid shugenja 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Niten technique (+4 AC), aid shugenja 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Diamond soul <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Aid shugenja (maximize) 4\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Niten technique (+5 AC) <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Oriental Adventures 218<\/h5>","reference":"Usergen"},{"id":10638,"name":"Moto Avenger","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Moto Avenger<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Oriental Adventures 228<\/h5>","reference":"Usergen"},{"id":10639,"name":"Ninja Spy","type":"prestige","alignment":"Any Nonchaotic, Nongood","hit_die":"6","full_text":"<div topic='titel'><p><h3>Ninja Spy<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any Nonchaotic, Nongood.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Evasion class ability<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Ninja spies gain no additional weapon or armor proficiency. However, they gain proficiency in certain exotic weapons as they advance in level. A ninja spy who wears medium or heavy armor cannot use the following special class features: slow fall, evasion, acrobatics, water walk, and abundant step.<\/p>\n\n\t<p><strong>Exotic Weapon:<\/strong> At 1st level, and again at 3rd level, 6th level, and 9th level, a ninja spy gains a free <a href=\/feats\/players-handbook-v35--6\/exotic-weapon-proficiency--985\/>Exotic Weapon Proficiency<\/a>. This proficiency must be chosen with one of the following weapons: blowgun, chain, chijiriki, fukimi-bari, hand crossbow, kusari-gama, nekode, ninja-to, shikomi-zue, shuriken, spiked chain, or war fan.<\/p>\n\n\t<p><strong><em>Ki<\/em> Breath (Ex):<\/strong> A ninja spy learns to focus his <em>ki<\/em> to increase his ability to hold his breath. A ninja adds his ninja level to his Constitution check roll to continue holding his breath (see The Drowning Rule in the <span class=caps>DUNGEON<\/span> MASTER&#39;s Guide).<\/p>\n\n\t<p><strong>Poison Use:<\/strong> Ninja spies are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.<\/p>\n\n\t<p><strong>Slow Fall (Ex):<\/strong> At 2nd level, a ninja spy within arm&#39;s reach of a wall can use the wall to slow his descent. The ninja takes damage as if the fall were 20 feet shorter than it actually is. His ability to slow his fall (that is, to reduce the effective height of the fall when next to a wall) improves with his level until, at 6th level, the ninja can use a nearby wall to slow his descent and fall up to 50 feet without harm.<\/p>\n\n\t<p><strong>Improved Evasion (Ex):<\/strong> At 2nd level and above, a ninja spy can avoid even magical and unusual attacks with great agility. If the ninja makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Even if he fails his saving throw, he takes only half damage from the attack. The ninja can only use improved evasion if he is wearing light armor or no armor.<\/p>\n\n\t<p><strong>Sneak Attack (Ex):<\/strong> If a ninja spy can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage. Any time the ninja&#39;s target would be denied her Dexterity bonus to AC (whether she actually has a Dexterity bonus or not), or when the ninja flanks the target, the ninja&#39;s attack deals extra damage. The extra damage is +1d6 at 2nd level and an additional 1d6 every three levels thereafter. This extra damage stacks with any extra sneak attack damage the character already deals. Thus, a 7th-level rogue\/5th-level ninja deals +6d6 damage with a sneak attack: +4d6 from his rogue levels and +2d6 from his ninja levels.<\/p>\n\n\t<p>Should the ninja score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can only count as sneak attacks if the target is within 30 feet. With a sap (blackjack) or unarmed strike, the ninja can make a sneak attack that deals subdual damage instead of normal damage. He cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual -4 penalty, because he must make optimal use of his weapon in order to execute a sneak attack.<\/p>\n\n\t<p>A ninja spy can only sneak attack living creatures with discernible anatomies&#8212;undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature that is immune to critical hits is also not vulnerable to sneak attacks. Also, the ninja must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The ninja cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.<\/p>\n\n\t<p><strong>Acrobatics (Su):<\/strong> A 3rd-level ninja spy gains a +10 competence bonus on Balance, Climb, Jump, and Tumble checks. At 7th level, this bonus increases to +20. In addition, a ninja can always choose to take 10 on a Balance, Climb, Jump, or Tumble check, even when circumstances would normally prevent him from doing so.<\/p>\n\n\t<p><strong>Leap of the Clouds (Su):<\/strong> A 3rd-level ninja spy&#39;s jumping distance (vertical or horizontal) is not limited according to his height.<\/p>\n\n\t<p><strong>Hide in Plain Sight (Su):<\/strong> A 4th-level ninja spy can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, a ninja spy can hide himself from view in the open without anything to actually hide behind. A ninja spy cannot, however, hide in his own shadow.<\/p>\n\n\t<p><strong>Water Walk (Su):<\/strong> A ninja spy of 5th level or higher can use water walk to walk on any liquid as if it were firm ground. The ninja must concentrate (as a standard action) to perform this ability, and thus can only take a single move or move-equivalent action each round while water walking. The effect lasts for 1 round per ninja level.<\/p>\n\n\t<p><strong>Thousand Faces (Su):<\/strong> At 7th level, a ninja spy gains the ability to change his appearance at will, as if using the spell <a href=\/spells\/players-handbook-v35--6\/alter-self--2774\/><em>alter self<\/em><\/a>.<\/p>\n\n\t<p><strong>Poison Immunity (Su):<\/strong> A ninja spy of 8th level or higher is immune to all poisons.<\/p>\n\n\t<p><strong>Slippery Mind (Ex):<\/strong> At 9th level, a ninja spy gains the ability to wriggle free from magical effects that would otherwise control or compel him. If a ninja with slippery mind is affected by a spell and fails his saving throw, he can attempt his saving throw again in the next round. He only gets this one extra chance to succeed at his saving throw.<\/p>\n\n\t<p><strong>Abundant Step (Sp):<\/strong> A ninja spy of 10th level can slip magically between spaces, as per the spell <a href=\/spells\/players-handbook-v35--6\/dimension-door--2388\/><em>dimension door<\/em><\/a>, once per day. The ninja&#39;s effective caster level is 5th.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort Save<\/strong> <\/th>\n\t\t\t<th><strong>Ref Save<\/strong> <\/th>\n\t\t\t<th><strong>Will Save<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Exotic weapon, <em>ki<\/em> breath, poison use <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Slow fall (20 ft.), improved evasion, sneak attack +1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Exotic weapon, acrobatics (+10), leap of the clouds <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Slow fall (30 ft.), hide in plain sight <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Water walk, sneak attack +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Exotic weapon, slow fall (50 ft.) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Thousand faces, acrobatics (+20) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Poison immunity, sneak attack +3d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Exotic weapon, slippery mind <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> <em>Abundant step<\/em> <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Oriental Adventures 43<\/h5>","reference":"Usergen"},{"id":10640,"name":"Shadow Scout","type":"prestige","alignment":"Any Nonevil","hit_die":"10","full_text":"<div topic='titel'><p><h3>Shadow Scout<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any Nonevil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Shadow scouts are proficient with all simple and martial weapons and with light armor.<\/p>\n\n\t<p><strong>Favored Enemy:<\/strong> At 1st level, a shadow scout may select a type of creature (such as giants, goblinoids, undead, oni) as a favored enemy. A shadow scout may select another human clan as his favored enemy. Due to his extensive study of his foes and training in the proper techniques for combating them, the scout gains a +1 bonus on Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks when using these skills against this type of creature. Likewise, he gets the same bonus on weapon damage rolls against creatures of this type. The shadow scout also gets the damage bonus with ranged weapons, but only against targets within 30 feet. The bonus doesn&#39;t apply to damage against creatures that are immune to critical hits. At 4th level and at every three levels thereafter (4th, 7th, and 10th level), the bonus goes up by +1. Table 4&#8212;14 in the Player &#39;s Handbook lists possible categories for a favored enemy.<\/p>\n\n\t<p>If a shadow scout already has a favored enemy, he may select a new favored enemy, and the bonus associated with every previously selected favored enemy goes up by +1. The bonus for previously selected enemies increases every time the new bonus goes up. For example, a 6th-level ranger\/5th-level shadow scout will have three favored enemies, with bonuses of +4, +3, and +2.<\/p>\n\n\t<p><strong>Fast Movement:<\/strong> The shadow scout has a speed faster than the norm for his race by +10 feet when wearing no armor, light armor, or medium armor (and not carrying a heavy load).<\/p>\n\n\t<p><strong>Evasion (Ex):<\/strong> At 2nd level and above, a shadow scout can avoid even magical and unusual attacks with great agility. If the scout makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. The shadow scout can only use evasion if he is wearing light armor or no armor.<\/p>\n\n\t<p><strong><em>Detect<\/em> Enemy (Sp):<\/strong> At 3rd level, a shadow scout gains the ability to detect the presence of his favored enemy. The ability is similar to the <a href=\/spells\/players-handbook-v35--6\/detect-evil--2486\/><em>detect evil<\/em><\/a> spell in range, area, and duration. In the first round of concentration, the shadow scout can ascertain the presence or absence of his favored enemy within the area. In the second round, the shadow scout can determine the number of creatures in the area and the power of the strongest one (as per the <em>detect evil<\/em> spell). In the third round, the shadow scout can determine the strength and location of each creature. If the shadow scout has more than one favored enemy, he can detect any of them, and on the second round he can determine what kind of creature is in the area.<\/p>\n\n\t<p><strong>Memory:<\/strong> At 6th level, a shadow scout&#39;s memory is greatly enhanced. He can hold in his mind an image he has seen or up to 1 minute of speech, and can describe the details or repeat the words (even if he does not speak the language) as if he were still present. The shadow scout can only hold one image or sound in his mind at a time.<\/p>\n\n\t<p><strong>Freeze (Su):<\/strong> By keeping completely still while using the Hide skill, a shadow scout of 8th level or higher can vanish into his surroundings. He gains a +15 bonus on his Hide check. The shadow scout can use this ability three times per day.<\/p>\n\n\t<p><strong>Smite Enemy (Su):<\/strong> A 9th-level shadow scout gains the ability to smite his favored enemy once per day. He adds his Intelligence modifier (if positive) to his attack roll and deals 1 extra point of damage per level. This damage bonus stacks with his favored enemy bonus. If the shadow scout has more than one favored enemy, he can smite any of them, but can still use the ability only once per day.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort Save<\/strong> <\/th>\n\t\t\t<th><strong>Ref Save<\/strong> <\/th>\n\t\t\t<th><strong>Will Save<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Favored enemy +1, fast movement <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Evasion <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Detect enemy <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Favored enemy +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Memory <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Favored enemy +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Freeze <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Smite enemy <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Favored enemy +4 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Oriental Adventures 44<\/h5>","reference":"Usergen"},{"id":10641,"name":"Shapeshifter","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Shapeshifter<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Alternate Form&#8212;Must either know <a href=\/spells\/tome-and-blood-a-guidebook-to-wizards-and-sorcerers--51\/polymorph-self--3422\/><em>polymorph self<\/em><\/a> or have a natural alternate form, <em>alter self<\/em>, <em>polymorph self<\/em>, or <em>shapechange<\/em> ability.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Shapeshifters are proficient with all simple weapons. They do not gain any additional proficiency with armor or shields.<\/p>\n\n\t<p><strong><em>Wild Shape<\/em> (Sp):<\/strong> At 1st level, a shapeshifter gains the ability to change form into a Small or Medium-size animal (but not a dire animal) and back again three times per day. This ability works exactly like the <a href=\/classes\/druid\/>druid&#39;s<\/a> <em>wild shape<\/em> ability.<\/p>\n\n\t<p>The shapeshifter can use <em>wild shape<\/em> more times per day at 4th and 8th level, as noted on Table 3&#8212;11: The Shapeshifter. In addition, the shapeshifter gains the ability to take the shape of a Large animal at 3rd level, a Tiny animal at 5th level, and a Huge animal at 9th level. At 7th level or higher, she can take the form of a dire animal.<\/p>\n\n\t<p>At 10th level, the shapeshifter may use <em>wild shape<\/em> to change into a Small, Medium-size, or Large air, earth, fire, or water elemental once per day. She gains all the elemental&#39;s special abilities when she does so.<\/p>\n\n\t<p><strong>Extra Shifting (Ex):<\/strong> A shapeshifter with a natural ability to change shape (such as a <a href=\/races\/oriental-adventures--96\/hengeyokai--38\/>hengeyokai&#39;s<\/a> alternate form ability) adds her shapeshifter level to the number of times per day that she can normally change form. Thus, a hengeyokai 7th-level wu jen\/3rd-level shapeshifter could change form fourteen times per day, instead of the eleven transformations normally allowed a 10th-level hengeyokai character.<\/p>\n\n\t<p><strong>Spells per Day:<\/strong> A shapeshifter continues her magical training while mastering the powers of <em>wild shape<\/em>. At 2nd, 4th, 6th, 8th, and 10th level, the character gains new spells per day and spells known as if she had also gained one level in a spellcasting class. She does not, however, gain any other benefit of the spellcasting class. This essentially means that she adds half her shapeshifter levels to her other class levels, then determines spells per day and spells known accordingly. For example, if Jengu Tori, a 7th-level wu jen\/1st-level shapeshifter, gains a level in shapeshifter, she gains new spells as if she had risen to 8th level in wu jen, but uses the other shapeshifter aspects of level progression such as attack bonus and save bonus. If she next gains a level of wu jen, making her an 8th-level wu jen\/2nd-level shapeshifter, she gains spells as if she had risen to 9th level in wu jen.<\/p>\n\n\t<p>If a character adopts the shapeshifter prestige class without having a spellcasting class, he does not gain any spell ability as he increases his shapeshifter levels.<\/p>\n\n\t<p><strong>Thousand Faces (Su):<\/strong> At 6th level, a shapeshifter gains the ability to change her appearance at will, as if using the spell <a href=\/spells\/players-handbook-v35--6\/alter-self--2774\/><em>alter self<\/em><\/a>.<\/p>\n\n\t<p><strong>Natural Shapechanger:<\/strong> At 10th level, a shapeshifter changes form so naturally that her type changes to shapechanger rather than humanoid. (Hengeyokai are already shapechangers; their type is not affected.) She becomes immune to spells and effects that specifically target humanoids, such as <a href=\/spells\/players-handbook-v35--6\/charm-person--2535\/><em>charm person<\/em><\/a>.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort Save<\/strong> <\/th>\n\t\t\t<th><strong>Ref Save<\/strong> <\/th>\n\t\t\t<th><strong>Will Save<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spells per Day<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Wild shape<\/em> (3\/day), extra shifting <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Wild shape<\/em> (Large) <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Wild shape<\/em> (4\/day) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Wild shape<\/em> (Tiny) <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Thousand faces <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <em>Wild shape<\/em> (dire) <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <em>Wild shape<\/em> (5\/day) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <em>Wild shape<\/em> (Huge) <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> <em>Wild shape<\/em> (elemental 1\/day), natural shapechanger <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Oriental Adventures 45<\/h5>","reference":"Usergen"},{"id":10642,"name":"Shiba Protector","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Shiba Protector<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Shiba protectors do not gain any additional weapon or armor proficiency.<\/p>\n\n\t<p><strong>No Thought (Ex):<\/strong> Shiba protectors add their Wisdom modifier, if positive, to their attack and damage rolls.<\/p>\n\n\t<p><strong>Aid Shugenja (Su):<\/strong> At 2nd level, a Shiba protector can use her own personal energy to empower a shugenja&#39;s spell when she is the target of that spell. The spell is treated as if the shugenja had used the <a href=\/feats\/players-handbook-v35--6\/empower-spell--848\/>Empower Spell<\/a> metamagic feat, including the longer casting time. The Shiba protector can use this ability once per day at 2nd level, twice per day at 4th level, three times per day at 6th level, and four times per day at 8th level. He must make a successful Spellcraft check (DC 10) to enhance the spell. A failed check does not count as a use of the ability.<\/p>\n\n\t<p>At 8th level and above, the protector can apply the <a href=\/feats\/players-handbook-v35--6\/maximize-spell--1913\/>Maximize Spell<\/a> feat to spells cast on her instead. The Spellcraft DC is 15. She must decide before any applicable dice are rolled whether she wishes to maximize or empower the spell.<\/p>\n\n\t<p>A Shiba protector cannot empower an already empowered spell, or maximize an already maximized one.<\/p>\n\n\t<p><strong>Dancing with the Elements (Ex):<\/strong> Beginning at 3rd level, a Shiba protector gains a bonus on all saving throws against spells and spell-like effects. This bonus is +2 at 3rd level, +4 at 5th level, and +6 at 7th level.<\/p>\n\n\t<p><strong>One with Nothing (Su):<\/strong> Three times per day, a Shiba protector of 6th level or higher can fall into a trance that allows her to perform actions quickly but with perfect clarity. For a single round, the samurai can act as if under the effect of a <a href=\/spells\/players-handbook-v35--6\/haste--2823\/><em>haste<\/em><\/a> spell.<\/p>\n\n\t<p><strong>Diamond Soul (Ex):<\/strong> At 9th level, a Shiba protector gains spell resistance equal to 20 + her Wisdom modifier. In order to affect the Shiba protector with a spell, a spellcaster must roll the protector\u2018s spell resistance or higher on 1d20 + the spellcaster&#39;s level.<\/p>\n\n\t<p><strong><em>One with All and Nothing<\/em> (Sp):<\/strong> A Shiba protector of 10th level has recognized the deep truth that all her ability scores spring from the same essence. In a moment of perfect clarity, she can use her highest ability score modifier when making a skill check, attack roll, damage roll, or saving throw, in place of the ability score modifier she would normally use. Thus, she could add her Wisdom modifier to a damage roll instead of her Strength modifier, her Charisma modifier to her Reflex saving throw instead of her Dexterity modifier, or her Intelligence modifier to her Spot check instead of her Wisdom modifier. The Shiba protector can use this ability a number of times per day equal to her highest ability score modifier.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort Save<\/strong> <\/th>\n\t\t\t<th><strong>Ref Save<\/strong> <\/th>\n\t\t\t<th><strong>Will Save<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> No thought <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Aid shugenja 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Dancing with the elements +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Aid shugenja 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Dancing with the elements +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> One with nothing, aid shugenja 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Dancing with the elements +6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Aid shugenja (maximize) 4\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Diamond soul <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> <em>One with all and nothing<\/em> <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Oriental Adventures 222<\/h5>","reference":"Usergen"},{"id":10643,"name":"Shintao Monk","type":"prestige","alignment":"Lawful Good","hit_die":"8","full_text":"<div topic='titel'><p><h3>Shintao Monk<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful Good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Still mind class ability.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Shintao monks gain no additional weapon or armor proficiency. They suffer the same penalties for wearing armor that monks do.<\/p>\n\n\t<p><strong>Monk Abilities:<\/strong> A Shintao monk has the unarmed damage, AC bonus, and speed of a monk with as many levels as her Shintao monk levels plus her monk levels.<\/p>\n\n\t<p>Add the Shintao monk&#39;s base attack bonus derived from monk levels to that derived from Shintao monk levels and consult the following table:<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Base Attack Bonus <\/th>\n\t\t\t<th>Additional Unarmed Attacks <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +4\/+1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +5\/+2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6\/+3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7\/+4\/+1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +8\/+5\/+2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +9\/+6\/+3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +13 <\/td>\n\t\t\t<td> +10\/+7\/+4\/+1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +14 <\/td>\n\t\t\t<td> +11\/+8\/+5\/+2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +15 <\/td>\n\t\t\t<td> +12\/+9\/+6\/+3 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Touch the Void Dragon (Su):<\/strong> Once per day, a Shintao monk can raise one ability score by 1d4+1 points for a duration of 1 hour per level. This ability is similar to the spells <em>bull&#39;s strength<\/em>, <em>cat&#39;s grace<\/em>, and <em>endurance<\/em>, and to the effects of a <em>potion of Intelligence<\/em>, a <em>potion of Wisdom<\/em>, or a <em>potion of Charisma<\/em>.<\/p>\n\n\t<p><strong>Bonus Feat:<\/strong> At 1st level, and every two levels thereafter, a Shintao monk receives a bonus feat. This feat must be selected from the following list: <a href=\/feats\/oriental-adventures--96\/defensive-throw--3671\/>Defensive Throw<\/a>, <a href=\/feats\/players-handbook-v35--6\/deflect-arrows--560\/>Deflect Arrows<\/a> (<a href=\/feats\/oriental-adventures--96\/grappling-block--3689\/>Grappling Block<\/a>), <a href=\/feats\/oriental-adventures--96\/eagle-claw-attack--3673\/>Eagle Claw Attack<\/a>, <a href=\/feats\/players-handbook-30--106\/expertise--3320\/>Expertise<\/a> (<a href=\/feats\/oriental-adventures--96\/karmic-strike--3711\/>Karmic Strike<\/a>, <a href=\/feats\/players-handbook-v35--6\/improved-disarm--1468\/>Improved Disarm<\/a>, <a href=\/feats\/players-handbook-v35--6\/improved-trip--1587\/>Improved Trip<\/a>, <a href=\/feats\/oriental-adventures--96\/defensive-strike--3670\/>Defensive Strike<\/a>, <a href=\/feats\/oriental-adventures--96\/superior-expertise--3742\/>Superior Expertise<\/a>, <a href=\/feats\/players-handbook-v35--6\/whirlwind-attack--3128\/>Whirlwind Attack<\/a>), <a href=\/feats\/oriental-adventures--96\/fists-iron--3683\/>Fists of Iron<\/a>, <a href=\/feats\/oriental-adventures--96\/great-throw--3695\/>Great Throw<\/a>, <a href=\/feats\/oriental-adventures--96\/improved-grapple--3709\/>Improved Grapple<\/a> (<a href=\/feats\/oriental-adventures--96\/choke-hold--3666\/>Choke Hold<\/a>, <a href=\/feats\/oriental-adventures--96\/earths-embrace--3674\/>Earth&#39;s Embrace<\/a>), <a href=\/feats\/players-handbook-v35--6\/stunning-fist--2802\/>Stunning Fist<\/a> (<a href=\/feats\/oriental-adventures--96\/falling-star-strike--3681\/>Falling Star Strike<\/a>, <a href=\/feats\/oriental-adventures--96\/freezing-lifeblood--3687\/>Freezing the Lifeblood<\/a>, <a href=\/feats\/oriental-adventures--96\/unbalancing-strike--3743\/>Unbalancing Strike<\/a>, <a href=\/feats\/oriental-adventures--96\/pain-touch--3721\/>Pain Touch<\/a>).<\/p>\n\n\t<p><strong><em>Detect Taint<\/em> (Sp):<\/strong> A Shintao monk of 2nd level or higher can use <a href=\/spells\/oriental-adventures--96\/detect-taint--2047\/><em>detect Taint<\/em><\/a> as a spell-like ability, at will. Outside the featured campaign setting of Rokugan, the Shintao monk can use <a href=\/spells\/players-handbook-v35--6\/detect-evil--2486\/><em>detect evil<\/em><\/a> instead.<\/p>\n\n\t<p><strong>Smite Taint (Su):<\/strong> Once per day, a Shintao monk of 2nd level or higher may attempt to smite a Shadowlands opponent with one unarmed attack. She adds a +4 bonus on her attack roll and deals +1 point of damage per class level. A Shadowlands opponent is a monster with the Shadowlands descriptor or a character with a Taint score. If the monk accidentally smites a creature that is not Tainted, the smite has no effect but it is still used up for that day.<\/p>\n\n\t<p>Outside the featured campaign setting of Rokugan, this ability applies to evil in general: The Shintao monk can smite any evil opponent.<\/p>\n\n\t<p><strong><em>Speak to the Soul<\/em> (Sp):<\/strong> Once per day, a Shintao monk of at least 2nd level can use <a href=\/spells\/players-handbook-v35--6\/detect-magic--2489\/><em>detect magic<\/em><\/a> as if cast by a sorcerer of the Shintao monk&#39;s level.<\/p>\n\n\t<p><strong>Grasp the Earth Dragon (Ex):<\/strong> A Shintao monk of a least 3rd level is immune to stunning, sleep spells and effects, and slow spells and effects.<\/p>\n\n\t<p><strong><em>Purity of Shinsei<\/em> (Sp):<\/strong> At 4th level, a Shintao monk can cause her entire body to become suffused with a heatless fire that sheds light as a <a href=\/spells\/players-handbook-v35--6\/light--2629\/><em>light<\/em><\/a> spell, as if cast by a sorcerer of the monk&#39;s level. The monk can use this ability once per level per day.<\/p>\n\n\t<p><strong><em>Channel the Fire Dragon<\/em> (Sp):<\/strong> Once per day, a Shintao monk of 5th level or higher can use <a href=\/spells\/players-handbook-30--106\/protection-elements--3790\/><em>protection from elements<\/em><\/a> (fire or cold only) as a sorcerer of the monk&#39;s character level.<\/p>\n\n\t<p><strong>Great Silence (Su):<\/strong> At 6th level, a Shintao monk gains a gaze attack. The Shintao monk can use this ability once per day, targeting one creature within 30 feet. When the monk&#39;s chosen target meets his gaze, the target must attempt a Will saving throw (DC 10 + monk&#39;s class level + monk&#39;s Charisma modifier). If the target fails this save, he is struck mute for 1 minute per level of the monk. A mute character cannot speak or cast spells with a verbal component.<\/p>\n\n\t<p><strong><em>Steal the Air Dragon<\/em> (Sp):<\/strong> Once per day, a Shintao monk of at least 7th level can use <a href=\/spells\/players-handbook-30--106\/improved-invisibility--3791\/><em>improved invisibility<\/em><\/a> as a sorcerer of the monk&#39;s character level.<\/p>\n\n\t<p><strong><em>Ancestral Guidance<\/em> (Sp):<\/strong> At 8th level, a Shintao monk can use <a href=\/spells\/oriental-adventures--96\/commune-with-greater-spirit--2043\/><em>commune with greater spirit<\/em><\/a> once per week, as a cleric of the monk&#39;s character level. She need not pay the XP component cost for the spell.<\/p>\n\n\t<p><strong>Ride the Water Dragon (Ex):<\/strong> At 9th level, a Shintao monk&#39;s wounds heal extraordinarily quickly. She recovers 1 hit point per level per hour, without needing to rest for the healing to take place.<\/p>\n\n\t<p><strong>Kukan-Do (Su):<\/strong> At 10th level, a Shintao monk gains a second gaze attack. The monk can use this ability once per day, targeting one creature within 30 feet. When the monk&#39;s chosen target meets her gaze, the target must attempt a Will saving throw (DC 10 + monk&#39;s class level + monk&#39;s Charisma modifier). If the target fails this save, he and the monk are locked in a kind of elemental stasis, preventing both of them from mustering their spiritual energies. Neither the target nor the monk can use any spells, spell-like abilities, or supernatural abilities. Either character can attack or use skills and exceptional abilities, including the monk&#39;s unarmed attacks and stunning attack.<\/p>\n\n\t<p><strong>Code of Conduct:<\/strong> Shintao monks must follow certain rules of life in order to maintain the purity of their souls and continue their advancement toward enlightenment. They are forbidden to eat meat (though they may eat fish), commit murder or theft, or marry. Shintao monks are expected to avoid causing violence, though circumstances can make that impossible. Gluttony and drunkenness are vices to be avoided, and holy places must be treated with respect. Shintao monks cannot accumulate wealth or become involved in politics. A Shintao monk who violates this code of conduct or strays from a lawful good alignment cannot gain new levels as a Shintao monk but retains all monk class abilities. Assuming he remains lawful, he can continue to advance in the monk class.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort Save<\/strong> <\/th>\n\t\t\t<th><strong>Ref Save<\/strong> <\/th>\n\t\t\t<th><strong>Will Save<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Monk abilities, touch the Void dragon, bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Detect Taint<\/em>, smite Taint, <em>speak to the soul<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Grasp the earth dragon, bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Purity of Shinsei<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Channel the fire dragon<\/em>, bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Great silence <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <em>Steal the air dragon<\/em>, bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <em>Ancestral guidance<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Ride the water dragon, bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Kukan-do <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Oriental Adventures 46<\/h5>","reference":"Usergen"},{"id":10644,"name":"Singh Rager","type":"prestige","alignment":"Any Lawful","hit_die":"12","full_text":"<div topic='titel'><p><h3>Singh Rager<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 12.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any Lawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Singh ragers are proficient with all simple and martial weapons and with all armor.<\/p>\n\n\t<p><strong>Lion&#39;s Roar:<\/strong> The singh rager&#39;s fury in battle sends fear into her opponents&#39; hearts. A singh rager can use a <a href=\/feats\/oriental-adventures--96\/ki-shout--3679\/><em>Ki<\/em> Shout<\/a> or <a href=\/feats\/oriental-adventures--96\/great-ki-shout--3692\/>Great <em>Ki<\/em> Shout<\/a> a number of times per day equal to four plus her Charisma modifier, and the Difficulty Class of the fear effect is increased by 4.<\/p>\n\n\t<p><strong>Great <em>Ki<\/em> Shout:<\/strong> A singh rager gains <a href=\/feats\/oriental-adventures--96\/great-ki-shout--3692\/>this feat<\/a> for free at 1st level.<\/p>\n\n\t<p><strong>Lion&#39;s Fury (Ex):<\/strong> At 2nd level, a singh rager can enter a state of rage, gaining phenomenal strength and durability but becoming reckless and less able to defend herself. She temporarily gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but suffers a -2 penalty to AC.<\/p>\n\n\t<p>The increase in Constitution increases the singh rager&#39;s hit points by 2 points per level, but these hit points go away at the end of the rage when the Constitution score drops back to normal. These extra hit points are not lost first the way temporary hit points are. While raging, a singh rager cannot use skills or abilities that require patience and concentration, such as moving silently or casting spells. (The only class skills she can&#39;t use while raging are Craft, Iaijutsu Focus, and Sense Motive.) She can use any feat she has except for Expertise, item creation feats, metamagic feats, and Skill Focus (if it&#39;s tied to a skill that requires patience or concentration). A fit of rage lasts for 3 rounds, plus the character&#39;s (newly improved) Constitution modifier. The singh rager may prematurely end the rage voluntarily. At the end of the rage, the singh rager is fatigued (-2 Strength, -2 Dexterity, can&#39;t charge or run) for the duration of that encounter. The singh rager can only fly into a rage once per encounter, and only a certain number of times per day (determined by level). Entering a rage takes no time itself, but the singh rager can only do it during her action, not in response to somebody else&#39;s action. A singh rager can&#39;t, for example, fly into a rage when struck down by an arrow in order to get the extra hit points from the increased Constitution, although the extra hit points would be of benefit if she had gone into a rage earlier in the round, before the arrow struck.<\/p>\n\n\t<p>A singh rager can enter a rage three times per day at 3rd level, four times at 6th level, and five times at 10th level. Starting at 8th level, the singh rager&#39;s fury bonuses become +6 to Strength, +6 to Constitution, and a +3 morale bonus on Will saves. (The AC penalty remains at -2.) Lion&#39;s Courage (Ex): A singh rager of 3rd level or higher is immune to fear (magical or otherwise) and gains a +4 bonus on Will saves against other mind-influencing spells and effects.<\/p>\n\n\t<p><strong>Remain Conscious:<\/strong> A singh rager gains <a href=\/feats\/oriental-adventures--96\/remain-conscious--3726\/>this feat<\/a> for free at 3rd level.<\/p>\n\n\t<p><strong>Lion&#39;s Pounce (Ex):<\/strong> At 4th level, a singh rager can make a full attack at the end of a charge.<\/p>\n\n\t<p><strong>Roaring Strike (Ex):<\/strong> A singh rager of 5th level or higher can make a <a href=\/feats\/oriental-adventures--96\/ki-shout--3679\/><em>Ki<\/em> Shout<\/a> as a free action if she combines it with a full attack action.<\/p>\n\n\t<p><strong>Swiftness of the Lioness (Ex):<\/strong> When she reaches 7th level, a singh rager can act as if under the effects of a <a href=\/spells\/players-handbook-v35--6\/haste--2823\/><em>haste<\/em><\/a> spell for a total of 1 round per class level per day. These rounds need not be consecutive.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort Save<\/strong> <\/th>\n\t\t\t<th><strong>Ref Save<\/strong> <\/th>\n\t\t\t<th><strong>Will Save<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Lion&#39;s roar, Great <em>Ki<\/em> Shout <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Lion&#39;s fury 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Lion&#39;s courage, Remain Conscious <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Lion&#39;s pounce <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Roaring strike <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Lion&#39;s fury 4\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Swiftness of the lioness <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Greater fury <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Lion&#39;s fury 5\/day, no longer winded after fury <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Oriental Adventures 48<\/h5>","reference":"Usergen"},{"id":10645,"name":"Tattooed Monk","type":"prestige","alignment":"Any Lawful","hit_die":"8","full_text":"<div topic='titel'><p><h3>Tattooed Monk<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any Lawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Must be accepted by the tattooed monk order.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Tattooed monks gain no additional weapon or armor proficiency. They suffer the same penalties for wearing armor that monks do.<\/p>\n\n\t<p><strong>Monk Abilities:<\/strong> A tattooed monk has the unarmed damage, AC bonus, and speed of a monk with as many levels as his tattooed monk levels plus his monk levels (if any).<\/p>\n\n\t<p>Add the tattooed monk&#39;s base attack bonus derived from monk levels to that derived from tattooed monk levels and consult the following table:<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Base Attack Bonus <\/th>\n\t\t\t<th>Additional Unarmed Attacks <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +4\/+1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +5\/+2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6\/+3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7\/+4\/+1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +8\/+5\/+2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +9\/+6\/+3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +13 <\/td>\n\t\t\t<td> +10\/+7\/+4\/+1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +14 <\/td>\n\t\t\t<td> +11\/+8\/+5\/+2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> +15 <\/td>\n\t\t\t<td> +12\/+9\/+6\/+3 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Tattoo (Su):<\/strong> Tattooed monks gain their powers from the magic tattoos that eventually grow to cover their bodies. A 1st-level tattooed monk has one tattoo and gains another tattoo every two levels, to a maximum of five. The tattooed monk can choose his tattoos from the following list. Note that some tattoos have minimum level requirements.<\/p>\n\n\t<p>All tattoos are magical, and the abilities they bestow are supernatural. A tattooed monk in an antimagic field loses all benefits of his tattoos. Unless the effect of a tattoo is continuous, activating a tattoo is a move-equivalent action that can be combined with a regular move and does not provoke an attack of opportunity.<\/p>\n\n\t<p><em>Arrowroot:<\/em> The tattooed monk can heal wounds in another character by touch. Each day he can cure a total number of hit points equal to his Wisdom bonus times his level. The tattooed monk cannot heal himself, but he may divide the curing among multiple recipients, and he doesn&#39;t have to use it all at once.<\/p>\n\n\t<p><em>Bamboo:<\/em> Once per day per tattoo he possesses, the tattooed monk can add the number of tattoos he possesses as an enhancement bonus to his Constitution score. This ability lasts for 1 round per level.<\/p>\n\n\t<p><em>Bat:<\/em> Once per day per tattoo he possesses, the tattooed monk can add the number of tattoos he possesses as an enhancement bonus to his Dexterity score. This ability lasts for 1 round per level.<\/p>\n\n\t<p><em>Bellflower:<\/em> Once per day per tattoo he possesses, the tattooed monk can add his Charisma modifier as an enhancement bonus to any of his ability scores (including Charisma). This lasts for 1 round per level.<\/p>\n\n\t<p><em>Butterfly:<\/em> Once per day per tattoo he possesses, the tattooed monk can add the number of tattoos he possesses as an enhancement bonus to his Wisdom score. This ability lasts for 1 round per level.<\/p>\n\n\t<p><em>Centipede:<\/em> Once per week, the tattooed monk can <a href=\/spells\/players-handbook-v35--6\/shadow-walk--2703\/><em>shadow walk<\/em><\/a>. This ability allows the tattooed monk to cross great distances, but he must end his journey on the Material Plane (in Rokugan, this means he cannot enter the Shadowlands). Minimum Level: 5th.<\/p>\n\n\t<p><em>Chameleon:<\/em> The tattooed monk can use <a href=\/spells\/players-handbook-v35--6\/alter-self--2774\/><em>alter self<\/em><\/a> once per day per tattoo he possesses to take on the appearance of any other human he has encountered. The duration of this ability is one hour per level.<\/p>\n\n\t<p><em>Cloud:<\/em> Once per day, the tattooed monk can <a href=\/spells\/oriental-adventures--96\/commune-with-greater-spirit--2043\/><em>commune with greater spirit<\/em><\/a> as the spell (described in Chapter 7). With each use of the ability, the tattooed monk can ask no more than one question per level. Minimum Level: 5th.<\/p>\n\n\t<p><em>Crab:<\/em> The tattooed monk gains damage reduction equal to 2 per tattoo he possesses. This damage reduction is negated by a weapon with a magical enhancement bonus equal to or better than the tattooed monk&#39;s Constitution bonus (if any), by magical attacks, or by energy attacks. Damage reduction can reduce damage to 0 but not below 0. (That is, the tattooed monk cannot actually gain hit points in this manner.)<\/p>\n\n\t<p><em>Crane:<\/em> The tattooed monk gains a gradual immunity to bodily decay. When the tattooed monk first gains this tattoo, he gains immunity to nonmagical diseases. When he gains his next tattoo (whatever it may be), he acquires immunity to poison as well. When he gains his next tattoo, he no longer suffers ability penalties for aging, and cannot be magically aged. (Any aging penalties he may already have suffered remain in place.) Bonuses still accrue, and the tattooed monk still dies of old age when his time is up. Minimum Level: 5th.<\/p>\n\n\t<p><em>Crow:<\/em> When the tattooed monk calls on the power of this tattoo, he becomes immune to the Shadowlands Taint for one day per tattoo he possesses, and gains a +1 resistance bonus on all Will saving throws for the same duration. After using this ability, the tattooed monk cannot activate the crow tattoo for five more days. Tattooed monks in campaigns other than Rokugan do not use the crow tattoo.<\/p>\n\n\t<p><em>Chrysanthemum:<\/em> Every hour that the tattooed monk with this tattoo is in sunlight, he heals a number of hit points equal to his level. A <a href=\/spells\/players-handbook-v35--6\/daylight--2601\/><em>daylight<\/em><\/a> spell does not provoke this fast healing; the character must be exposed to the real sun. Minimum Level: 7th.<\/p>\n\n\t<p><em>Dragon:<\/em> Once per day per tattoo he possesses, the tattooed monk can use <a href=\/spells\/oriental-adventures--96\/fire-breath--2068\/><em>fire breath<\/em><\/a> as the spell (described in Chapter 7). The tattooed monk&#39;s caster level is his class level. Minimum Level: 5th.<\/p>\n\n\t<p><em>Dragonfly:<\/em> Once per day per tattoo he possesses, the tattooed monk gains a dodge bonus to his AC equal to the number of tattoos he possesses. This extraordinary ability lasts for 1 round per level.<\/p>\n\n\t<p><em>Falcon:<\/em> The tattooed monk is immune to fear (magical or otherwise). Allies within 10 feet of the tattooed monk gain a morale bonus on their saving throws against fear effects. The bonus equals the tattooed monk&#39;s Charisma bonus (if any) plus the number of tattoos he possesses.<\/p>\n\n\t<p><em>Lion:<\/em> Once per day per tattoo he possesses, the tattooed monk can smite a foe, gaining a +4 attack bonus and a damage bonus equal to his level on a single melee attack. The tattooed monk must declare the smite before making the attack.<\/p>\n\n\t<p><em>Monkey:<\/em> The tattooed monk gains a +1 competence bonus per tattoo he possesses on all Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Open Lock, Pick Pocket, and Tumble checks.<\/p>\n\n\t<p><em>Moon, Crescent:<\/em> In Rokugan, only <em>kikage zumi<\/em> (monks of the Hitomi school) can choose this tattoo. Once per day per tattoo he possesses, the tattooed monk can use <a href=\/spells\/players-handbook-v35--6\/ethereal-jaunt--2809\/><em>ethereal jaunt<\/em><\/a> as a spell-like ability. Minimum Level: 7th.<\/p>\n\n\t<p><em>Moon, Full:<\/em> In Rokugan, only <em>kikage zumi<\/em> (monks of the Hitomi school) can choose this tattoo. Once per night per tattoo he possesses, the tattooed monk can gain a +2 luck bonus on a single attack roll, skill check, or ability check, as he calls on the full power of Hitomi, the moon. This ability cannot be used during daylight hours.<\/p>\n\n\t<p><em>Mountain:<\/em> The tattooed monk can take on the immovability of the mountain, gaining phenomenal durability though he cannot move from the spot where he stands. He gains a +4 bonus to his Constitution and Wisdom scores. The increase in Constitution increases the tattooed monk&#39;s hit points by 2 points per level, but these hit points go away when the power&#39;s duration expires. These extra hit points are not lost first the way temporary hit points are. While using this ability, the tattooed monk cannot use any skills based on Dexterity, including Balance and Tumble. He is immune to bull rush and trip attacks. This immovable state lasts 1 round per level. The tattooed monk may use this ability once per day per tattoo he possesses.<\/p>\n\n\t<p><em>Nightingale:<\/em> The tattooed monk can cure his own wounds. He can cure up to twice his level in hit points each day, and he can spread this healing out among several uses.<\/p>\n\n\t<p><em>Ocean:<\/em> The tattooed monk with an ocean tattoo never needs to eat, sleep, or drink. Minimum Level: 9th.<\/p>\n\n\t<p><em>Phoenix:<\/em> The tattooed monk gains spell resistance equal to his class level + 15. In order to affect the tattooed monk with a spell, a spellcaster must roll the tattooed monk&#39;s spell resistance or higher on 1d20 + the spellcaster&#39;s level. Minimum Level: 7th.<\/p>\n\n\t<p><em>Pine:<\/em> The tattooed monk gains the benefits of the <a href=\/feats\/players-handbook-v35--6\/endurance--863\/>Endurance<\/a> and <a href=\/feats\/oriental-adventures--96\/remain-conscious--3726\/>Remain Conscious<\/a> feats.<\/p>\n\n\t<p><em>Scorpion:<\/em> Once per day per tattoo he possesses, the tattooed monk can force an opponent attacking him to use her lowest ability score modifier instead of her Strength or Dexterity score modifier when making her attack roll.<\/p>\n\n\t<p><em>Spider:<\/em> The tattooed monk&#39;s touch (or unarmed attack) delivers a contact poison. The poison&#39;s save DC is equal to 10 + the tattooed monk&#39;s class level + his Constitution modifier. The poison&#39;s initial and secondary damage is 1 point of temporary Constitution damage. The tattooed monk can suppress this poison for 1 hour by concentrating for a full round and making a successful Will save (DC 20). Minimum Level: 3rd.<\/p>\n\n\t<p><em>Sun:<\/em> In Rokugan, only <em>ise zumi<\/em> (monks of the Togashi school) can choose this tattoo. Once per day per tattoo he possesses, the tattooed monk can gain a +2 luck bonus on a single attack roll, skill check, or ability check, as he calls on the full power of the sun. This ability can only be used during daylight hours.<\/p>\n\n\t<p><em>Tiger:<\/em> Once per day per tattoo he possesses, the tattooed monk can fight unarmed with a +1 bonus on all attack rolls and dealing an additional +1d6 points of damage with a successful attack. This burst of martial arts ferocity lasts for 1 round per level.<\/p>\n\n\t<p><em>Tortoise:<\/em> Once per day per tattoo he possesses, the tattooed monk can use his level as the number of ranks in a skill he does not possess for the purposes of one skill check, even an exclusive skill for another class. For example, Togashi Mitasu, a 4th-level tattooed monk with two tattoos, can make up to two Use Magic Device checks as if he had 4 ranks in that skill. He adds his Charisma modifier to the skill check as usual.<\/p>\n\n\t<p><em>Unicorn:<\/em> The tattooed monk gains the power of good fortune, which is usable once per day per tattoo he possesses. This ability allows the tattooed monk to reroll one roll that he has just made. The character must take the result of the reroll, even if it&#39;s worse than the original roll.<\/p>\n\n\t<p><em>Wasp:<\/em> Once per day per tattoo he possesses, the tattooed monk can use <a href=\/spells\/players-handbook-v35--6\/haste--2823\/><em>haste<\/em><\/a> on himself. The haste effect lasts 1 round per level. Minimum Level: 3rd.<\/p>\n\n\t<p><em>White Mask:<\/em> The tattooed monk is immune to <a href=\/spells\/players-handbook-v35--6\/detect-thoughts--2494\/><em>detect thoughts<\/em><\/a>, <a href=\/spells\/players-handbook-v35--6\/discern-lies--2496\/><em>discern lies<\/em><\/a>, and any attempt to magically discern his alignment. He gains a +10 bonus on all Bluff checks. Minimum Level: 3rd.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort Save<\/strong> <\/th>\n\t\t\t<th><strong>Ref Save<\/strong> <\/th>\n\t\t\t<th><strong>Will Save<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Monk abilities, tattoo <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Tattoo <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Tattoo <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Tattoo <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Tattoo <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Oriental Adventures 49<\/h5>","reference":"Usergen"},{"id":10646,"name":"Void Disciple","type":"prestige","alignment":"Any Neutral","hit_die":"6","full_text":"<div topic='titel'><p><h3>Void Disciple<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any Neutral.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells:<\/strong> Able to cast 3rd-level arcane or divine spells.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Void disciples gain no weapon or armor proficiencies.<\/p>\n\n\t<p><strong>Spells per Day:<\/strong> A Void disciple continues her magical training while mastering the powers of Void. At 2nd, 4th, 5th, 6th, 8th, 10th, 11th, and 12th level, the character gains new spells per day and spells known as if she had also gained one level in a previous spellcasting class. She does not, however, gain any other benefit of the other spellcasting class. For example, if Isawa Todari, a 7th-level shugenja\/1st-level Void disciple, gains a level in Void disciple, she gains new spells as if she had risen to 8th level in shugenja, but uses the other Void disciple aspects of level progression such as attack bonus and save bonus. If she next gains a level of shugenja, making her an 8th-level shugenja\/ 2nd-level Void disciple, she gains spells as if she had risen to 9th level in shugenja.<\/p>\n\n\t<p><strong>Sense Void (Su):<\/strong> The first technique taught to the Void disciple is the ability to reach out with the mind and sense the world around, exploring the unseen layer of reality most people rarely experience. The Void disciple&#39;s consciousness actually departs her body and extends into the world, allowing her to use her normal senses (sight, hearing, touch, taste, smell) to perceive whatever area, person, or thing she directs her attention to. The Void disciple must make a &quot;Scry&quot;skills\/scry\/ check, with the DC determined by distance, not familiarity.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Distance<\/strong> <\/th>\n\t\t\t<th><strong>DC<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Line of sight <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Up to 1 mile (same village) <\/td>\n\t\t\t<td> 10 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Up to 10 miles (same province) <\/td>\n\t\t\t<td> 15 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Up to 100 miles (same clan&#39;s territory) <\/td>\n\t\t\t<td> 20 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Up to 1,000 miles (another clan&#39;s territory) <\/td>\n\t\t\t<td> 25 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>The Void disciple cannot sense across planar boundaries. Thus, a Void disciple standing on the Kaiu Wall could not extend her senses into the Shadowlands, even within her line of sight.<\/p>\n\n\t<p>With every four levels the Void disciple attains beyond 1st, she gains the ability to perceive deeper levels of reality. At 5th level, the Void disciple can detect magic and detect Taint at will while using this ability. At 9th level, she can discern lies and read emotional states, gaining a +10 bonus on Sense Motive checks while using this ability. At 13th level, she can detect thoughts at will while using this ability.<\/p>\n\n\t<p>A Void disciple can use this ability once per day at 1st level. With every two levels she attains beyond 1st, she can use the ability an additional time per day (twice at 3rd level, three times at 5th, and so on).<\/p>\n\n\t<p><strong>Moment of Clarity (Su):<\/strong> At 4th level, a Void disciple can grant an ally the temporary ability to perform any skill or feat (with the exception of ancestor feats). The Void disciple must use a standard action to touch the target. The target gains either one feat or a number of ranks in one skill equal to his relevant ability modifier for that skill. For example, a character with a 14 Dexterity could gain 2 ranks in Ride, for a total skill modifier of +4. The effect lasts for 1 round per level of the Void disciple. The Void disciple can use this supernatural ability twice per day at 4th level, plus an additional use for every four additional levels she attains.<\/p>\n\n\t<p><strong>Altering the Course (Su):<\/strong> Once per day, a Void disciple of 7th level or higher can add a +20 bonus to any single attack roll, skill check, or ability check she makes. She cannot transfer this bonus to another character by any means. This supernatural ability requires no action, and lasts only the duration of the single check.<\/p>\n\n\t<p><strong>Void Release (Su):<\/strong> Three times per day, a Void disciple of 10th level or higher can touch an ally, allowing that character to use her highest ability score modifier in place of any one lower modifier (target&#39;s choice) for a number of rounds equal to half the Void disciple&#39;s level. For example, a severely wounded samurai could use his high Strength modifier in place of his low Dexterity modifier for a few rounds, increasing his Armor Class, Reflex save bonus, and ranged attack bonus (as well as Dexterity-based skills).<\/p>\n\n\t<p><strong>Void Suppression (Su):<\/strong> Once per day, a 12th-level Void disciple can make a melee touch attack to force the target to use his lowest ability score modifier in place of any one higher modifier (Void disciple&#39;s choice) for 5 rounds. For example, a Void disciple could force an ogre to use his low Intelligence modifier in place of his high Strength modifier, severely weakening the brute&#39;s physical blows.<\/p>\n\n\t<p><strong>Void Strike (Su):<\/strong> Once per day, a 13th-level Void disciple can make a melee touch attack to bestow 1d4 negative levels on the target. The Void disciple gains 5 temporary hit points for each negative level she bestows. If the target has at least as many negative levels as HD, he dies. Each negative level gives a creature a -1 competence penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities). Additionally, a spellcaster loses one spell or spell slot from his highest available level. Negative levels stack. Assuming the target survives, he regains lost levels after 13 hours pass. This ability relies on the Void disciple&#39;s mastery of Void, not negative energy, so it cannot be used to benefit undead.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort Save<\/strong> <\/th>\n\t\t\t<th><strong>Ref Save<\/strong> <\/th>\n\t\t\t<th><strong>Will Save<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spells per Day<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sense Void (physical senses, 1\/day) <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sense Void (2\/day) <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Moment of clarity (2\/day) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Sense Void (magical senses, 3\/day) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Altering the course, sense void (4\/day) <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Moment of clarity (3\/day) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Sense Void (empathic senses, 5\/day) <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Void release <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Sense Void (6\/day) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Void suppression, moment of clarity (4\/day) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Void strike, sense Void (mental senses, 7\/day) <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Oriental Adventures 51<\/h5>","reference":"Usergen"},{"id":10647,"name":"Weapon Master (Kensei)","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Weapon Master (Kensei)<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Must own a masterwork weapon of choice.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Weapon masters gain no additional weapon or armor proficiency.<\/p>\n\n\t<p><strong>Weapon of Choice (Ex):<\/strong> Weapon masters dedicate their lives to the study of a single melee weapon, often the katana or another type of sword. A weapon master must have the <a href=\/feats\/players-handbook-v35--6\/weapon-focus--3105\/>Weapon Focus<\/a> feat with this weapon of choice. All of a weapon master&#39;s special abilities apply only when he is wielding that type of weapon. Once he has selected a weapon of choice, a weapon master cannot later change that weapon.<\/p>\n\n\t<p>In order to qualify for the weapon master class, a character must own a masterwork weapon that is his weapon of choice. He does not necessarily need to continue using that same weapon throughout his career, and he gains the benefits of the class even if he is using a normal (not a masterwork) weapon, as long as it is his weapon of choice.<\/p>\n\n\t<p><strong><em>Ki<\/em> Damage (Ex):<\/strong> After scoring a hit with his weapon of choice, a weapon master can choose not to roll dice to determine the damage. Instead, he figures the normal maximum damage (not a critical hit) he can inflict and deals that much damage to the target. A weapon master wielding a katana with a 17 Strength deals 13 points of damage (10 + 3 for Strength) when he chooses this option. Additional damage, such as from using the <a href=\/feats\/players-handbook-v35--6\/power-attack--2208\/>Power Attack<\/a> feat (following all the rules for it normally), the sneak attack ability, or a weapon&#39;s special properties (such as flaming or honorable), is determined normally, not maximized. This ability cannot be used when you roll a successful critical hit. The weapon master can use this ability once per day per class level.<\/p>\n\n\t<p><strong>Increased Multiplier (Ex):<\/strong> A weapon master of 2nd level or higher can deal extra damage with a critical hit. The damage multiplier of the weapon master&#39;s favored weapon is increased by 1. For example, the katana has a critical multiplier of \u00d72. Using this ability, the weapon master can increase that multiplier to \u00d73 once per day at 2nd level. As a weapon master increases in level, he can use this ability more frequently. The weapon master must declare the use of this ability before rolling any damage dice.<\/p>\n\n\t<p><strong>Superior Weapon Focus (Ex):<\/strong> Stacking with any existing <a href=\/feats\/players-handbook-v35--6\/weapon-focus--3105\/>Weapon Focus<\/a> bonus, a weapon master of 3rd level or higher adds an additional +1 to all attack rolls with his weapon of choice.<\/p>\n\n\t<p><strong>Superior Combat Reflexes (Ex):<\/strong> A weapon master of 5th level or higher can make a number of attacks of opportunity in a round equal to his Dexterity modifier plus his Wisdom modifier.<\/p>\n\n\t<p><strong><em>Ki<\/em> Critical:<\/strong> When a weapon master reaches 7th level, he gains the &quot;Improved Critical&quot;feats\/players-handbook-v35&#8212;6\/improved-critical&#8212;1463\/ feat for free. If he already possesses this feat, he adds an additional +2 to the threat range for his weapon of choice. This +2 bonus is applied last, after any multipliers, such as those given by the Improved Critical feat or by keen weapons.<\/p>\n\n\t<p><strong><em>Ki<\/em> Whirlwind Attack (Ex):<\/strong> A weapon master of 9th level or higher can make a <a href=\/feats\/players-handbook-v35--6\/whirlwind-attack--3128\/>Whirlwind Attack<\/a> as a standard action rather than a full-round action. Only one whirlwind attack can be made per round.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort Save<\/strong> <\/th>\n\t\t\t<th><strong>Ref Save<\/strong> <\/th>\n\t\t\t<th><strong>Will Save<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Weapon of choice, <em>ki<\/em> damage 1\/day\/level <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Increased multiplier 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Superior Weapon Focus <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Increased multiplier 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Superior Combat Reflexes <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Increased multiplier 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Ki<\/em> critical <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Increased multiplier 4\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Ki<\/em> Whirlwind Attack <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Increased multiplier 5\/day <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Oriental Adventures 53<\/h5>","reference":"Usergen"},{"id":10648,"name":"Witch Hunter","type":"prestige","alignment":"Any Nonevil","hit_die":"8","full_text":"<div topic='titel'><p><h3>Witch Hunter<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any Nonevil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells:<\/strong> Able to cast <a href=\/spells\/oriental-adventures--96\/magic-circle-against-taint--2021\/><em>magic circle against Taint<\/em><\/a> or <a href=\/spells\/players-handbook-v35--6\/magic-circle-against-evil--2335\/><em>magic circle against evil<\/em><\/a>.<\/p>\n\n\t<p><strong>Special:<\/strong> Must have been selected by another witch hunter, and trained under that mentor before entering the prestige class.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Witch hunters are proficient with all simple and martial weapons and with all armor.<\/p>\n\n\t<p><strong>Spells per Day:<\/strong> A witch hunter continues her magical training as well as practicing the techniques of the hunter. At 2nd, 5th, 7th, 9th, and 10th level, the character gains new spells per day and spells known as if she had also gained one level in her spellcasting class. She does not, however, gain any other benefit of the spellcasting class. For example, if Kuni Osari, a 3rd-level shugenja\/4th-level ranger\/1st-level witch hunter, gains a level in witch hunter, she gains new spells as if she had risen to 4th level in shugenja, but uses the other witch hunter aspects of level progression such as attack bonus and save bonus. If she next gains a level of shugenja, making her a 4th-level shugenja\/4th-level ranger\/2nd-level witch hunter, she gains spells as if she had risen to 5th level in shugenja.<\/p>\n\n\t<p><strong><em>Detect Evil<\/em> (Sp):<\/strong> At will, the witch hunter can use <a href=\/spells\/players-handbook-v35--6\/detect-evil--2486\/><em>detect evil<\/em><\/a> as a spell-like ability. In the featured campaign setting of Rokugan, witch hunters use <a href=\/spells\/oriental-adventures--96\/detect-taint--2047\/><em>detect Taint<\/em><\/a> instead.<\/p>\n\n\t<p><strong>Kami&#39;s Grace:<\/strong> A witch hunter applies her Charisma modifier (if positive) as a bonus on all saving throws.<\/p>\n\n\t<p><strong>Smite Evil (Su):<\/strong> Once per day, a witch hunter of 2nd level or higher may attempt to smite an evil opponent with one normal melee attack. She adds a +4 bonus on her attack roll and deals 2 extra points of damage per class level. If the witch hunter accidentally smites a creature that is not evil, the smite has no effect but it is still used up for that day.<\/p>\n\n\t<p>In the featured campaign setting of Rokugan, witch hunters smite Shadowlands opponents instead. A Shadowlands opponent is a monster with the Shadowlands descriptor or a character with a Taint score.<\/p>\n\n\t<p><strong>Aura of Courage (Ex\/Su):<\/strong> Beginning at 3rd level, a witch hunter is immune to fear (magical or otherwise). Allies within 10 feet of the witch hunter gain a +4 morale bonus on saving throws against fear effects. Granting the morale bonus to allies is a supernatural ability.<\/p>\n\n\t<p><strong>Bonus Feats:<\/strong> At 4th, 6th, and 10th level, a witch hunter gains the bonus feats <a href=\/feats\/players-handbook-v35--6\/power-attack--2208\/>Power Attack<\/a>, <a href=\/feats\/players-handbook-v35--6\/cleave--354\/>Cleave<\/a>, and <a href=\/feats\/players-handbook-v35--6\/great-cleave--1258\/>Great Cleave<\/a>. If the witch hunter already has one of these feats at the time she gains it as a bonus feat, she gains no special benefit. If the witch hunter does not have the prerequisite Strength score, she can only use the feats against evil opponents (or Shadowlands opponents, in Rokugan).<\/p>\n\n\t<p><strong>Resist Evil Magic (Ex):<\/strong> At 8th level, a witch hunter gains a specialized spell resistance equal to 20 + her class level. This spell resistance applies only to evil spells or spells cast by an evil creature. In Rokugan, this spell resistance applies only to spells cast by maho-tsukai or other characters with the Shadowlands Taint, as well as spells and spell-like abilities used by Shadowlands monsters.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort Save<\/strong> <\/th>\n\t\t\t<th><strong>Ref Save<\/strong> <\/th>\n\t\t\t<th><strong>Will Save<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spells per Day<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Detect evil, kami&#39;s grace <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Smite evil <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Aura of courage <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus feat: Power Attack <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Bonus feat: Cleave <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Resist evil magic <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Bonus feat: Great Cleave<\/td>\n\t\t\t<td>  +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Oriental Adventures 54<\/h5>","reference":"Usergen"},{"id":10649,"name":"Yakuza","type":"prestige","alignment":"Any Nonchaotic, Nongood","hit_die":"6","full_text":"<div topic='titel'><p><h3>Yakuza<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any Nonchaotic, Nongood.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 8.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Yakuzas gain no additional weapon or armor proficiency.<\/p>\n\n\t<p><strong>Uncanny Dodge (Ex):<\/strong> A yakuza has the ability to react to danger before her senses would normally allow her to even be aware of it. From 1st level, she retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses her Dexterity bonus to AC if immobilized.)<\/p>\n\n\t<p>At 4th level, the yakuza can no longer be flanked, since she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies rogues the opportunity to use flank attacks to sneak attack the yakuza. The exception to this defense is that a rogue at least four levels higher than the yakuza can flank her (and thus sneak attack her).<\/p>\n\n\t<p>At 8th level, the yakuza gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps.<\/p>\n\n\t<p>If the yakuza has another class that grants the uncanny dodge ability, add together all the class levels of the classes that grant the ability and determine the character&#39;s uncanny dodge ability on that basis.<\/p>\n\n\t<p><strong>Defensive Roll (Ex):<\/strong> A yakuza can roll with a potentially lethal blow to take less damage from it. Once per day, when a yakuza would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), the yakuza can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if she&#39;s successful, she takes only half damage from the blow. She must be aware of the attack and able to react to it in order to execute her defensive roll&#8212;if she is denied her Dexterity bonus to AC, she can&#39;t roll. Since this effect would not normally allow a character to make a Reflex save for half damage, the yakuza&#39;s evasion ability does not apply to the defensive roll.<\/p>\n\n\t<p><strong>Improved Evasion (Ex):<\/strong> At 2nd level and above, a yakuza can avoid even magical and unusual attacks with great agility. If the yakuza makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Even if she fails her saving throw, she takes only half damage. The yakuza can use improved evasion only if she is wearing light armor or no armor.<\/p>\n\n\t<p><strong>Yakuza Knowledge (Ex):<\/strong> A yakuza, if she&#39;s doing her job, knows everything that goes on in her &quot;territory,&quot; and a lot about what goes on outside it. A yakuza may make a special yakuza knowledge check with a bonus equal to her class level + her Intelligence modifier to see whether she knows some relevant information about local people or places. The yakuza may not take 10 or take 20 on this check; this sort of knowledge is essentially random. The DM will determine the Difficulty Class of the check by referring to the table below:<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th><strong>DC<\/strong> <\/th>\n\t\t\t<th> <strong>Type of Knowledge<\/strong> <\/th>\n\t\t\t<th><strong>Examples<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> Common, known by at least a substantial minority of the local population. <\/td>\n\t\t\t<td> A local mayor&#39;s reputation for drinking; a neighborhood&#39;s reputation for criminal activity. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15 <\/td>\n\t\t\t<td> Uncommon but available, known by only a few people in the area. <\/td>\n\t\t\t<td> A local shaman&#39;s shady past; a daimyo&#39;s family history. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20 <\/td>\n\t\t\t<td> Obscure, known by a few, hard to come by. <\/td>\n\t\t\t<td> A samurai&#39;s family history, the location and identity of a reliable purchaser of stolen goods. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 25 <\/td>\n\t\t\t<td> Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don&#39;t understand the significance of the knowledge. <\/td>\n\t\t\t<td> A mighty wu jen&#39;s birth name; key figures in the local underworld. <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Leadership:<\/strong> At 5th level, a yakuza gains the <a href=\/feats\/players-handbook-v35--6\/leadership--1740\/>Leadership<\/a> feat for free. Yakuza belong to an adoptive family, and can call on other members of their families for assistance. A yakuza&#39;s followers may be rogues as well as warriors, experts, or commoners. If the yakuza already has the Leadership feat, she gains a permanent +2 bonus on her Leadership score.<\/p>\n\n\t<p><strong>Slippery Mind (Ex):<\/strong> At 10th level, a yakuza gains the ability to wriggle free from magical effects that would otherwise control or compel her. If a yakuza with slippery mind is affected by magic and fails her saving throw, 1 round later she can attempt her saving throw again. She only gets this one extra chance to succeed at her saving throw.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort Save<\/strong> <\/th>\n\t\t\t<th><strong>Ref Save<\/strong> <\/th>\n\t\t\t<th><strong>Will Save<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Uncanny dodge (Dex bonus to AC), defensive roll <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Improved evasion <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Yakuza knowledge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Uncanny dodge (can&#39;t be flanked) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Leadership <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Uncanny dodge (+1 to traps) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Slippery mind <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Oriental Adventures 55<\/h5>","reference":"Usergen"},{"id":10650,"name":"Gatekeeper Mystagogue","type":"prestige","alignment":"Any non-evil","hit_die":"8","full_text":"<div topic='titel'><p><h3>Gatekeeper Mystagogue<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any non-evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Ability to cast 2nd-level divine spells<\/p>\n\n\t<p><strong>Special<\/strong>: Must hold the rank of gatekeeper within the Gatekeeper sect<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: At each level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a gatekeeper mystagogue, you must decide to which class to add each level for the purposes of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Animal Companion<\/strong>: If you have an animal companion, your gatekeeper mystagogue levels stack with your previous class levels (usually druid or ranger) to determine the animal companion&#39;s abilities. If you do not already have an animal companion, you gain one at 1st level, and your effective druid level is equal to your gatekeeper mystagogue level.<\/p>\n\n\t<p>At 1st level, your animal companion gains a +2 bonus on saves against the supernatural and spell-like abilities of aberrations.<\/p>\n\n\t<p>At 3rd level, your animal companion&#39;s natural weapons are considered to be made of byeshk (see page 126 of the <span class=caps>EBERRON<\/span> Campaign Setting) for the purpose of overcoming damage reduction. These attacks do not gain any other benefits of byeshk.<\/p>\n\n\t<p>At 6th level, your animal companion gains the slippery mind class feature (see page 50 of the Flayer&#39;s Handbook).<\/p>\n\n\t<p>At 9th level, if your animal companion hits an aberration that you also hit with a melee attack in the same round, the animal companion&#39;s attack deals an extra 2d6 points of damage. This ability functions only once per round (so multiple hits by the animal companion don&#39;t deal the extra damage more than once).<\/p>\n\n\t<p><strong>Repel Aberration<\/strong>: Your gatekeeper mystagogue levels stack with your druid levels for the purpose of this feat (described on page 58 of the <span class=caps>EBERRON<\/span> Campaign Setting). You also gain one additional daily use of this feat for every two class levels of gatekeeper mystagogue.<\/p>\n\n\t<p><strong>Invest Byeshk Weapon (Su)<\/strong>: As a swift action, you can spend a use of your repel aberration ability to charge a byeshk weapon with nature&#39;s wrath for 1 round, enabling it to overcome any form of damage reduction possessed by an aberration. Additionally, any aberration struck by the weapon is dazed for 1 round unless it succeeds on a Fortitude save (DC 10 + mystagogue level + Cha modifier).<\/p>\n\n\t<p><strong>Weapon Proficiency<\/strong>: You gain proficiency with the light and heavy mace at 1st level. This proficiency allows you to make best use of byeshk weapons, which are most effective as bludgeoning weapons.<\/p>\n\n\t<p><strong>Aberration Banemagic<\/strong>: At 2nd level, you gain Aberration Banemagic (see the sidebar on page 86) as a bonus feat.<\/p>\n\n\t<p><strong>Purifying Arc (Su)<\/strong>: Beginning at 2nd level, as a swift action you can spend a use of your repel aberration ability to create a line of purifying energy between you and your animal companion (which must be within 20 feet of you for this effect to function). Any aberration along this line takes a &#8212;1 penalty on attack rolls and saving throws for 1 round (no save).<\/p>\n\n\t<p><strong>Venom Immunity (Ex)<\/strong>: At 3rd level, you gain immunity to poison.<\/p>\n\n\t<p><strong>Torturing Arc (Su)<\/strong>: Beginning at 4th level, as a swift action you can spend a use of your repel aberration ability to create a line of disrupting energy between you and your animal companion (which must be within 20 feet of you for this effect to function). Any aberration along this line takes 2d6 points of damage and is nauseated for 1 round. A successful Fortitude save (DC 10 + mystagogue level + Cha modifier) negates the nauseated effect.<\/p>\n\n\t<p><strong>Purge Aberrations (Su)<\/strong>: At 5th level, as a standard action, you can spend a use of your repel aberration ability to deal 5d6 points of damage + ld6 points per class level to all aberrations within a 30-foot burst. A successful Will save (DC 10 + mystagogue level + Cha modifier) halves this damage.<\/p>\n\n\t<p><strong>Slippery Mind (Ex)<\/strong>: At 6th level, you gain the slippery mind class feature.<\/p>\n\n\t<p><strong>Disrupting Arc (Su)<\/strong>: Beginning at 7th level, as a swift action, you can spend a use of your repel aberration ability to create a line of disrupting energy between you and your animal companion (which must be within 20 feet of you for this effect to function). Any aberration along this line is incapable of manifesting psionic powers or using psi-like abilities for 1 round unless it succeeds on a Fortitude save (DC 10 + mystagogue level + Cha modifier).<\/p>\n\n\t<p><strong>Temporary Seal (Su)<\/strong>: At 8th level, as a standard action, you can spontaneously create an area similar to a dimensional seal (see page 272 of the <span class=caps>EBERRON<\/span> Campaign Setting) by sacrificing any uncast divine spell (similar to spontaneously casting summon nature&#39;s ally). The caster level of this effect is equal to your highest divine caster level. You choose a point within close range (25 ft. + 5 feet\/2 caster levels), and the area extends in a 20-foot-radius emanation centered on that point in space. The duration is 2 rounds per level of the spell sacrificed. Within this area, dimensional travel is impossible (as with the dimensional lock spell), and the effects of any manifest zone are suppressed.<\/p>\n\n\t<p><strong>Wracking Arc (Su)<\/strong>: At 10th level, as a swift action, you can spend a use of your repel aberration ability to create a line of wracking energy between you and your animal companion (which must be within 20 feet of you for this effect to function). Any aberration along this line is stunned for 1 round unless it succeeds on a Fortitude save (DC 10 + mystagogue level + Cha modifier).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Animal companion, repel aberration, invest byeshk weapon, weapon proficiency <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Aberration Banemagic, purifying arc <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Venom immunity, animal companion (byeshk) <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Torturing arc <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Purge aberrations <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Slippery mind, animal companion (slippery mind) <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Disrupting arc <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Temporary seal <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Animal companion (bonus damage) <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Wracking arc <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Player's Guide to Eberron 88<\/h5>","reference":"Usergen"},{"id":10651,"name":"High Elemental Binder","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>High Elemental Binder<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Ability to cast 3rd-level spells or infusions<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: At every level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a high elemental binder, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p>You can increase your effective artificer level in this way, even though artificers are not technically Spellcasters.<\/p>\n\n\t<p><strong>Elemental Companion (Sp)<\/strong>: At 1st level, you gain the service of a loyal elemental (your choice of air, earth, fire, or water). The elementals size is Medium when you are 1st level, but it grows larger and more powerful as you gain levels. At 4th level, your elemental companion is Large, and at 8th level it is Huge. When you summon your companion, you can choose for it to appear in a smaller size (to a minimum of Small).<\/p>\n\n\t<p>Once per day, as a full-round action, you can summon your elemental companion from the plane on which it resides. The elemental immediately appears adjacent to you and remains for 2 hours per class level; it can be dismissed at any time as a free action. The companion is the same creature each time it is summoned. Each time it is summoned, it appears in full health, regardless of any damage it might have taken previously. If your elemental companion is reduced to 0 or fewer hit points, it disappears back to its home plane as normal for a summoned creature. If your elemental companion carries any gear when it disappears, that gear remains behind.<\/p>\n\n\t<p>At 3rd level, you gain the service of a second elemental; this elemental must be of a different kind from your current elemental companion. When you summon your elemental companion, you can choose to summon either elemental.<\/p>\n\n\t<p>At 6th level, you gain a third elemental, and at 9th level you gain a fourth elemental; no of these companions can be of the same kind.<\/p>\n\n\t<p>This ability is the equivalent of a 4th-level spell; your caster level is equal to your highest caster level in any class.<\/p>\n\n\t<p><strong>Instant Bind (Su)<\/strong>: Beginning at 2nd level, you can temporarily bind a nearby elemental to your weapon, armor, or even yourself without the normal cost and time requirements. Binding an elemental in this fashion is a standard action; at 7th level it becomes a swift action. It does not provoke attacks of opportunity. The bind lasts for a number of rounds equal to your class level + your Con modifier (minimum 1 round). Initially you can use this ability only once per day; as you gain levels you can use it more often, as indicated on the table.<\/p>\n\n\t<p>An elemental creature of the appropriate kind must be within 30 feet for you to use the ability. (Usually, a high binder uses his elemental companion for this purpose.) If the creature is unwilling to be bound in this fashion, it receives a Will saving throw to avoid the effect (DC 10 + class level + Cha modifier). If it succeeds, the instant bind fails (though it still counts as a daily use) and that elemental is immune to your instant bind ability for the next 24 hours.<\/p>\n\n\t<p>When the instant bind ends, the bound elemental appears adjacent to you (or in the nearest open space, if there is insufficient space adjacent to you) and can act immediately. If the elemental is a summoned creature, time spent in the bind counts against the duration of the summoning spell or effect; if this duration elapses before the bind ends, the elemental remains bound for the full duration of the bind but disappears immediately after the bind ends.<\/p>\n\n\t<p>At 2nd level, you can use your instant bind ability to bind an elemental to a weapon you are holding. This grants your weapon one of the following weapon special properties (see Chapter 10 of the <span class=caps>EBERRON<\/span> Campaign Setting), depending on the kind of elemental you bind: burning (fire), earthbound (earth), finesse (air), or waterborn (water). You can&#39;t bind more than one elemental to your weapon at one time. If the weapon is destroyed or leaves your hands, the effect ends.<\/p>\n\n\t<p>At 5th level, you can use your instant bind ability to bind an elemental to a suit of armor you are wearing. This grants your armor one of the following armor special properties (see Chapter 10 of the <span class=caps>EBERRON<\/span> Campaign Setting), depending on the kind of elemental you bind: burning (fire), stonemeld (earth), underwater action (water), or whirlwind (air). You can&#39;t bind more than one elemental to your armor at one time. If the armor is destroyed or removed, the effect ends.<\/p>\n\n\t<p>At 10th level, you can use your instant bind ability to bind an elemental to your own body. This grants you benefits based on the kind of elemental bound. You can&#39;t bind more than one elemental to your body at one time.<\/p>\n\n\t<p><em>Air<\/em>: You gain a + 4 dodge bonus to AC and a fly speed of 100 feet (perfect).<\/p>\n\n\t<p><em>Earth<\/em>: You gain a + 4 bonus on melee weapon damage rolls and a +4 bonus on checks to avoid being bull rushed, overrun, or tripped.<\/p>\n\n\t<p><em>Fire<\/em>.: You gain a +4 bonus on initiative checks and Reflex saves. Your unarmed attacks and natural weapons deal an extra 2d6 points of fire damage.<\/p>\n\n\t<p><em>Water<\/em>: You gain temporary hit points equal to twice your HD and a swim speed of 60 feet.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Elemental companion (Medium) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Instant b i n d (1\/day, weapon) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Elemental companions (2) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Elemental companion (Large), instant bind (2\/day) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Instant bind (armor) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Elemental companions (3), instant bind (3\/day) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Instant bind (swift action) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Elemental companion (Huge), instant bind (4\/day) spellcasting <\/td>\n\t\t\t<td> +1 level of existing spellcasting class  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Elemental companions (4) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Instant bind (5\/day, body) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Player's Guide to Eberron 104<\/h5>","reference":"Usergen"},{"id":10652,"name":"Revenant Blade","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Revenant Blade<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Region of Origin<\/strong>: Valenar<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Ancestral Guidance (Su)<\/strong>: Once per day, you can call upon your ancestors to grant you knowledge and talent beyond your normal aptitudes. To accomplish this, you must spend 1 hour in quiet meditation, starting at dawn. At the end of this hour , you gain a bonus feat selected from the list below; you need not meet the normal requirements for the feat. The feat lasts until dawn of the next day.<\/p>\n\n\t<p>Alertness , Blind-Fight , Combat Expertise , Dodge , Great Cleave, Improved Critical (Valenar double scimitar) , Improved Sunder, Improved Trip , Power Attack, Skill Focus (Knowledge [history]), Spring Attack, Stealthy, Weapon Specialization (Valenar double scimitar).<\/p>\n\n\t<p>At 3rd level, you can choose two feats from this list upon completing your meditation . At 5th level, you can choose three feats from this list. You can&#39;t use this bonus feat to meet any requirements or prerequisites (such as for another feat or a prestige class).<\/p>\n\n\t<p><strong>Hero of the Valaes Tairn (Ex)<\/strong>: The  Valenar have immense respect for those who bond with the spirits of the past. You gain a +5 circumstance bonus on Diplomacy checks made to influence the attitude of a Valenar elf, as well as on Gather Information checks made when interacting with Valenar elves.<\/p>\n\n\t<p><strong>Ranger Class Features<\/strong>: If you have ranger levels, your revenant blade levels stack for purposes of determining the abilities of your animal companion. Your revenant blade levels also stack when determining the caster level of your ranger spells, but not when determining spells per day or any other ranger class feature.<\/p>\n\n\t<p><strong>Shadow of the Past (Ex)<\/strong>: At 2nd level and higher, you add your class level as a competence bonus on Hide and Move Silently checks.<\/p>\n\n\t<p><strong>Giant Slayer (Ex)<\/strong>: Though the elves of Valenar no longer war with the giants of Xen&#39;drik, the ancestral memories of the champions of the past burn strongly in you. At 4th level, you gain a +4 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against giants. You also gain a +4 bonus on weapon damage rolls against giants. You gain the ability to speak Giant (and read and write it, if you are literate) as if you had spent skill points to learn the language.<\/p>\n\n\t<p><strong>Legendary Force (Ex)<\/strong>: At 5th level, you become a true master of the double scimitar. Through skill and art, you learn to strike with astonishing strength. This ability allows you to treat both ends of the Valenar double scimitar as two-handed weapons, even when you use it as a double weapon. For example, you add 1-1\/2 times your Strength bonus on damage rolls with each end of the weapon, and any damage bonus from the Power Attack feat is doubled when used with the weapon.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Ancestral guidance (1), hero of the Valaes Tairn , ranger class features <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Shadow of the past <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Ancestral guidance (2) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Giant slayer <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Ancestral guidance (3), legendary force <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Player's Guide to Eberron 142<\/h5>","reference":"Usergen"},{"id":10653,"name":"Court Herald","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Court Herald<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Must speak at least three languages<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: A court herald is proficient with all simple and martial weapons, and with light armor.<\/p>\n\n\t<p><strong>Spells<\/strong>: A court herald casts arcane spells from the court herald spell list. She casts these spells without needing to prepare them beforehand or keep a spellbook. Court heralds receive bonus spells for high Charisma. To cast a spell, a court herald must have a Charisma score of 10 + the level of the spell. The Difficulty Class for a saving throw against a court herald&#39;s spell is 10 + the spell&#39;s level + the court herald&#39;s Charisma modifier. A court herald&#39;s effective casting level is equal to her court herald class level.<\/p>\n\n\t<p><strong>Secret<\/strong>: In their studies, court heralds come across many secrets and snippets of relevant practical knowledge. Upon attaining a level at which a secret is gained, you choose a secret from the Table below. The same secret can&#39;t be chosen twice. A court herald&#39;s class level plus Intelligence modifier determines the total number of secrets she can choose.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Level + Int Modifier <\/th>\n\t\t\t<th>Secret <\/th>\n\t\t\t<th>Effect <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> Instant mastery <\/td>\n\t\t\t<td> 4 ranks of a skill in which the character has no ranks <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> Secret health <\/td>\n\t\t\t<td> +3 hit points <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> Secrets of inner strength <\/td>\n\t\t\t<td> +2 bonus on Will saves <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> The lore of true stamina <\/td>\n\t\t\t<td> +2 bonus on Fortitude saves <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> Secret knowledge of avoidance <\/td>\n\t\t\t<td> +2 bonus on Reflex saves <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> Deeper understanding <\/td>\n\t\t\t<td> 6 ranks in any single Knowledge skill <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> Dodge trick <\/td>\n\t\t\t<td> +1 bonus to AC <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> Applicable knowledge <\/td>\n\t\t\t<td> Any one feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> Newfound arcana <\/td>\n\t\t\t<td> 1 bonus 1st-level spell <sup>*<\/sup> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> Deeper arcana <\/td>\n\t\t\t<td> 1 bonus spell of any level <sup>*<\/sup> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td colspan=3><sup>*<\/sup> As if gained through having a high ability score <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Lore<\/strong>: In their studies, court heralds acquire knowledge and learn to retain and recall it. At 2nd level, you gain the ability to know legends or information pertaining to various topics. This knowledge is categorized as per bardic knowledge (see page 28 of the Player&#39;s Handbook). A court herald adds her class level and her Intelligence modifier to the lore check.<\/p>\n\n\t<p><strong>Mindsee<\/strong>: At 2nd level, you gain the ability to remember a single scene perfectly, in exhaustive detail, not forgetting it until she desires to. This is a &quot;frozen moment&quot;, chosen by silent act of will, of something you see. It retains the focus, field of view, and lighting conditions of your viewing. For every additional court herald level attained, you gain the ability to memorize an additional scene (without relinquishing the first one). These scenes can be retained for years, vanishing only upon your death, the physical loss of your brain, or as the result of certain spell attacks. Court heralds typically use this power to remember a blazon perfectly for later copying or comparison, but can also use it to keep a perfect likeness of a being in mind, remember who was present at a particular meeting, or the presence and precise description of particular items.<\/p>\n\n\t<p><strong>Bonus Language<\/strong>: As your studies progress, you acquire new language skills as you decipher older heraldic records from afar. Because many of the most prized heraldic tomes (typically brought to a local herald by a Pursuivant and carried away again after some exhausting days of study) are enspelled to utter spoken tongue fragments as their written counterparts are touched, court heralds can learn entire new languages (written and spoken forms). Upon attaining a level at which a language is gained, you can select any known Faerunian lanugage (including dead ones).<\/p>\n\n\t<p><strong>Greater Lore (Ex)<\/strong>: At 7th level, you gain the ability to understand unfamiliar magic items, as if employing an <a href=\/spells\/players-handbook-v35--6\/identify--2502\/>identify<\/a> spell.<\/p>\n\n\t<p><strong>Bonus Feat<\/strong>: At 9th level, you can select a bonus feat from among those for which you meet the prerequisites.<\/p>\n\n\t<p><strong>Skill Mastery<\/strong>: At 10th level, you select a number of skills equal to 3 + your Int modifier. When making a check using one of these skills, you can take 10 even if stress and distractions would normally prevent you from doing so. You become so certain in those skills that you use them reliably even under adverse conditions.<\/p>\n\n\t<p><strong>True Lore (Ex)<\/strong>: At 11th level, you can use your knowledge to gain the effect of a <a href=\/spells\/players-handbook-v35--6\/legend-lore--2504\/>legend lore<\/a> spell or an <a href=\/spells\/players-handbook-v35--6\/analyze-dweomer--2474\/>analyze dweomer<\/a> spell once per day.<\/p>\n\n\t<p><strong>Spell Resistance<\/strong>: At 12th level, you gain spell resistance equal to your character level.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th colspan=7>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>0 <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t\t<th>6th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Secret <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0* <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Lore, Mindsee <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus language <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0* <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Secret <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus language<\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0* <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Secret <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Greater Lore <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0* <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Bonus language <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Bonus Feat <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0* <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Skill Mastery <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> True Lore <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0* <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Spell Resistance <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th colspan=8>*Provided the herald has sufficient Charisma to have a bonus spell of this level <\/th>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Power of Faerun 108<\/h5>","reference":"Usergen"},{"id":10654,"name":"Merchant Prince","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Merchant Prince<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Languages<\/strong>: Common, any two others, must be literate.<br \/><strong>Special<\/strong>: You mush own a business. If you no longer own a business, you cannot advance further in this class.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: You are proficient with all simple weapons and light armor.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: You have the ability to cast a small number of arcane spells. To cast a merchant prince spell, you must have an Intelligence score of at least 10 + the spell&#39;s level, so if you have an Intelligence of 10 or lower, you cannot cast these spells. Bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + your Int modifier. When you get 0 spells per day of a given level (for instance, 1st-level spells for 1st level), you gain only the bonus spells you would be entitled to based on your Intelligence score for that spell level. Your spell list appears below. You prepare and cast spells just as a wizard does.<\/p>\n\n\t<p>You must study your spellbook each day to prepare your spells. You cannot prepare any spell not recorded in your spellbook, except for read magic, which all merchant princes can prepare from memory.<\/p>\n\n\t<p>At 1st level, you have a spellbook (often disguised as a business ledger) containing two spells from the merchant prince 1st-level spell list. You learn two new merchant prince spells of any spell level you can cast at each merchant prince level thereafter. There is no limit to the number of these spells you can learn from this list. At any time, you can also add spells found in other spellbooks or scrolls to your own.<\/p>\n\n\t<p><strong>Master of Commerce (Ex)<\/strong>: Merchant princes have mastered the art of commerce. You receive a +2 insight bonus on your profit modifier (see page 183 of Dungeon Master&#39;s Guide II) per class level and a 10% reduction in your capital costs per class level.<\/p>\n\n\t<p><strong>Mercantile Knowledge (Ex)<\/strong>: Like a bard, you have a knack for picking up odds and ends of knowledge. This ability works like the bardic knowledge class feature. If you have bard levels, your merchant prince level and bard levels stack for the purpose of using bardic knowledge. <\/p>\n\n\t<p><strong>Lliira&#39;s Heart (Su)<\/strong>: At 2nd, level you receive the favor of the Joydancer, who held Waukeen&#39;s portfolio in trust for over a decade. Lliira grants you a +2 sacred bonus on saves against compulsion and fear effects.<\/p>\n\n\t<p><strong>Gond&#39;s Forge (Su)<\/strong>: At 3rd level, you receive the favor of the Wonderbringer, who oversees artifice, craftwork, construction, and smithwork. Gond grants you a +2 competence bonus on Craft checks.<\/p>\n\n\t<p><strong>Shaundakul&#39;s Cloak (Su)<\/strong>: At 4th level, you receive the favor of the Rider of the Winds, who overseas the caravan trade. Shaundakul grants you a +2 resistance bonus on saving throws against cold effects and a +1 competence bonus to Survival checks.<\/p>\n\n\t<p><strong>Wuakeen&#39;s Coin (Su)<\/strong>: At 5th level, you receive the favor of the Merchant&#39;s Friend. Waukeen gives you a +1 insight bonus and a +1 luck bonus on all your class skill modifiers (for a totat bonus of +2).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=3>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Master of commerce, mercantile knowledge <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Lliira&#39;s heart <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Gond&#39;s forge <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Shaundakul&#39;s cloak <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Wuakeen&#39;s coin <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Power of Faerun 71<\/h5>","reference":"Usergen"},{"id":10655,"name":"Arcane Devotee","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Arcane Devotee<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to cast 4th-level arcane spells.<\/p>\n\n\t<p><strong>Patron Deity<\/strong>: An arcane devotee must have a patron deity, and it must be the one he serves as an arcane devotee.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Arcane devotees gain no proficiency with any weapon, armor, or shield. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble, and double the normal armor check penalty applies to Swim checks.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: When a new arcane devotee level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class granted him access to 4th-level arcane spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on), except for an increased effective level of spellcasting. This essentially means that he adds the level of arcane devotee to the level of whatever other arcane spellcasting class granted him access to 4th-level arcane spells, then determines spells per day, spells known, and caster level accordingly.<\/p>\n\n\t<p>If a character had more than one arcane spellcasting class that granted access to 4th-level spells before he became an arcane devotee, he must decide to which class he adds each level of arcane devotee for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Reach of the Holy (Ex)<\/strong>: At 1st level, the arcane devotee may apply the effects of the Enlarge Spell feat to any spell he casts. He does not need to prepare it as an enlarged spell in advance, and the use of this ability does not increase the casting time or use a higher-level spell slot. The arcane devotee may use this ability a number of times per day equal to 1 + his Cha modifier (minimum once per day).<\/p>\n\n\t<p><strong>Sacred Defense (Ex)<\/strong>: Beginning at 2nd level, the arcane devotee gains a +1 bonus on saving throws against divine spells, as well as the spell-like and supernatural abilities o f outsiders. When he reaches 4th level, the bonus increases to +2.<\/p>\n\n\t<p><strong>Divine Synergy (Ex)<\/strong>: At 3rd level, the arcane devotee learns to harmonize his magic with that of his deity&#39;s worshipers. Any time he is the target of a harmless spell cast by a divine spellcaster of his patron deity, the spell functions as if affected by the Empower Spell feat, if applicable. The spell must be cast by another character&#8212;even if the arcane devotee has levels in a divine spellcasting class, he does not gain this benefit for divine spells he casts on himself. A spell that cannot be affected by the Empower Spell feat gains no further benefit from this ability.<\/p>\n\n\t<p><strong>Divine Shroud (Sp)<\/strong>: Once per day, a 5th-level arcane devotee may surround himself with a shroud of glowing divine power that protects him against hostile spells. This ability functions like the spell resistance spell (caster level equals arcane spellcaster level), except that the divine shroud is of a color appropriate to the arcane devotee&#39;s patron. An arcane devotee of Tyr, for example, is surrounded by a steady, rose-purple glow, while an arcane devotee of Cyric is wrapped in a pulsating cloud of purple and black.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day\/Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Reach of the holy <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sacred defense +1 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Divine synergy <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Sacred defense +2 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Divine shroud <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Player's Guide to Faer\u00fbn 48<\/h5>","reference":"Usergen"},{"id":10656,"name":"Black Blood Hunter","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Black Blood Hunter<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Player's Guide to Faer\u00fbn 177<\/h5>","reference":"Usergen"},{"id":10657,"name":"Celebrant of Sharess","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Celebrant of Sharess<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Player's Guide to Faer\u00fbn 178<\/h5>","reference":"Usergen"},{"id":10658,"name":"Cognition Thief","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Cognition Thief<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Player's Guide to Faer\u00fbn 174<\/h5>","reference":"Usergen"},{"id":10659,"name":"Divine Champion","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Divine Champion<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Patron Deity<\/strong>: A divine champion must have a patron deity, and it must be the one he serves as a divine champion.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Divine champions are proficient with all simple and martial weapons, but not with any armor or shields. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble, and double the normal armor check penalty applies to Swim checks.<\/p>\n\n\t<p><strong>Lay on Hands (Su)<\/strong>: Beginning at 1st level, a divine champion may heal wounds (her own or those of others with the same patron deity) by touch. This ability otherwise functions like the paladin&#39;s lay on hands ability. If the divine champion has the lay on hands ability from another source (such as paladin levels), her daily uses of the ability from that source are not limited by the strictures of this version. Only the daily uses derived from divine champion levels are restricted to characters with the same patron deity.<\/p>\n\n\t<p><strong>Bonus Feat<\/strong>: At 2nd level and again at 4th level, the divine champion may select a bonus feat from the following list: Blind-Fight, Combat Expertise, Combat Reflexes, Exotic Weapon Proficiency, Improved Critical, Improved Initiative, Improved Turning, Quick Draw, Weapon Focus. He must meet any prerequisites for a feat in order to select it.<\/p>\n\n\t<p><strong>Sacred Defense (Ex)<\/strong>: At 2nd level, the divine champion gains a +1 bonus on saving throws against divine spells, as well as the spell-like and supernatural abilities of outsiders. When she reaches 4th level, the bonus increases to +2.<\/p>\n\n\t<p><strong>Smite Infidel (Su)<\/strong>: Once per day, a divine champion of at least 3rd level may attempt to smite a creature that has a different patron deity with one normal melee attack. Creatures of Intelligence 2 or less do not have patron deities and are not subject to this attack, but creatures of Intelligence 3 or higher who do not choose patron deities are. She adds her Charisma bonus (if any) to the attack roll and deals 1 extra point of damage per divine champion level. For example, a 4th-level divine champion armed with a longsword would deal 1d8+4 points of damage, plus any additional bonuses from high strength or magical effects that would normally apply. If a divine champion accidentally smites a creature that is not of an opposing alignment or deity, the smite has no effect but is still used up for that day.<\/p>\n\n\t<p>If the divine champion has a smite ability from another source (such as cleric or paladin levels), she may instead use that ability one extra time per day.<\/p>\n\n\t<p><strong>Divine Wrath (Su)<\/strong>: Once per day, a 5th-level divine champion can channel a portion of her patron deity&#39;s power to greatly enhance her own battle prowess. She gains damage reduction 5\/&#8212; and a +3 bonus on attack rolls, damage, and saving throws for a number of rounds equal to her Charisma modifier (minimum 1 round). These modifiers are sacred bonuses if the divine champion&#39;s patron is of good alignment, or profane bonuses if her deity is of evil alignment. If the patron deity is neutral, the divine champion&#39;s alignment determines whether the bonuses are sacred or profane. If both the divine champion and her patron are neutral, the character chooses whether the bonuses are sacred or profane when she first gains the ability.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Lay on hands <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Bonus feat, sacred defense +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Smite infidel <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Bonus feat, sacred defense +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Divine wrath <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Player's Guide to Faer\u00fbn 49<\/h5>","reference":"Usergen"},{"id":10660,"name":"Divine Disciple","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Divine Disciple<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to cast 4th-level divine spells.<br \/><strong>Patron Deity<\/strong>: A divine disciple must have a patron deity, and it must be the one she serves as a divine disciple.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Divine disciples gain no proficiency with any weapon, armor, or shield. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble, and double the normal armor check penalty applies to Swim checks.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: When a new divine disciple level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever divine spellcasting class granted her access to 4th-level divine spells before she added the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, and so on), except for an increased effective level of spellcasting. This essentially means that she adds the level of divine disciple to the level of whatever other divine spellcasting class granted her access to 4th-level divine spells, then determines spells per day, spells known, and caster level accordingly.<\/p>\n\n\t<p>If a character had more than one divine spellcasting class that granted access to 4th-level spells before she became a divine disciple, she must decide to which class she adds each level of divine disciple for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Divine Emissary (Ex)<\/strong>: At 1st level, a divine disciple can communicate telepathically with any outsider within 60 feet that has the same alignment as she does or serves her deity. The telepathy function of this class feature is a supernatural ability.<\/p>\n\n\t<p>The character also gains a bonus equal to her divine disciple level on any Charisma-based skill or ability checks she makes when dealing with outsiders that share her alignment or patron.<\/p>\n\n\t<p><strong>Sacred Defense (Ex)<\/strong>: At 2nd level, the divine disciple gains a +1 bonus on saving throws against divine spells, as well as the spell-like and supernatural abilities of outsiders. At 4th level, this bonus increases to +2.<\/p>\n\n\t<p><strong>Imbue With Spell Ability (Sp)<\/strong>: A 3rd-level divine disciple can use imbue with spell ability (caster level equals divine disciple&#39;s caster level). Since it is a spell-like ability, the divine disciple does not need to devote a 4th-level spell slot to its use, though the imbued spells themselves take up her lower-level spell slots, as usual. This ability is usable once per day.<\/p>\n\n\t<p><strong>Domain<\/strong>: At 4th level, the divine disciple may choose a domain from those that her deity grants access to. If she already has two domains as a cleric, she gains a third in addition to those. Regardless of her original divine spellcasting class, she gains the granted power of the new domain, adding her divine disciple level to her cleric level (if any) to determine level-based effects. If the divine disciple has cleric levels, she also gains a third spell choice with which to fill her domain spell slot at each level. Druids, paladins, and rangers gain no extra spell slots for domain spells, but they can prepare the domain&#39;s spells in their normal spell slots.<\/p>\n\n\t<p><strong>Transcendence (Su)<\/strong>: At 5th level, thank s to h er frequent contact with outsiders and her deity&#39;s direct intervention, the divine disciple sheds her mortal form and becomes an outsider with the native subtype. This apotheosis grants her immunity to any spell or effect that does not affect outsiders (for example, charm person cannot affect her) as well as darkvision out to 60 feet, if she does not already have it. Because of her native subtype, however, the divine disciple must still eat, breathe, and sleep, and she can be reincarnated, raised, or resurrected normally. She also gains any alignment subtypes that match alignment components she has in common with her deity. Thus, a chaotic neutral divine disciple of a chaotic evil deity gains the chaotic subtype, and a divine disciple of a neutral deity gains no additional subtypes.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day\/Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Divine emissary <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sacred defense +1 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Imbue with spell ability <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Domain, sacred defense +2 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Transcendence <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Player's Guide to Faer\u00fbn 51<\/h5>","reference":"Usergen"},{"id":10661,"name":"Divine Seeker","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Divine Seeker<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Patron<\/strong>: A divine seeker must have a patron deity, and it must be the one she serves as a divine seeker.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: A divine seeker is proficient with all simple weapons and with light armor, but not with shields. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble, and double the normal a rmor c heck penalty applies to Swim checks.<\/p>\n\n\t<p><strong>Sacred Stealth (Su)<\/strong>: At 1st level, the divine seeker can call upon her deity&#39;s power to shield her from prying eyes and ears. As a standard action, she can grant herself a +10 sacred bonus (or profane bonus, if her patron deity is evil) on Hide and Move Silently checks. This benefit lasts for a number of minutes per day equal to her Charisma modifier (minimum 1 minute per day). This duration need not be consecutive&#8212;the divine seeker may break it up into increments as small as 1 round if she so desires. Ending the effect is a free action.<\/p>\n\n\t<p><strong>Thwart Magic Trap (Ex)<\/strong>: At 1st level, the divine seeker gains a +3 bonus on all Disable Device and Search checks made to locate, disable, or bypass magic traps.<\/p>\n\n\t<p><strong>Sacred Defense (Ex)<\/strong>: Beginning at 2nd level, the divine seeker gains a +1 bonus on saving throws against divine spells, as well as the spell-like and supernatural abilities of outsiders. At 4th level, the bonus increases to +2.<\/p>\n\n\t<p><strong>Sneak Attack (Ex)<\/strong>: This ability functions like the rogue ability of the same name. The extra damage dealt increases by +1d6 at 2nd level, and again at 5th level. If a divine seeker gets a sneak attack bonus from another source (such as rogue levels) the bonuses on damage stack. Furthermore, divine seeker levels stack with any other appropriate class levels (such as rogue or assassin) for the purpose of overcoming improved uncanny dodge.<\/p>\n\n\t<p><strong>Locate Creature (Sp)<\/strong>: Beginning at 3rd level, the divine seeker may use locate creature (caster level equals divine seeker level + divine seeker&#39;s Cha modifier) once per day.<\/p>\n\n\t<p><strong>Locate Object (Sp)<\/strong>: At 3rd level, the divine seeker may use locate object (caster level equals divine seeker level + divine seeker&#39;s Cha modifier) once per day.<\/p>\n\n\t<p><strong>Divine Perseverance (Su)<\/strong>: If a 4th-level or higher divine seeker is brought to &#8212;1 hit points or lower, she automatically heals a number of hit points equal to 3d6 + her Charisma bonus (if any). This ability is usable once per day.<\/p>\n\n\t<p><strong>Find the Path (Sp)<\/strong>: At 5th level, the divine seeker may use find the path (caster level equals divine seeker level + divine seeker&#39;s Cha modifier) once per day.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sacred stealth, thwart magic trap <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sacred defense +1, sneak attack +1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Locate creature, locate object <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Divine perseverance, sacred defense +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Find the path, sneak attack +2d6 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Player's Guide to Faer\u00fbn 52<\/h5>","reference":"Usergen"},{"id":10662,"name":"Evereskan Tomb Guardian","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Evereskan Tomb Guardian<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Region<\/strong>: Evereska.<br \/><strong>Spells<\/strong>: Able to cast 2nd-level arcane spells.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Evereskan tomb guardians gain no proficiency with any weapon, armor, or shield. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble, and double the normal armor check penalty applies to Swim checks.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: When a new Evereskan tomb guardian level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class granted him access to 2nd-level arcane spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on), except for an increased effective level of spellcasting. This essentially means that he adds the level of Evereskan tomb guardian to the level of whatever other arcane spellcasting class granted him access to 2nd-level arcane spells, then determines spells per day, spells known, and caster level accordingly.<\/p>\n\n\t<p>If a character had more than one arcane spellcasting class that granted access to 2nd-level spells before he became a tomb guardian, he must decide to which class he adds each level of tomb guardian for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Sacred Duty (Su)<\/strong>: The Evereskan tomb guardian gains a +2 sacred bonus on Gather Information, Hide, Move Silently, and Survival checks made inside the region of Evereska. While inside an Evereskan tomb, he also gains a +2 sacred bonus on attack rolls and a sacred bonus equal to his tomb guardian level on damage rolls.<\/p>\n\n\t<p><strong>Devoted Pursuit (Ex)<\/strong>: While pursuing the robber of an Evereskan tomb, a 2nd-level or higher tomb guardian retains his bonuses on Gather Information, Hide, Move Silently, and Survival checks from the sacred duty ability even while outside of Evereska. He also retains the bonuses he gained from that ability on attack and damage rolls, but these apply only to attacks made against the tomb robber.<\/p>\n\n\t<p><strong>Dodge Bonus (Ex)<\/strong>: Beginning at 2nd level, an Everesk an tomb guardian receives a +1 dodge bonus to AC while wearing light or no armor. This bonus increases to +2 at 4th level.<\/p>\n\n\t<p><strong>Swift Tracking (Ex)<\/strong>: At 3rd level, the tomb guardian no longer takes a &#8212;5 penalty on Survival checks for tracking at h is normal speed. Furthermore, he takes only a &#8212;10 penalty (instead of the normal &#8212;20) when moving at up to twice normal speed while tracking.<\/p>\n\n\t<p><strong>Silent Guardian (Ex)<\/strong>: At 5th level, the tomb guardian can attune himself to the look and sounds of his surroundings. After concentrating for 10 minutes to familiarize himself with the area, he gains a +4 bonus on Hide, Listen, Move Silently, and Spot checks as long as he remains within 100 feet of the spot where he first attuned himself.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day\/Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sacred duty <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Devoted pursuit, dodge bonus +1 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Swift tracking <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Dodge bonus +2 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Silent guardian <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Player's Guide to Faer\u00fbn 53<\/h5>","reference":"Usergen"},{"id":10663,"name":"Eye of Horus-re","type":"prestige","alignment":"Lawful good","hit_die":"8","full_text":"<div topic='titel'><p><h3>Eye of Horus-re<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Region<\/strong>: Mulhorand.<br \/><strong>Spellcasting<\/strong>: Able to cast 3rd-level divine spells.<br \/><strong>Domain<\/strong>: Sun.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Eyes of Horus-Re gain no proficiency with any weapon, armor, or shield. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble, and double the normal armor check penalty applies to Swim checks.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: Beginning at 2nd level, when a new eye of Horus-Re level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in cleric. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, and so on), except for an increased effective level of spellcasting. This essentially means that he adds the level of eye of Horus-Re to the level of cleric, and then determines spells per day, spells known, and caster level accordingly.<\/p>\n\n\t<p><strong>Greater Turning (Su)<\/strong>: In addition to his normal turning ability, an eye of Horus-Re can use greater turning (the granted power of the Sun domain) a number of times per day equal to three plus his Charisma modifier.<\/p>\n\n\t<p><strong>Radiance (Su)<\/strong>: When an eye of Horus-Re casts any spell with the light descriptor, the resulting light is brighter than normal. The radius of illumination is doubled, and the spell is treated as if it were one level higher than it actually is for all purposes, including determining whether it can counter or dispel a darkness spell. Thus, a daylight spell cast by an eye of Horus-Re sheds light in a 120-foot radius and is treated as a 4th-level spell. It can counter or dispel any darkness spell of 4th level or lower.<\/p>\n\n\t<p><strong>Turn Undead (Ex)<\/strong>: The character adds his eye of Horus-Re levels to his cleric levels for all purposes related to turning undead.<\/p>\n\n\t<p><strong>Everlight (Ex)<\/strong>: At 2nd level, an eye of Horus-Re gains darkvision out to 60 feet and low-light vision, allowing him to see in most conditions.<\/p>\n\n\t<p><strong>Touch of the Sun (Su)<\/strong>: When the eye of Horus-Re reaches 3rd level, his attacks with any weapon or an unarmed strike are treated as good-aligned for the purpose of overcoming damage reduction.<\/p>\n\n\t<p><strong>Domain<\/strong>: At 5th level, an eye of Horus-Re gains access to one additional domain of his choice from among those offered by Horus-Re. He gains the granted power of the domain and can choose from its spell list as well as those of his other domains when selecting his domain spells for the day. He can still cast only one domain spell at each level (1st through 9th) per day, but now he has three choices instead of two at each spell level.<\/p>\n\n\t<p><strong>Piercing Sight (Su)<\/strong>: At 6th level, an eye of Horus-Re gains greater visual acuity. He ignores the miss chance created by darkness spells or effects and gains Blind-Fight as a bonus feat. In addition, he gains a +5 sacred bonus on Spot checks.<\/p>\n\n\t<p><strong>Positive Energy Burst (Su)<\/strong>: In lieu of two daily uses of his turning ability, an eye of Horus-Re who is at least 8th level can create a positive energy burst that affects all undead creatures within 100 feet of him. This effect deals 1d6 points of damage per eye of Horus-Re level to every undead within range. Each affected undead may attempt a Reflex save (DC 20 + the eye of Horus-Re&#39;s Cha modifier) to halve the damage.<\/p>\n\n\t<p><strong>True Seeing (Su)<\/strong>: A 10th-level eye of Horus-Re sees all things as they truly are, as though he were continually under the effect of a true seeing spell.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells Per Day\/Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Greater turning, radiance, turn undead <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Everlight <\/td>\n\t\t\t<td> +1 level of cleric class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Touch of the sun <\/td>\n\t\t\t<td> +1 level of cleric class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of cleric class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Domain <\/td>\n\t\t\t<td> +1 level of cleric class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Piercing sight <\/td>\n\t\t\t<td> +1 level of cleric class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of cleric class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Positive energy burst <\/td>\n\t\t\t<td> +1 level of cleric class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of cleric class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> True seeing <\/td>\n\t\t\t<td> +1 level of cleric class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Player's Guide to Faer\u00fbn 54<\/h5>","reference":"Usergen"},{"id":10664,"name":"Hammer of Moradin","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Hammer of Moradin<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Region<\/strong>: The Spine of the World.<br \/><strong>Spells<\/strong>: Able to cast 2nd-level divine spells.<br \/><strong>Patron Deity<\/strong>: Moradin.<br \/><strong>Special<\/strong>: The candidate must be a member of the hammers of Moradin.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Hammers of Moradin are proficient with all simple and martial weapons, with all types of armor, and with shields. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble, and double the normal armor check penalty applies to Swim checks.<\/p>\n\n\t<p><strong>Aura of Courage (Su)<\/strong>: Beginning at 1st level, the hammer of Moradin gains an aura of courage that functions like the paladin ability of the same name.<\/p>\n\n\t<p><strong>Hammer Throw (Ex)<\/strong>: A hammer of Moradin may use his warhammer as a thrown weapon with a range increment of 20 feet. He takes no additional penalties for using the weapon in this fashion.<\/p>\n\n\t<p><strong>Goblinkiller (Su)<\/strong>: Beginning at 2nd level, the hammer of Moradin may imbue any warhammer with the goblinoid bane property as a move action. This ability may be used once per day, and the effect lasts a number of rounds equal to the hammer of Moradin&#39;s Charisma modifier.<\/p>\n\n\t<p><strong>Hammer Return (Su)<\/strong>: When the hammer of Moradin reaches 2nd level, any warhammer he throws gains the returning special ability. A returning warhammer flies through the air back to the hammer of Moradin, returning just before his next turn, so that it is ready to use again in that turn.<\/p>\n\n\t<p>Catching the warhammer when it comes back is a free action. If the hammer of Moradin can&#39;t catch it, or if he has moved since throwing it, the warhammer drops to the ground in the square from which it was thrown.<\/p>\n\n\t<p><strong>Damage Reduction (Ex)<\/strong>: At 3rd level, the hammer of Moradin gains damage reduction 2\/&#8212;. His damage reduction increases to 4\/&#8212; at 6th level, and to 6\/&#8212; at 9th level.<\/p>\n\n\t<p><strong>Powerful Grip (Ex)<\/strong>: At 3rd level, the hammer of Moradin gains a bonus equal to one-half his Strength bonus (rounded down) on damage rolls when wielding a warhammer in melee. Thus, his bonus on damage rolls with this weapon equals 1-1\/2 times his Strength bonus when he wields it in one hand and twice his Strength bonus when he wields it in two hands.<\/p>\n\n\t<p><strong>Far Shot (Ex)<\/strong>: At 4th level, the hammer of Moradin gains the benefit of the Far Shot feat when throwing his warhammer. This benefit increases the range increment for his thrown hammer to 30 feet.<\/p>\n\n\t<p><strong>Quake (Su)<\/strong>: By striking his warhammer violently against the ground (a standard action), a 4th-level or higher hammer of Moradin creates a shock wave that violently shakes the earth in front of him. Each creature touching the ground in a 60-foot cone from the point of impact must make a successful Reflex save (DC 10 + hammer of Moradin level + hammer of Moradin&#39;s Str modifier) or be knocked prone.<\/p>\n\n\t<p><strong>Drowbasher (Su)<\/strong>: When a 5th-level or higher hammer of Moradin uses the goblinkiller ability to imbue his warhammer with the goblinoid bane property, it also gains the drow bane property. This ability does not confer any additional uses per day of the goblinkiller ability and it does not extend the duration of the effect; it merely makes each use more versatile.<\/p>\n\n\t<p><strong>Power Strike (Su)<\/strong>: At 5th level, the hammer of Moradin can strike his foe so hard that his blow leaves the opponent dazed. To use this ability, the hammer of Moradin makes a normal attack roll. (The player must declare that he is using this power before making the attack roll; thus, a miss ruins the attempt.) The attack deals normal damage if successful. In addition, any foe damaged by this attack must make a successful Fortitude saving throw (DC 10 + hammer of Moradin level + hammer of Moradin&#39;s Str modifier) or be dazed for 1 round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be dazed. This ability is usable twice per day at 5th level and four times per day at 10th level.<\/p>\n\n\t<p><strong>Chaos Crusher (Su)<\/strong>: At 7th level, the hammer of Moradin may imbue any warhammer with the axiomatic special ability as a move action. This ability may be used once per day, and the effect lasts a number of rounds equal to the hammer of Moradin&#39;s Charisma modifier.<\/p>\n\n\t<p><strong>Stalwart (Su)<\/strong>: Hammers of Moradin are renowned for their ability to stand strong in the face of a hail of arrows, or wade into a throng of shrieking goblins and emerge untouched. At 7th level, the hammer of Moradin may add his base Will save modifier to his AC once per day as a free action. This benefit lasts for 1 round per hammer of Moradin level.<\/p>\n\n\t<p><strong>Giantslayer (Su)<\/strong>: When an 8th-level or higher hammer of Moradin uses his goblinkiller ability, his warhammer gains the giant bane property in addition to the goblinoid bane and drow bane properties. This ability does not confer any additional uses per day of the goblinkiller ability and it does not extend the duration of the effect; it merely makes each use more versatile.<\/p>\n\n\t<p><strong>Thunder Strike (Ex)<\/strong>: When the hammer of Moradin reaches 8th level, his blows are so mighty that armor not only offers little protection from them, but it also acts as a conduit for the force of the blow, causing his opponent even more pain. When wielding his warhammer, the hammer of Moradin gains a bonus on melee damage rolls equal to his foe&#39;s armor bonus (not including shield bonus or enhancement bonus). Thus, a hammer of Moradin striking a creature wearing a breastplate gains a +5 bonus on his damage roll.<\/p>\n\n\t<p><strong>Power Throw (Su)<\/strong>: At 9th level, the hammer of Moradin can hurl his warhammer with such force that it plows on past creatures struck by it. When throwing his hammer, the hammer of Moradin makes a single ranged attack roll and checks the result against the AC of all creatures in a 60-foot straight line from his position. He then rolls damage against each creature that the weapon hits.<\/p>\n\n\t<p><strong>Bones of the Earth (Sp)<\/strong>: When the hammer of Moradin reaches 10th level, he gains a powerful blessing from Moradin himself. This benefit functions like the shadow walk spell (caster level equals hammer of Moradin&#39;s divine caster level), except that rather than traveling along the edge of the Shadow Plane, the character travels along the edge of the Elemental Plane of Earth. Both the origin and destination points must be within 5 feet of solid, natural stone. This ability is usable once per day.<\/p>\n\n\t<h4><span class=caps>EX-HAMMERS<\/span> OF <span class=caps>MORADIN<\/span><\/h4>\n\n\t<p>A hammer of Moradin who violates his alignment or betrays either Citadel Adbar or the Hammers of Moradin as a whole loses all spell-like and supernatural abilities gained from this prestige class. He regains his abilities and advancement potential if he atones for his actions (see the atonement spell on page 201 of the Player&#39;s Handbook).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Aura of courage, hammer throw <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Goblinkiller, hammer return <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Damage reduction 2\/&#8212;, powerful grip <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Far shot, quake <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Drowbasher, power strik 2\/deay <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Damage reduction 4\/&#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Chaos crusher, stalwart <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Giantslayer, thunder strike <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Damage reduction 6\/&#8212;, power throw <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Bones of the earth, power strike 4\/day <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Player's Guide to Faer\u00fbn 56<\/h5>","reference":"Usergen"},{"id":10665,"name":"Harper Agent","type":"prestige","alignment":"Any nonevil","hit_die":"6","full_text":"<div topic='titel'><p><h3>Harper Agent<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonevil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: The candidate must be sponsored by a member in good standing of the Harpers and win approval from the High Harpers.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Harper agents are proficient with all simple weapons and with light armor. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble, and double the normal armor check penalty applies to Swim checks.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: Beginning at 2nd level, when a new Harper agent level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, improved chance of turning or rebuking undead, and so on), except for an increased effective level of spellcasting. This essentially means that he adds the level of Harper agent to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.<\/p>\n\n\t<p>If a character had more than one spellcasting class before he became a Harper agent, he must decide to which class he adds each level of Harper agent for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Harper Knowledge (Ex)<\/strong>: At 1st level, the Harper agent can access knowledge in the same manner as a bard can. This ability functions like the bardic knowledge ability, except that the bonus for the check equals the character&#39;s Harper agent level + her Int modifier. If the Harper agent has another such lore ability from another source (such as bard or loremaster levels), his Harper agent levels stack with levels of all other classes that grant such an ability for the purpose of Harper knowledge checks.<\/p>\n\n\t<p><strong>Deneir&#39;s Eye (Su)<\/strong>: At 2nd level, the Harper agent gains a +3 sacred bonus on saving throws against glyphs, runes, and symbols.<\/p>\n\n\t<p><strong>Lliira&#39;s Heart ( Su)<\/strong>: At 2nd level, the Harper agent gains a +2 sacred bonus on saving throws against compulsion and fear effects.<\/p>\n\n\t<p><strong>Tymora&#39;s Smile (Su)<\/strong>: Beginning at 3rd level, a Harper agent gains a +2 luck bonus on any single saving throw of his choice once per day. This bonus can be added after the die is rolled and the success or failure of the save has been determined.<\/p>\n\n\t<p><strong>Lurue&#39;s Voice (Sp)<\/strong>: At 4th level, the Harper agent may use speak with animals (caster level equals Harper agent level) three times per day.<\/p>\n\n\t<p><strong>Mystra&#39;s Boon (Su)<\/strong>: At 5th level, the Harper agent gains a +2 sacred bonus on all saving throws against spells.<\/p>\n\n\t<h4><span class=caps>EX-HARPER<\/span> <span class=caps>AGENTS<\/span><\/h4>\n\n\t<p>Any Harper agent who violates the code of the Harpers, endangers other Harpers through negligence or deliberate action, or intentionally turns away from the Harpers quickly gains a reputation in the organization. Such an individual can no longer progress in the Harper agent prestige class. Furthermore, he can no longer use the Deneir&#39;s eye, Lliira&#39;s heart, Lurue&#39;s voice, Mystra&#39;s boon, or Tymora&#39;s smile abilities. A petition to the High Harpers, fulfillment of a suitable quest set by that group, and an atonement spell from a deity chosen by the High Harpers brings the former Harper a gent b ack into good standing. Thereafter, he regains the use of all class abilities and may once again gain levels in the prestige class.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day\/Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Harper knowledge <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Deneir&#39;s eye; Lliira&#39;s heart <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Tymora&#39;s smile <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Lurue&#39;s voice <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Mystra&#39;s boon <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Player's Guide to Faer\u00fbn 58<\/h5>","reference":"Usergen"},{"id":10666,"name":"Harper Paragon","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Harper Paragon<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Player's Guide to Faer\u00fbn 181<\/h5>","reference":"Usergen"},{"id":10667,"name":"Hathran","type":"prestige","alignment":"Lawful good, lawful neutral, or neutral good","hit_die":"4","full_text":"<div topic='titel'><p><h3>Hathran<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful good, lawful neutral, or neutral good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Gender<\/strong>: Female.<br \/><strong>Region<\/strong>: Rashemen.<br \/><strong>Spells<\/strong>: Able to cast 4th-level arcane or divine spells.<br \/><strong>Patron Deity<\/strong>: Chauntea, Mielikki, or Mystra.<br \/><strong>Special<\/strong>: The candidate must be a member in good standing of the Witches of Rashemen, and she may not possess any item creation feats other than Scribe Scroll.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Hathrans gain proficiency with the whip, but not with any other weapons, nor with any armor or shields. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble, and double the normal armor check penalty applies to Swim checks.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: When a new hathran level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever spellcasting class granted her access to 4th-level spells before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, improved chance of turning or rebuking undead, and so on), except for an increased effective level of spellcasting. This essentially means that she adds the level of hathran to the level of whatever other spellcasting class granted her access to 4th-level spells, then determines spells per day, spells known, and caster level accordingly.<\/p>\n\n\t<p>If a character had more than one spellcasting class that granted access to 4th-level spells before she became a hathran, she must decide to which class she adds each level of hathran for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p>Additionally, a small number of spells are added to the hathran&#39;s class list for any spellcasting classes in which she can cast 4th-level spells.<\/p>\n\n\t<p><strong>Leadership Bonus (Ex)<\/strong>: Beginning at 1st level, the hathran gains a +2 bonus to her Leadership score for the purpose of recruiting a cohort, with the following restriction: The cohort must be Rashemi and must either be a female with the Ethran feat or a male with at least one level in barbarian.<\/p>\n\n\t<p><strong>Rashemi Spirit Magic (Ex)<\/strong>: A hathran&#39;s training in the unique magic of her homeland gives her uncanny versatility. Beginning at 1st level, a hathran who prepares spells may choose to spontaneously cast any spell she knows in place of any spell of the same level that she has prepared, even if it is not on the same spell list as the substituted one. If the hathran normally does not prepare spells, she may instead utilize metamagic feats without the additional casting time normally required, though a spell so altered still uses up a higher-level spell slot, as normal. The hathran must be within the boundaries of Rashemen to use this ability, and there is no limit to the number of times she may do so.<\/p>\n\n\t<p><strong>Taboo<\/strong>: In Rashemi society, the crafting of magic items is left strictly to male spellcasters. With the exception of the Scribe Scroll feat, no hathran may select item creation feats.<\/p>\n\n\t<p><strong>Spirit Speech (Su)<\/strong>: At 2nd level, the hathran gains the ability to speak to and understand any creature with the spirit subtype. This ability functions regardless of the language that the hathran and the spirit actually use to converse. The hathran also gains a +2 bonus on any Charisma-based sk ill or ability check s made when dealing with spirits.<\/p>\n\n\t<p><strong>Awe of the Wychlaran (Ex)<\/strong>: At 3rd level, the hathran radiates such power and authority that her fellow Rashemi find it difficult to act against her. Any character from the Rashemen region whose character level is lower than or equal to that of the hathran takes a &#8212;2 penalty on attack rolls and opposed skill checks made against her. This penalty increases to &#8212;4 at 7th level and to &#8212;6 at 10th level.<\/p>\n\n\t<p><strong>Universal Spirit Magic (Ex)<\/strong>: At 3rd level, the hathran&#39;s affinity for spirit magic is such that she can commune with spirits outside of Rashemen. Once per day, she may use her Rashemi spirit magic ability outside of Rashemen. The hathran can use this ability twice per day at 6th level and three times per day at 9th level.<\/p>\n\n\t<p><strong>Spirit Concordat (Ex)<\/strong>: At 4th level, the hathran casts all spells in the planar ally spell chain at +1 caster level.<\/p>\n\n\t<p><strong>Circle Leader (Ex)<\/strong>: At 5th level, the hathran can become a circle leader and act as the focus for Rashemi circle magic. See page 59 of the <span class=caps>FORGOTTEN<\/span> <span class=caps>REALMS<\/span> Campaign Setting for details on circle magic.<\/p>\n\n\t<p><strong>Spirit Dominion<\/strong>: At 8th level, the hathran casts all spells in the planar binding spell chain at +1 caster level.<\/p>\n\n\t<p><strong>Great Circle Leader (Ex)<\/strong>: By the time the hathran reaches 10th level, she has mastered the art of circle magic and can lead a great circle. A great circle can have a total of nine assistants instead of five.<\/p>\n\n\t<h4><span class=caps>EX-HATHRANS<\/span><\/h4>\n\n\t<p>A hathran who violates her alignment, commits an act of treason against Rashemen or the wychlaran, or takes any item creation feat except Scribe Scroll can no longer advance in the hathran prestige class. Furthermore, she loses the benefits of her Leadership bonus, Rashemi spirit magic, and other abilities of the prestige class that relate to Rashemi. An atonement spell cast by a cleric of an appropriate deity is sufficient to restore her class abilities and advancement potential. If the violation involved an item creation feat, the hathran must swear a solemn oath never to use the feat.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day\/Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Leadership bonus, Rashemi spirit magic, taboo <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Spirit speech <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Awe of the wychlaran &#8212;2, universal spirit magic 1\/day <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Spirit concordat <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Circle leader <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Universal spirit magic 2\/day <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Awe of the wychlaran &#8212;4 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Spirit dominion <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Universal spirit magic 3\/day <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Awe of the wychlaran &#8212;6, great circle leader <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Player's Guide to Faer\u00fbn 59<\/h5>","reference":"Usergen"},{"id":10668,"name":"Incantatrix","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Incantatrix<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Feats<\/strong>: Any one metamagic feat.<br \/><strong>Spellcasting<\/strong>: Able to cast 3rd-level arcane spells.<br \/><strong>Special<\/strong>: The candidate cannot have abjuration as a prohibited school.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Incantatrixes gain no proficiency with any weapon, armor, or shield. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble, and double the normal armor check penalty applies to Swim checks.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: When a new incantatrix level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever arcane spellcasting class granted her access to 3 rd-level spells before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on), except for an increased effective level of spellcasting. This essentially means that she adds the level of incantatrix to the level of whatever other arcane spellcasting class granted her access to 3rd-level spells, then determines spells per day, spells known, and caster level accordingly.<\/p>\n\n\t<p>If a character had more than one arcane spellcasting class that granted access to 3rd-level spells before she became an incantatrix, she must decide to which class she adds each level of incantatrix for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Bonus Metamagic Feat<\/strong>: At 1st level, and again at 4th, 7th, and 10th level, the incantatrix may select any metamagic feat as a bonus feat. She must meet any prerequisites for a feat in order to select it.<\/p>\n\n\t<p><strong>Focused Studies (Ex)<\/strong>: At 1st level, the incantatrix gives up a school of magic so as to focus more on the remaining schools. She must choose a school of magic other than abjuration or divination as a prohibited school. This prohibited school is in addition to any others already chosen due to school specialization. Thus, a specialized wizard taking this prestige class has three prohibited schools instead of two.<\/p>\n\n\t<p><strong>Cooperative Metamagic (Su)<\/strong>: At 2nd level, an incantatrix gains the ability to apply any metamagic feat she possesses (except Silent Spell, Still Spell, or Quicken Spell) to a spell being cast by a willing allied spellcaster. The caster need not prepare the spell in metamagic form or in a higher-level spell slot; the incantatrix simply modifies the spell during the casting. Using this ability is a standard action that provokes an attack of opportunity, just like casting a spell, though the incantatrix can use the Concentration skill with this ability as though she were casting defensively. The incantatrix must ready an action to use cooperative metamagic when her ally begins casting and must be adjacent to the caster. The incantatrix must make a Spellcraft check (DC 18 + [3 \u00d7 modified spell level]) to succeed. &quot;Modified spell level&quot; is the level of the spell slot that the spell would occupy if it were prepared with the metamagic feat applied. Any spell level increases from metamagic feats that the caster applied also count toward the modified spell level. For example, if an incantatrix applies the Maximize Spell feat to an ally&#39;s chain lightning spell, the modified spell level is 9th (6th for the spell, +1 for the Maximize Spell feat), and the DC is 18 + (3 \u00d7 9) = 45. If she applies the same feat to an ally&#39;s silent chain lightning spell, the modified spell level i s 10th and the Spellcraft DC is 48. An incantatrix can use this ability a number of times per day equal to 3 + her Int modifier.<\/p>\n\n\t<p><strong>Metamagic Effect (Su)<\/strong>: At 3rd level, an incantatrix can attempt to apply a metamagic feat she possesses to a persistent spell effect that is already in place. For example, she could use Extend Spell to extend the duration of a wall of force or Maximize Spell to maximize the damage dealt by a cloudkill. To use this ability, the incantatrix must be adjacent to or within the spell effect and make a successful Spellcraft check (DC 18 + [3 \u00d7 modified spell level]. &quot;Modified spell level&quot; is the level of the spell slot that the spell would occupy if it were prepared with the metamagic feat applied. Spell slot increases for metamagic feats that were applied to affect the spell&#39;s casting (such as Still Spell, Silent Spell, or Quicken Spell) do not count toward the modified spell level, but adjustments for metamagic that change the spell&#39;s effect (such as Empower Spell, Enlarge Spell, or Widen Spell) do count.<\/p>\n\n\t<p>For example, applying the Extend Spell feat to a wall of fire gives it a modified spell level of 5th (4th for the spell +1 for the Extend Spell feat), so the DC would be 18 + (3 \u00d7 5) = 33. If the wall of fire had been cast with the Silent Spell feat applied, the DC is still 33, since that feat applies to the spell&#39;s casting, not its effect. On the other hand, extending an empowered wall of fire would give it a modified spell level of 7th and a Spellcraft DC of 39.<\/p>\n\n\t<p>An incantatrix can use this ability a number of times per day equal to 3 + her Int modifier. Using this ability is a full-round action that provokes attacks of opportunity.<\/p>\n\n\t<p><strong>Metamagic Spell Trigger (Su)<\/strong>: At 5th level, an incantatrix gains the ability to apply a metamagic feat she possesses to the effect of a spell trigger item (generally a wand). To use this ability, she must have the appropriate item creation feat to make the spell trigger item she is using. Using metamagic spell trigger expends a number of additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell. For example, an incantatrix can use Quicken Spell to modify a spell cast from a wand by spending 5 charges (1 + 4 additional charges for the spell slot increase). Alternatively, she can apply Empower Spell to the effect by spending 3 charges, or trigger it silently by spending 2 charges. The Still Spell feat confers no benefit when applied to a spell trigger item.<\/p>\n\n\t<p>An incantatrix cannot use this ability when using a spell trigger item that does not h ave charges, such as a strand of prayer beads.<\/p>\n\n\t<p><strong>Seize Concentration (Su)<\/strong>: At 6th level, an incantatrix gains the ability to wrest control of a spell that requires concentration (such as implosion, major image, or summon swarm) from another spellcaster within 30 feet. If the target spellcaster is willing, this transfer of concentration occurs automatically. Otherwise, the incantatrix and the target spellcaster make an opposed caster level check. A divine spellcaster receives a +2 bonus on this check. If the incantatrix wins, she gains control of the spell for as long as she maintains concentration or until the original spell duration expires. The spell functions as though the incantatrix were the caster (even if it is a spell she cannot cast), except that any variables determined when the spell was cast (including its caster level) remain a s determined by the original caster. The original spellcaster can be affected by his own spell, though he receives a +2 circumstance bonus on any saving throw allowed against it. If the incantatrix allows her concentration to lapse before the spell duration expires, the original caster may reassert control over his spell by making a successful caster level check (DC 15 + spell level). If he fails to do so, no one controls the spell.<\/p>\n\n\t<p><strong>Instant Metamagic (Su)<\/strong>: Once per day, a 7th-level or higher incantatrix can apply a single metamagic feat she possesses to a spell without preparing it that way beforehand (if she prepares spells) or increasing its casting time (if she does not prepare spells). Thus, a wizard&#39;s prepared spell works as if she had prepared it with the metamagic feat, but it does not use a higher-level spell slot. A sorcerer or bard&#39;s spell is cast without adjusting its casting time, but it works as if he had cast it with the metamagic feat. A 9th-level incantatrix can use this power twice per day. The incantatrix cannot use this ability if the metamagicked spell would normally use a spell slot of a higher level than she can cast.<\/p>\n\n\t<p><strong>Snatch Spell (Su)<\/strong>: At 8th level, an incantatrix can attempt to seize control over a persistent effect created by another spellcaster. The effect must be one that does not depend on concentration but still relies on or responds to the caster&#39;s control (such as a summon monster spell or spiritual weapon, but not a wall of fire or acid fog). Furthermore, the effect (but not necessarily the spellcaster) must be within 30 feet of the incantatrix. The target spellcaster and the incantatrix make an opposed caster level check. A divine spellcaster receives a +2 bonus on this check. If the incantatrix wins, she gains control of the spell until its original duration expires. The spell functions as though the incantatrix had cast it, except that any variables determined when the spell was cast (including its caster level) remain as determined by the caster. The original caster can be affected by his own spell, though he receives a +2 circumstance bonus on any saving throw allowed against it. If the spell is dismissible and the incantatrix wishes to dismiss it, she must make a second successful opposed caster level check to do so. If she fails, the spell remains in effect and control reverts to the original caster.<\/p>\n\n\t<p><strong>Improved Metamagic (Su)<\/strong>: At 10th level, an incantatrix has mastered metamagic to such an extent that whenever she uses a metamagic feat, the required increase in spell level (if any) is reduced by one (minimum +1 spell level). For example, a wizard incantatrix could prepare a quickened fireball as a 6th-level spell instead of a 7th-level spell.<\/p>\n\n\t<p>This benefit also applies to the incantatrix&#39;s other class abilities. Thus, the DC for using her metamagic effect or cooperative metamagic ability is reduced appropriately for the metamagic feats involved, and she spends fewer charges when using metamagic spell trigger.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day\/Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bonus metamagic feat, focused study <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Cooperative metamagic <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Metamagic effect <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus metamagic feat <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Metamagic spell trigger <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Seize concentration <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Bonus metamagic feat, instant metamagic 1\/day <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Snatch spell <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Instant metamagic 2\/day <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Bonus metamagic feat, improved metamagic <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Player's Guide to Faer\u00fbn 61<\/h5>","reference":"Usergen"},{"id":10669,"name":"Justiciar of Tyr","type":"prestige","alignment":"Lawful good","hit_die":"8","full_text":"<div topic='titel'><p><h3>Justiciar of Tyr<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to cast 2nd-level divine spells.<br \/><strong>Patron Deity<\/strong>: Tyr.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Justiciars of Tyr are proficient with all simple and martial weapons, but not with any armor or shields. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble, and double the normal armor check penalty applies to Swim checks.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: When a new justiciar of Tyr level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever divine spellcasting class granted her access to 2nd-level spells before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on), except for an increased effective level of spellcasting. This essentially means that she adds the level of justiciar to the level of whatever other divine spellcasting class granted her access to 2nd-level spells, then determines spells per day, spells known, and caster level accordingly.<\/p>\n\n\t<p>If a character had more than one divine spellcasting class that granted access to 2nd-level spells before she became a justiciar of Tyr, she must decide to which class she adds each level of justiciar for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Detect Chaos (Sp)<\/strong>: At 1st level, the justiciar of Tyr may use detect chaos at will (caster level equals justiciar of Tyr&#39;s divine caster level).<\/p>\n\n\t<p><strong>Smite Anarchy (Su)<\/strong>: Once per day, a 1st-level justiciar of Tyr may attempt to smite a chaotic opponent with one normal melee attack. She adds her Charisma bonus (if any) to the attack roll and deals 1 extra point of damage per justiciar of Tyr level. For example, a 4th-level justiciar of Tyr armed with a longsword would deal 1d8+4 points of damage, plus any additional bonuses from high strength or magical effects that normally apply. If a justiciar of Tyr accidentally smites a creature that is not chaotic, the smite has no effect but is still used up for that day. The justiciar can use this ability twice per day at 5th level and three times per day at 10th level.<\/p>\n\n\t<p><strong>Bureaucratic Knowledge (Ex)<\/strong>: Although battling the forces of chaos is one of the primary functions of the justiciar, she is also expected to have a thorough grasp of legal processes in civilizations all across Faer\u00fbn. Beginning at 2nd level, the character gains a bonus equal to her justiciar of Tyr level on all Knowledge and Gather Information checks related to laws or legal proceedings (such as recalling whether carrying weapons is illegal in a certain city or researching proper courtroom etiquette). She also gains the same bonus on Charisma-based skill or ability checks made to argue legal matters.<\/p>\n\n\t<p><strong>Axiomatic Spellcasting (Ex)<\/strong>: When the justiciar of Tyr reaches 3rd level, her devotion to the cause of law infuses and empowers her spells. The save DC (if any) for any spell with the lawful descriptor that she casts increases by +1. This increase rises to +2 at 9th level.<\/p>\n\n\t<p><strong>Detect Lie (Sp)<\/strong>: Beginning at 4th level, the justiciar of Tyr may use detect lie (caster level equals justiciar of Tyr&#39;s divine caster level) once per day.<\/p>\n\n\t<p><strong>Maimed God&#39;s Boon (Su)<\/strong>: Tyr&#39;s hand shelters his most faithful servants, protecting them from the ravages of disorder and anarchy. At 5th level, the justiciar of Tyr gains a bonus equal to her Charisma bonus (if any) on all saving throws against spells with the chaotic descriptor and against the spell-like and supernatural abilities of chaotic outsiders. This bonus stacks with that provided by the paladin&#39;s divine grace ability. (Thus, a paladin\/justiciar adds her Charisma bonus twice to saving throws against chaotic effects.)<\/p>\n\n\t<p><strong>Order&#39;s Calm (Su)<\/strong>: Once per day with her touch, a justiciar of at least 7th level may negate any of the following e ffects: heroism, rage, symbol of insanity, any fear effect, or a barbarian&#39;s rage ability. To use this ability on an unwilling target, the justiciar must make a successful melee touch attack, and the target receives a Will save (DC 10 + 1\/2 justiciar of Tyr level + justiciar of Tyr&#39;s Cha modifi er) to avoid the effect.<\/p>\n\n\t<p><strong>Blade of Justice (Su)<\/strong>: At 8th level, the justiciar of Tyr may imbue her melee weapon with the raw power of justice. Once per day per point of Charisma bonus (minimum once per day), the justiciar may cause any melee weapon she is currently wielding to behave as an axiomatic weapon (dealing an extra 2d6 points of damage against chaotic foes). If the justiciar&#39;s weapon already has this enhancement, it gains no further benefi t. Each usage of this ability is a free action, and the effect lasts for 1 round.<\/p>\n\n\t<p><strong>Aura of Absolute Law (Su)<\/strong>: Upon attaining 10th level, the justiciar of Tyr has proven herself such a shining beacon of order and justice that chaos cannot stand against her. She is surrounded by a constant dispel chaos effect at all times. Driving a chaotic outsider back to its home plane or dispelling a chaotic enchantment spell temporarily discharges and ends this effect, but the justiciar may reactivate it as a free action on her next turn.<\/p>\n\n\t<h4><span class=caps>EX-JUSTICIARS<\/span> OF <span class=caps>TYR<\/span><\/h4>\n\n\t<p>A justiciar of Tyr who slips into a nonlawful alignment or willingly commits an unjust act (such as robbing, assaulting, or murdering an innocent) loses access to her spellcasting abilities and all justiciar class features except weapon and armor profi ciencies and bureaucratic knowledge. She regains her lost abilities and advancement potential if she atones for her actions (see the atonement spell on page 201 of the Player&#39;s Handbook).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day\/Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Detect chaos, smite anarchy 1\/day <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bureaucratic knowledge <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Axiomatic spellcasting +1 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Detect lie <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Maimed god&#39;s boon, smite anarchy 2\/day <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Order&#39;s calm <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Blade of justice <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th  <\/td>\n\t\t\t<td>+6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Axiomatic spellcasting +2 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Aura of absolute law, smite anarchy 3\/day <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Player's Guide to Faer\u00fbn 63<\/h5>","reference":"Usergen"},{"id":10670,"name":"Maiden of Pain","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Maiden of Pain<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Player's Guide to Faer\u00fbn 182<\/h5>","reference":"Usergen"},{"id":10671,"name":"Martyred Champion of Ilmater","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Martyred Champion of Ilmater<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Player's Guide to Faer\u00fbn 184<\/h5>","reference":"Usergen"},{"id":10672,"name":"Monk of the Long Death","type":"prestige","alignment":"Any nongood","hit_die":"8","full_text":"<div topic='titel'><p><h3>Monk of the Long Death<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nongood.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Base Will Save Bonus<\/strong>: +5.<br \/><strong>Special<\/strong>: The candidate must be inducted into the monks of the long death via a secret ceremony consisting of various morbid and hideous acts designed to test his resolve.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Monks of the long death gain no proficiency with any weapon, armor, or shield. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble, and double the normal armor check penalty applies to Swim checks.<\/p>\n\n\t<p><strong>Deathguard (Ex)<\/strong>: At 1st level, the monk of the long death gains a +1 bonus on saving throws against death effects. This bonus increases by 1 at every odd-numbered level (to +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level).<\/p>\n\n\t<p><strong>Monk Abilities (Ex)<\/strong>: A monk of the long death has the unarmed damage, AC bonus, and unarmored speed bonus of a monk whose level is equal to his monk of the long death level (see Table 3&#8212;10: The Monk on page 40 of the Player&#39;s Handbook). If he also has monk levels, his levels in the two classes stack for the purpose of determining these abilities.<\/p>\n\n\t<p><strong>Poison Use<\/strong>: Monks of the long death are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.<\/p>\n\n\t<p><strong>Macabre Shroud (Ex)<\/strong>: Monks of the long death are disturbing and even frightening to most people, so those who see them tend to forget them as quickly as possible. When a monk of the long death reaches 2nd level, the DC of any Gather Information, bardic knowledge, or similar check made to learn about him increases by an amount equal to his monk of the long death level.<\/p>\n\n\t<p><strong>Death Knell (Sp)<\/strong>: At 3rd level, a monk of the long death may use death knell once per day (caster level equals monk of the long death level).<\/p>\n\n\t<p><strong>Death Attack (Ex)<\/strong>: At 6th level, the monk of the long death gains the ability to make a death attack. This ability functions like the assassin ability of the same name, except that the save DC is 10 + monk of the long death level + the monk of the long death&#39;s Int modifier (see page 180 of the Dungeon Master&#39;s Guide for more information).<\/p>\n\n\t<p>If the monk of the long death also has the death attack ability from another class (such as assassin), levels of that class stack with his monk of the long death levels for the purpose of determining the save DC.<\/p>\n\n\t<p><strong>Death Touch (Su)<\/strong>: Once per day, a 10th-level monk of the long death may make a death touch attack. This ability functions like the Death domain&#39;s granted power, except that the required die roll is 1d6 per monk of the long death level.<\/p>\n\n\t<p>If the monk of the long death also has the death touch ability from another class (such as cleric), levels of that class stack with his monk of the long death levels for the purpose of determining the save DC.<\/p>\n\n\t<h4><span class=caps>EX-MONKS<\/span> OF <span class=caps>THE<\/span> <span class=caps>LONG<\/span> <span class=caps>DEATH<\/span><\/h4>\n\n\t<p>Any monk of the long death who betrays the secrets of the order, or even attempts to leave the organization, immediately becomes the target of assassins. These assassins begin with a EL equal to the monk of the long death&#39;s character level (whether a single assassin of the same level, or several of lower levels), but each failed assassination attempt increases the EL of the next group sent out by 1. If the former monk of the long death survives an assassination attempt by a group with an EL 5 higher than his character level, the monks of the long death stop wasting their resources on him.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Deathguard +1, monk abilities, poison use <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Macabre shroud <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Death knell, deathguard +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Deathguard +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Death attack <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Deathguard +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Deathguard +5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Death touch <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Player's Guide to Faer\u00fbn 65<\/h5>","reference":"Usergen"},{"id":10673,"name":"Morninglord of Lathander","type":"prestige","alignment":"Any good","hit_die":"8","full_text":"<div topic='titel'><p><h3>Morninglord of Lathander<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to cast 3rd-level divine spells, one of which must be <a href=\/spells\/players-handbook-v35--6\/daylight--2601\/>daylight<\/a>.<br \/><strong>Patron Deity<\/strong>: Lathander.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Morninglords of Lathander gain no proficiency with any weapon, armor, or shield. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble, and double the normal armor check penalty applies to Swim checks.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: When a new morninglord of Lathander level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever divine spellcasting class granted her access to 3rd-level spells before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, and so on), except for an increased effective level of spellcasting. This essentially means that she adds the level of morninglord of Lathander to the level of whatever o ther d ivine spellcasting c lass g ranted h er a ccess to 3rd-level spells, then determines spells per day, spells known, and caster level accordingly.<\/p>\n\n\t<p>If a character had more than one divine spellcasting class that granted access to 3rd-level spells before she became a morninglord of Lathander, she must decide to which class she adds each level of morninglord for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Bane of the Restless (Ex)<\/strong>: The character&#39;s morninglord of Lathander levels stack with her levels in any other class that grants the ability to turn undead for the purpose of turning attempts.<\/p>\n\n\t<p><strong>Lathander&#39;s Light (Su)<\/strong>: Whenever a morninglord casts a spell with the light descriptor, its area is doubled.<\/p>\n\n\t<p><strong>Creative Fire (Ex)<\/strong>: Morninglords are creative, expressive people, much like their god. At 2nd level, the character gains a bonus equal to her morninglord of Lathander level on all Craft and Perform checks.<\/p>\n\n\t<p><strong>Daylight (Sp)<\/strong>: At 3rd level, the morninglord of Lathander may use daylight once per day (caster level equals morninglord of Lathander&#39;s divine caster level).<\/p>\n\n\t<p><strong>Searing Ray (Sp)<\/strong>: A 4th level, a morninglord of Lathander may use searing ray once per day (caster level equals morninglord of Lathander&#39;s divine caster level). If this ability is used against undead, the damage increases as if the Empower Spell feat had been applied.<\/p>\n\n\t<p><strong>Greater Turning (Su)<\/strong>: Once per day, a morninglord of at least 5th level may use greater turning. This ability functions like the granted power of the Sun domain. At 9th level, she may use this ability twice per day. If the morninglord of Lathander already has access to the Sun domain, she gains an extra use per day of greater turning at 5th level and at 9th level.<\/p>\n\n\t<p><strong>Blessing of Dawn (Su)<\/strong>: The sight of the morning sun is an inspirational vision for all morninglords. Beginning at 6th level, a morninglord of Lathander gains a +2 morale bonus on Will saves from sunrise until noon. This ability is in effect only while she can see the sun; the effect is suppressed any time she is deprived of the sight of it during this period.<\/p>\n\n\t<p><strong>Maximize Turning (Su)<\/strong>: Once per day, a morninglord of at least 7th level can automatically achieve the maximum possible result on a turning damage roll.<\/p>\n\n\t<p><strong>Rejuvenation of the Morn (Su)<\/strong>: Dawn is a powerful symbol of rebirth and renewal. Once per tenday, a morninglord of at least 8th level may spend one uninterrupted hour before dawn praying to Lathander. As soon as the sun rises after this prayer ritual, she gains one benefit of her choice from the following list.\n*Healing up to full normal hit points (self only).\n*Removal of any poisons or diseases (self only). This effect does not restore ability damage or ability drain caused by poison or disease.\n*Full restoration of ability damage due to one poison or disease.<\/p>\n\n\t<p>If the morninglord&#39;s prayers are interrupted for even a single round, the attempt is ruined, and she must wait a full tenday to try again.<\/p>\n\n\t<p><strong>Aura of Radiance (Su)<\/strong>: When the morninglord of Lathander reaches 10th level, the light of Lathander shines perpetually upon her. No matter how dark it is, the morninglord sees as though the conditions were identical to the outdoors at sunrise. This ability functions like darkvision out to 60 feet, except that the morninglord sees in color. The morninglord also gains a +2 sacred bonus on saving throws against spells with the darkness descriptor and a +2 sacred bonus to Armor Class against attacks from undead creatures.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day\/Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bane of the restless, Lathander&#39;s light, <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Creative fire <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Daylight <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Searing ray <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Greater turning 1\/day <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Blessing of dawn <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Maximize turning <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Rejuvenation of morn <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Greater turning 2\/day <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Aura of radiance <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Player's Guide to Faer\u00fbn 66<\/h5>","reference":"Usergen"},{"id":10674,"name":"Purple Dragon Knight","type":"prestige","alignment":"Any nonevil and nonchaotic","hit_die":"10","full_text":"<div topic='titel'><p><h3>Purple Dragon Knight<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonevil and nonchaotic.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Region<\/strong>: The candidate must have Cormyr as his home region or have 8 ranks in Knowledge (Cormyr local).<\/p>\n\n\t<p><strong>Special<\/strong>: The candidate must be a member of the Purple Dragons.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Purple Dragon knights gain no proficiency with any weapon, armor, or shield. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble, and double the normal armor check penalty applies to Swim checks.<\/p>\n\n\t<p><strong>Heroic Shield (Ex)<\/strong>: Beginning at 1st level, when the Purple Dragon knight uses the aid another action (see page 154 of the Player&#39;s Handbook) to improve an ally&#39;s AC, his effort grants a +4 circumstance bonus instead of the normal +2.<\/p>\n\n\t<p><strong>Rallying Cry (Su)<\/strong>: Three times per day, a Purple Dragon knight can utter a powerful shout (usually &quot;For Cormyr!&quot;) that grants him a +1 morale bonus on his next attack roll and increases his land speed by 5 feet until his next turn. These same benefits also extend to each of his allies within 60 feet. Traditionally, the rallying cry is used when a formation of soldiers is about to charge. Rallying cry is a mind-affecting ability.<\/p>\n\n\t<p><strong>Inspire Courage (Su)<\/strong>: Once per day at 2nd level, the Purple Dragon knight can make an inspirational speech to bolster his allies and himself against fear and improve the group&#39;s combat abilities. This ability functions like the inspire courage function of the bardic music ability. Each affected creature, including the knight himself, gains a +2 morale bonus on saving throws against charm or fear effects and a +1 morale bonus on attack and weapon damage rolls. To gain these benefits, an ally must hear the Purple Dragon knight speak for 1 full round. The effect lasts as long as the ally can hear the knight speak and for 5 rounds afterward. While speaking, the Purple Dragon knight can fight, but he cannot cast spells or activate magic items by either spell completion (such as scrolls) or command word (such as wands).<\/p>\n\n\t<p>At 4th level, the Purple Dragon knight may inspire courage one additional time per day.<\/p>\n\n\t<p><strong>Fear (Sp)<\/strong>: Once per day, a 3rd-level or higher Purple Dragon knight may evoke a fear effect that functions like the spell of the same name (caster level equals Purple Dragon knight&#39;s character level).<\/p>\n\n\t<p><strong>Oath of Wrath (Su)<\/strong>: At 4th level, the Purple Dragon knight may select a single opponent within 60 feet and swear to defeat him. For the duration of the encounter, the knight gains a +2 morale bonus on melee attack rolls, weapon damage rolls, saving throws, and skill checks made against the challenged target. The effect is negated immediately if the Purple Dragon knight attacks or targets a spell against any hostile creature other than the challenged target. Attacks of opportunity and spells cast on allies do not count, nor do spells such as fireball that may catch other creatures in their areas. The Purple Dragon knight can use oath of wrath once per day.<\/p>\n\n\t<p><strong>Final Stand (Su)<\/strong>: Once per day, a Purple Dragon knight of at least 5th level can inspire his troops to a heroic effort. When he uses this ability, the knight gains 2d10 temporary hit points, and so does each ally within 10 feet of him. This ability can affect a maximum number of creatures equal to the character&#39;s Purple Dragon knight level + the Purple Dragon knight&#39;s Cha modifier, and the effect lasts for an equal number of rounds.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Heroic shield, rallying cry <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Inspire courage 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Fear <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Inspire courage 2\/day, oath of wrath <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Final stand <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Player's Guide to Faer\u00fbn 68<\/h5>","reference":"Usergen"},{"id":10675,"name":"Runecaster","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Runecaster<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to cast 3rd-level divine spells.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Runecasters gain no proficiency with any weapon, armor, or shield.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: When a new runecaster level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever divine spellcasting class granted him access to 3rd-level spells before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, and so on), except for an increased effective level of spellcasting. This essentially means that he adds the level of runecaster to the level of whatever other divine spellcasting class granted him access to 3rd-level spells, then determines spells per day, spells known, and caster level accordingly.<\/p>\n\n\t<p>If a character had more than one divine spellcasting class that granted access to 3rd-level spells before he became a runecaster, he must decide to which class he adds each level of runecaster for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Rune Craft (Ex)<\/strong>: At 1st level, the runecaster gains a +1 bonus on Craft checks made to inscribe runes. This bonus increases to +2 at 4th level and to +3 at 7th level.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Number of Uses or Trigger Method <\/th>\n\t\t\t<th>Base Price <\/th>\n\t\t\t<th>Runecaster Level <sup>2<\/sup> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> One <\/td>\n\t\t\t<td> Spell level <sup>1<\/sup> \u00d7 caster level \u00d7 50 gp <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Charges <sup>3<\/sup> <\/td>\n\t\t\t<td> Spell level <sup>1<\/sup> \u00d7 caster level \u00d7 charges \u00d7 50 gp <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Charges per day <sup>3<\/sup> <\/td>\n\t\t\t<td> Spell level <sup>1<\/sup> \u00d7 caster level \u00d7 charges \u00d7 400 gp <\/td>\n\t\t\t<td> 8th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Permanent <\/td>\n\t\t\t<td> (until Spell level <sup>1<\/sup> \u00d7 caster dispelled) <sup>4<\/sup> level \u00d7 2,000 gp <\/td>\n\t\t\t<td> 8th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Works when touched <\/td>\n\t\t\t<td> Base cost <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Works when read or passed <\/td>\n\t\t\t<td> Base cost \u00d7 2 <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td colspan=3><sup>1<\/sup> A 0 -level spell counts as 1\/2 level. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td colspan=3><sup>2<\/sup> The minimum runecaster level to inscribe a rune of this type. &quot;&#8212;&quot; indicates the default ability granted by the Inscribe Rune feat. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td colspan=3><sup>3<\/sup> If the spell has a component or XP cost, add that cost times the number of charges to the base price of the rune. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td colspan=3><sup>4<\/sup> If the spell has a component or XP cost, add 100 times that cost to the base price of the rune. <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Improved Runecasting (Su)<\/strong>: As a runecaster rises in level, he gains the ability to create runes that function more than once and have different kinds of triggers. These extra features increase the cost of the rune, as shown on the table. <\/p>\n\n\t<p><em>Works When Read or Passed<\/em>: Any attempt to study, identify, or fathom a rune&#39;s meaning counts as &quot;reading&quot; the rune. Passing through any portal that bears a rune counts as &quot;passing&quot; it. To affect a target, a rune must have an unbroken line of effect to it and be within 30 feet of it.<\/p>\n\n\t<p>A rune that is triggered when passed can be set for almost any special condition the runecaster specifies. Runes can be set to trigger according to physical characteristics (such as height or weight) or creature type, subtype, or race (such as drow or aberration). They can also trigger based on good, evil, law, or chaos, or a creature&#39;s patron deity. They cannot, however, be set to trigger by class, Hit Dice, or level. Runes respond to invisible creatures normally but are not triggered by creatures that travel past them ethereally. When placing a rune with a &quot;pass&quot; trigger, a runecaster can specify a password or phrase that prevents the rune from triggering.<\/p>\n\n\t<p><strong>Rune Power (Ex)<\/strong>: When the runecaster reaches 2nd level, his runes become more potent. The DC for all attempts to erase, dispel, or disable his runes, and for caster level checks to overcome the spell resistance of their targets, increases by 1. This increase does not apply to the DC of the saving throw (if any) to resist a rune&#39;s effect. This increase rises to 2 at 5th level and to 3 at 9th level.<\/p>\n\n\t<p><strong>Maximize Rune (Ex)<\/strong>: At 6th level, the runecaster can create runes whose effects are maximized, as if by the Maximize Spell feat, without a ltering the level o f the spell used to create the rune. Maximizing a rune adds 5 to the DC of the Craft check required to inscribe it.<\/p>\n\n\t<p><strong>Rune Chant (Ex)<\/strong>: A 10th-level runecaster may cast any divine spell to which he has access at +1 caster level by tracing a rune in the air as an extra somatic component. For spells with a casting time of 1 action, using this ability increases the casting time to 1 full round. The casting time for all other spells increases by 1 round when rune chant is used. This ability cannot be used on stilled spells, and it does not function with the maximize rune ability.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day\/Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Rune craft +1 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Rune power +1 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Improved runecasting <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Rune craft +2 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Rune power +2 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Maximize rune <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Rune craft +3 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Improved runecasting <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Rune power +3 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Rune chant <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Player's Guide to Faer\u00fbn 69<\/h5>","reference":"Usergen"},{"id":10676,"name":"Shaaryan Hunter","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Shaaryan Hunter<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Region<\/strong>: The Shaar.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Shaaryan hunters gain no proficiency with any weapon, armor, or shield. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape A rtist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble, and double the normal armor check penalty applies to Swim checks.<\/p>\n\n\t<p><strong>Ride Bonus (Ex)<\/strong>: At 1st level, the Shaaryan hunter gains a +2 competence bonus on Ride checks. This bonus increases to +4 at 4th level, to +6 at 7th level, and to +8 at 10th level.<\/p>\n\n\t<p><strong>Mounted Tracking (Ex)<\/strong>: Shaaryan hunters are skilled at following tracks from horseback. Beginning at 2nd level, a Shaaryan hunter may move at one-half her mount&#39;s base speed without taking penalties on Survival checks made to track. At 6th level, she may move at her mount&#39;s full speed while tracking with no penalty on checks made to track.<\/p>\n\n\t<p><strong>Burst of Speed (Ex)<\/strong>: Beginning at 3rd level, the Shaaryan hunter can urge her mount to move at double its normal speed for 1 round. During this round, the mount charges at double the new speed and runs at quadruple the new speed. This ability is usable once per day without danger to the mount. If the Shaaryan hunter attempts to use the ability a second time in the same day, her mount must make a successful Fortitude save (DC 20) or take 1d6 points of damage. Each additional time she uses the ability in the same day, her mount must make a new Fortitude save at the same DC, and the damage increases by 1d6 points over that for the previous attempt. Thus, the third use of this ability in one day deals 2d6 points of damage, the fourth use deals 3d6 points of damage, and so on.<\/p>\n\n\t<p><strong>Mounted Accuracy (Ex)<\/strong>: Shaaryan hunters are almost as skilled as the legendary Tuigan Horde when firing a bow from horseback. Beginning at 4th level, the Shaaryan hunter gains a +2 competence bonus on ranged attack rolls made from horseback. When she reaches 9th level, this bonus increases to +4.<\/p>\n\n\t<p><strong>Spirited Charge (Ex)<\/strong>: At 5th level, the Shaaryan hunter receives Spirited Charge as a bonus feat if she does not already have it. She need not meet the prerequisites for this feat.<\/p>\n\n\t<p><strong>Long Riding (Ex)<\/strong>: At 7th level, the Shaaryan hunter has learned how to coax extra endurance from her mount so that she can ride longer and at a higher average speed. When traveling overland, her mount moves at 150% of its normal overland speed. This ability does not increase the creature&#39;s speed in combat.<\/p>\n\n\t<p><strong>Born in the Saddle (Ex)<\/strong>: When the Shaaryan hunter reaches 8th level, her mastery of horsemanship enables her to perform unbelievable stunts. Once per day while mounted, she may elect to make a Ride check in place of any one attack roll, saving throw, or skill check. She uses her total Ride modifier but gains no modifiers from other sources (such as a weapon&#39;s enhancement bonus or a feat that increases her saving throw bonus).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Ride bonus +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Mounted tracking (half speed) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Burst of speed <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Mounted accuracy +2, ride bonus +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Spirited Charge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Mounted tracking (full speed) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Long riding, ride bonus +6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Born in the saddle <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Mounted accuracy +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Ride bonus +8 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Player's Guide to Faer\u00fbn 71<\/h5>","reference":"Usergen"},{"id":10677,"name":"Shadow Adept","type":"prestige","alignment":"Any nongood","hit_die":"4","full_text":"<div topic='titel'><p><h3>Shadow Adept<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nongood.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to cast 3rd-level arcane or divine spells.<br \/><strong>Feats<\/strong>: Any one metamagic feat.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Shadow adepts gain no proficiency with any weapon, armor, or shield. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble, and double the normal armor check penalty applies to Swim checks.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: When a new shadow adept level is gained, the character gains new spells per day (and spells known, if applicable) as i f he had also gained a level in whatever spellcasting class granted him access to 3rd-level spells before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, improved chance of turning or rebuking undead, and so on), except for an increased effective level of spellcasting. This essentially means that he adds the level of shadow adept to the level of whatever other spellcasting class granted him access to 3rd-level spells, then determines spells per day, spells known, and caster level accordingly.<\/p>\n\n\t<p>If a character had more than one spellcasting class that granted access to 3rd-level spells before he became a shadow adept, he must decide to which class he adds each level of shadow adept for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Shadow Feats<\/strong>: At 1 st level, a shadow adept gains <a href=\/feats\/players-guide-to-faerun--22\/insidious-magic--1660\/>Insidious Magic<\/a>, <a href=\/feats\/players-guide-to-faerun--22\/pernicious-magic--2136\/>Pernicious Magic<\/a>, and <a href=\/feats\/players-guide-to-faerun--22\/tenacious-magic--2899\/>Tenacious Magic<\/a> as bonus feats if he doesn&#39;t already have them.<\/p>\n\n\t<p><strong>Low-Light Vision (Ex)<\/strong>: At 2nd level, a shadow adept gains low-light vision if he doesn&#39;t already have it.<\/p>\n\n\t<p><strong>Shadow Defense (Ex)<\/strong>: At 3rd level, a shadow adept gains resistance to the kinds of spells that are favored by the Shadow Weave. He gains a +1 profane bonus on saving throws against spells from the schools of enchantment, illusion, and necromancy, as well as spells with the darkness descriptor. This bonus increases to +2 at 6th level and to +3 at 9th level.<\/p>\n\n\t<p><strong>Shield of Shadows (Su)<\/strong>: A shadow adept of at least 4th level can surround himself with a globe of purpleblack force as a standard action. This shield of shadows functions like a shield spell, granting him a +4 shield bonus to AC and absorbing magic missiles cast at him. In addition, the shield of shadows provides concealment (20% miss chance) against melee and ranged attacks. The shadow adept can see and reach through the shield, so it does not provide cover or concealment to opponents.<\/p>\n\n\t<p>The shadow adept may use a shield of shadows for up to 1 round per caster level per day. This duration need not be consecutive&#8212;the shadow adept may break it up into increments as small as 1 round if he so desires. Creating or dismissing the shield of shadows is a standard action.<\/p>\n\n\t<p>When the shadow adept reaches 8th level, the shield also grants him spell resistance equal to 12 + his shadow adept level, as if he were under the effect of a spell resistance spell.<\/p>\n\n\t<p><strong>Darkvision (Su)<\/strong>: At 7th level, a shadow adept can see in the dark as though he were permanently affected by a darkvision spell.<\/p>\n\n\t<p><strong>Shadow Walk (Sp)<\/strong>: A shadow adept of at least 7th level can use shadow walk once per day (caster level equals shadow adept level).<\/p>\n\n\t<p><strong>Shadow Double (Su)<\/strong>: Once per day, a 10th-level shadow adept can use a standard action to create a double of himself woven from shadowstuff. The double has the ability scores, base AC, hit points, saves, and attack bonuses of its creator, but no equipment. (Any apparent clothing or equipment is nonfunctional.) Since it can use anything its creator can, the double can attack the creator&#39;s enemies if given a weapon or item with which to do so. Alternatively, it can function as the target of a project image spell, duplicating the creator&#39;s actions and functioning as the origin of the creator&#39;s spells when it is within his direct line of sight. Mentally commanding the double is a free action. Using it as the originator of a spell counts as an action of the sort needed to cast the spell for both the creator and the double. Causing either the creator or the double to leave the plane they share dismisses the double.<\/p>\n\n\t<p>The double lasts 1 round per caster level. The death of the double does not affect the shadow adept or vice versa. If its creator dies, the shadow double still lasts until its duration expires.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day\/Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Shadow feats <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Low-light vision <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Shadow defense +1 <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Shield of shadows <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Shadow defense +2 <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Darkvision, shadow walk <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Greater shield of shadows <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Shadow defense +3 <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Shadow double <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Player's Guide to Faer\u00fbn 72<\/h5>","reference":"Usergen"},{"id":10678,"name":"Shadow Thief of Amn","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Shadow Thief of Amn<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: The candidate must be a member of a Shadow Thieves&#39; guild.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Shadow thieves of Amn gain proficiency with all simple weapons and with light armor. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble, and double the normal armor check penalty applies to Swim checks.<\/p>\n\n\t<p><strong>Doublespeak (Ex)<\/strong>: A shadow thief of Amn is adept at talking her way out of tight places. At 1st level, she gains a +2 bonus on all Bluff and Diplomacy checks.<\/p>\n\n\t<p><strong>Sneak Attack (Ex)<\/strong>: This ability functions like the rogue ability of the same name. The extra damage dealt increases by 1d6 points at 1st level, by another 1d6 points at 3rd level, and another 1d6 points at 5th level. If a shadow thief of Amn gets a sneak attack bonus from another source (such as rogue levels) the bonuses on damage stack. Furthermore, shadow thief of Amn levels stack with any other appropriate class levels (such as rogue or assassin) for the purpose of overcoming improved uncanny dodge.<\/p>\n\n\t<p><strong>Bonus Feat<\/strong>: At 2nd level and again at 4th level, a shadow thief of Amn gains a bonus feat of her choice from the following list: Acrobatic, Agile, Alertness, Blind-Fight, Combat Expertise, Deceitful, Deft Hands, Exotic Weapon Proficiency (hand crossbow or shuriken), Improved Feint, Leadership, Lightning Reflexes, Negotiator, Nimble Fingers, Persuasive, Track, Skill Focus (any guild thief class skill), Silent Spell, Stealthy, Still Spell, Weapon Finesse, Weapon Focus (any). She must meet any prerequisites for a feat in order to select it.<\/p>\n\n\t<p><strong>Uncanny Dodge (Ex)<\/strong>: At 2nd level, a shadow thief of Amn gains the ability to react to danger before her senses would normally allow her to even be aware of it. She retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses any Dexterity bonus to AC if immobilized.) If a shadow thief of Amn already has the uncanny dodge ability from another class, she gains improved uncanny dodge (see the rogue class description in the Player&#39;s Handbook) instead.<\/p>\n\n\t<p><strong>Reputation (Ex)<\/strong>: By the time she reaches 3rd level, a shadow thief&#39;s infamy grants her a +1 bonus to her Leadership score (see the Leadership feat description on page 106 of the Dungeon Master&#39;s Guide). This bonus increases to +2 at 4th level and to +3 at 5th level. Usually, a shadow thief of Amn who has an interest in collecting followers maintains a permanent base of operations within a city, which gives her an additional +2 bonus to her Leadership score.<\/p>\n\n\t<p><strong>Improved Uncanny Dodge (Ex)<\/strong>: At 5th level, a shadow thief of Amn can no longer be flanked, since she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the shadow thief of Amn. The exception to this defense is that a rogue at least four levels higher than the shadow thief can flank her (and thus sneak attack her).<\/p>\n\n\t<p>If the shadow thief of Amn already has improved uncanny dodge, the levels from any other classes granting uncanny dodge stack for the purpose of determining the minimum rogue level required to flank her.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Doublespeak, sneak attack +1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Bonus feat, uncanny dodge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Reputation +1, sneak attack +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Bonus feat, reputation +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Improved uncanny dodge, reputation +3, sneak attack +3d6 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Player's Guide to Faer\u00fbn 74<\/h5>","reference":"Usergen"},{"id":10679,"name":"Slime Lord","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Slime Lord<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Player's Guide to Faer\u00fbn 186<\/h5>","reference":"Usergen"},{"id":10680,"name":"Spellguard of Silverymoon","type":"prestige","alignment":"Any nonevil","hit_die":"4","full_text":"<div topic='titel'><p><h3>Spellguard of Silverymoon<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonevil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to cast 4th-level arcane spells.<br \/><strong>Special<\/strong>: The candidate must be accepted into the Spellguard.<br \/><strong>Feats<\/strong>: Any one metamagic feat.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Spellguards of Silverymoon gain no proficiency with any weapon, armor, or shield. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble, and double the normal armor check penalty applies to Swim checks.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: When a new spellguard of Silverymoon level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class granted him access to 4th-level spells before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on), except for an increased effective level of spellcasting. This essentially means that he adds the level of spellguard of Silverymoon to the level of whatever other arcane spellcasting class granted him access to 4th-level spells, then determines spells per day, spells known, and caster level accordingly.<\/p>\n\n\t<p>If a character had more than one arcane spellcasting class that granted access to 4th-level spells before he became a spellguard of Silverymoon, he must decide to which class he adds each level of spellguard for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Obligation<\/strong>: The Spellguard is a military unit, not just a loose fraternity of mages. As such, each spellguard of Silverymoon must spend at least two days out of every tenday on active duty, usually either guarding the walls of Silverymoon itself or patrolling the surrounding area with a detachment of the Knights in Silver.<\/p>\n\n\t<p><strong>Token<\/strong>: As a member of the Spellguard, a 1st-level spellguard of Silverymoon receives an adrath token&#8212;a small metal disk that allows him to cast spells that are normally forbidden by the mythal. As long as he has this token in his possession, he may cast conjuration (summoning) spells, evocation [fire] spells, and spells with the teleportation descriptor within the wards of Silverymoon. He may also freely use magic items that produce those effects.<\/p>\n\n\t<p>This token does not magically appear in the spellguard&#39;s possession; he must return to Silverymoon to receive it from his superior.<\/p>\n\n\t<p><strong>Ward Attunement<\/strong>: Each 1st-level spellguard of Silverymoon is inducted formally into the order through an elaborate ceremony held in the High Palace of Silverymoon. This ceremony attunes the spellguard to the mythal that surrounds Silverymoon without the 2,500 XP cost normally required. See the sidebar for information on ward attunement.<\/p>\n\n\t<h4>The Wards of Silverymoon<\/h4>\n\n\t<p>The city of Silverymoon is protected by a powerful magical effect called a mythal. This potent form of elven high magic forbids the casting of several types of spells, causes other spells to be permanently in effect, and allows the denizens of Silverymoon to use still other spells with a word. The mythal&#39;s effects cover the city itself, plus an area 1,000 yards beyond its limits in all directions (even up into the sky and down into the earth).<\/p>\n\n\t<p>Spells with the death, evil, or teleportation descriptor, conjuration (summoning) spells, and evocation [fire] spells are all forbidden by the mythal of Silverymoon. Any attempt to cast such a spell fails automatically, though the spell slot is used up normally.<\/p>\n\n\t<p>The following spells are continually in effect throughout the area of the mythal, much like a spell fixed to a hallow or unhallow effect: antipathy (to all evil-aligned demons, devils, dragons, drow, duergar, giants, goblinoids, mind flayers, orcs, and trolls), detect scrying (all creatures within the mythal gain the benefits of this effect), invisibility purge, negative energy protection, and protection from evil.<\/p>\n\n\t<p>Finally, characters attuned to the mythal may activate any of the following spells by command word, exactly as if it were an ability of a magic item in the character&#39;s possession: air walk, bless weapon, bull&#39;s strength, cat&#39;s grace, control water, discern lies, dispel chaos, dispel evil, feather fall, lesser ironguard*, quench, remove curse, remove paralysis, shield, shocking grasp, silence, and tongues.<\/p>\n\n\t<p>*See the <span class=caps>FORGOTTEN<\/span> <span class=caps>REALMS<\/span> Campaign Setting<\/p>\n\n\t<p>Becoming attuned to Silverymoon&#39;s mythal requires a special ceremony that lasts a full day, plus the expenditure of 2,500 XP. Attunement also requires the aid and approval of Azuth, Mystra, or one of the leaders of the city.<\/p>\n\n\t<p>More information on Silverymoon&#39;s wards can be found on page 57 of The Silver Marches.<\/p>\n\n\t<p><strong>Metamagic Feat<\/strong>: At 2nd level and again at 4th level, the spellguard may select any metamagic feat he does not already have as a bonus feat. He must meet any prerequisites for a feat in order to select it.<\/p>\n\n\t<p><strong>Selective Spell (Su)<\/strong>: Spellguards are specifically trained to minimize collateral damage when casting their combat spells. Once per day per point of Intelligence bonus (minimum once per day), a spellguard o f at least 3 rd level may d esignate a s ingle type (and subtype, if desired) of creature when casting a spell. When a single creature type has multiple subtypes, the spellguard may choose to count only one of the subtypes or all of them, at his discretion. At the spellguard&#39;s option, that type of creature is either the only type affected by the spell or the only type unaffected by it. Inorganic material, objects, and anything else that does not have a creature type is affected normally. Casting a selective spell requires a fullround action.<\/p>\n\n\t<p>For example, suppose a spellguard is patrolling the forest around Silverymoon with a party of Knights in Silver made up of two humans, an elf, and a dwarf. Suddenly, the group is rushed by goblins. The spellguard uses his selective spell ability to cast a fireball, designating humanoid (goblinoid) as the only creature type affected. The fireball detonates in the midst of the melee, and although the spellguard&#39;s companions are within the area of the spell, they are spared any ill effects.<\/p>\n\n\t<p>At 5th level, the spellguard may designate multiple creature types and subtypes for a s elective spell. Each type o r subtype so designated, however, uses up one additional use per day of his selective spell ability.<\/p>\n\n\t<p><strong>Spellguard (Su)<\/strong>: The Spellguard was originally formed to protect High Lady Alustriel from personal attacks. Though that purpose has largely become secondary to defending the city, spellguards still receive some training in serving as bodyguards. At 4th level, the spellguard of Silverymoon may cast any personal-range defensive arcane spell on another character with a touch. For this purpose, a defensive spell is one that improves AC, increases a saving throw modifier, or grants additional hit points (either by healing wounds or by bestowing temporary hit points).<\/p>\n\n\t<p><strong>Spell Power (Ex)<\/strong>: At 5th level, the spellguard&#39;s effective caster level increases by 1 for the purpose of determining level-dependent variables and making caster level checks.<\/p>\n\n\t<h4><span class=caps>EX-SPELLGUARDS<\/span><\/h4>\n\n\t<p>A spellguard of Silverymoon who is derelict in his duty, betrays Silverymoon or the Silver Marches, or otherwise acts in a manner inappropriate for a military officer of his stature is cast out of the Spellguard. His ward token is deactivated, and his attunement to the mythal is nullified. He retains all the other class abilities of a spellguard of Silverymoon, but he can no longer advance in the prestige class. He regains his abilities and advancement potential if he atones for his actions (see the atonement spell on page 201 of the Player&#39;s Handbook).<\/p>\n\n\t<p>A character may at any time choose to retire from the Spellguard. A retiree is expected to hand in his adrath token, but he retains all other class abilities except h is obligation to serve. A retired spellguard may no longer gain levels in this prestige class. Under exceptional circumstances, however, a retired spellguard may reenlist and regain the ability to advance as a spellguard of Silverymoon.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day\/Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Obligation, token, ward attunement <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Metamagic feat <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Selective spell <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Metamagic feat, spellguard <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Selective spell (multiple types), spell power <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Player's Guide to Faer\u00fbn 75<\/h5>","reference":"Usergen"},{"id":10681,"name":"Yathrinshee","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Yathrinshee<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Player's Guide to Faer\u00fbn 187<\/h5>","reference":"Usergen"},{"id":10682,"name":"Zhentarim Spy","type":"prestige","alignment":"Any evil","hit_die":"6","full_text":"<div topic='titel'><p><h3>Zhentarim Spy<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Zhentarim spies are proficient with all simple weapons, with light and medium armor, and with shields. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble, and double the normal armor check penalty applies to Swim checks.<\/p>\n\n\t<p><strong>Cover Identity (Ex)<\/strong>: A Zhentarim spy is rigorously trained to establish nearly flawless cover identities. For every distinct Craft or Profession skill in which she has at least 2 ranks, she may have one cover identity. Each cover identity must be a specific person (such as &quot;Jolan Turnbuckle, bread-baker for the town of Shadowdale&quot;), not a generic description (such as &quot;baker&quot;). She may at any time end an existing cover identity and establish a new one in its place.<\/p>\n\n\t<p>While operating under any of her cover identities, she gains a +4 circumstance bonus on Disguise checks and a +2 bonus on Bluff and Gather Information checks. For each additional 2 ranks (beyond the minimum 2) that the Zhentarim spy possesses in a cover identity&#39;s associated Craft or Profession skill, each of these bonuses increases by 1. At the DM&#39;s discretion, these bonuses may be reduced or eliminated in regions where the cover identity would seem out of place (bakers from Shadowdale, for example, would attract suspicion in the ruins of Myth Drannor).<\/p>\n\n\t<p>Establishing a new cover identity or replacing an old one means the Zhentarim spy must acquire documentation and personal effects, establish a place of business, and otherwise set up a believable second life. This process takes 1d4 tendays, during which she may do nothing else, and costs 6d10 gp. The Zhentarim spy does not need to set up a cover identity immediately for every Craft or Profession skill in which she has 2 ranks; she may wait until a good opportunity presents itself if desired. For example, she might wish to hold a cover identity option in reserve to take advantage of the unlikely cover class ability (see below).<\/p>\n\n\t<p>The cover identity ability does not provide any additional skills that might be necessary to make a cover identity believable, such as knowledge of the proper homeland, the ability to speak a foreign language, spellcasting ability, or the like. Thus, Zhentarim spies generally pick cover identities that complement their existing skills.<\/p>\n\n\t<p><strong>Sneak Attack (Ex)<\/strong>: This ability functions like the rogue ability of the same name. The extra damage dealt increases by 1d6 points at 2nd level, and by another 1d6 points at 4th level. If a Zhentarim spy gets a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack. Furthermore, Zhentarim spy levels stack with any other appropriate class levels (such as rogue or assassin) for the purpose of overcoming improved uncanny dodge.<\/p>\n\n\t<p><strong>Undetectable Alignment (Ex)<\/strong>: At 2nd level, the Zhentarim spy&#39;s rigorous mental training enables her to cloud even divination spells. This ability functions like the undetectable alignment spell, except that it is always active and, as an extraordinary ability, is subject to neither dispelling nor suppression by dead magic zones and the like.<\/p>\n\n\t<p><strong>Poison Use (Ex)<\/strong>: At 3rd level, a Zhentarim spy receives training in the use of poison and never risks accidentally poisoning herself when applying poison to a blade.<\/p>\n\n\t<p><strong>Unlikely Cover (Ex)<\/strong>: At 3rd level, the Zhentarim spy may designate a number of cover identities equal to her Charisma bonus (minimum one) as &quot;unlikely covers.&quot; In such a cover identity, she is disguised as someone drastically different from herself&#8212;a member of the opposite sex or a different race, or someone with a very different body shape. She may need to spend the time to establish new cover identities if she does not have any appropriate identities available. While she operates in an unlikely cover, her normal bonuses on Disguise, Bluff, and Gather Information checks for a cover identity are doubled (to +8 on Disguise checks, +4 on Bluff and Gather Information checks, and +2 per 2 extra ranks on checks made with the cover identity&#39;s Craft or Profession skill). Furthermore, the DC for Spot checks made to penetrate her disguise increases by 4.<\/p>\n\n\t<p><strong>Slippery Mind (Ex)<\/strong>: At 4th level, the Zhentarim spy gains the slippery mind special ability (see the rogue class description on page 50 of the Player&#39;s Handbook) if she did not already have it.<\/p>\n\n\t<p><strong>Deep Cover (Ex)<\/strong>: At 5th level, the Zhentarim spy may choose a number of new cover identities equal to her Intelligence bonus (minimum one). These may be the same cover identities selected for the unlikely cover ability, or they may be different ones, or they may be a mixture of both. Unlike her unlikely cover identities, however, the identities she selects for deep cover need not be new.<\/p>\n\n\t<p>When the Zhentarim spy is operating within one of her deep cover identities, her mind is so thoroughly trained and conditioned to think like the person she pretends to be that any magical scrying or mind reading at a power level short of deific reveals nothing about her true nature. Only the thoughts, alignment, and emotions of the fictitious persona can be detected.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Cover identity <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sneak attack +1d6, undetectable alignment <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Poison use, unlikely cover <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Slippery mind, sneak attack +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Deep cover <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Player's Guide to Faer\u00fbn 77<\/h5>","reference":"Usergen"},{"id":10683,"name":"Ardent Dilettante","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Ardent Dilettante<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>To qualify to become a 1st-level ardent dilettante, a character must fulfill all the following criteria.<\/p>\n\n\t<ul>\n\t\t<li><strong>Skills<\/strong>: Any skill 8 ranks, any other five skills 1 rank in each.<\/li>\n\t<\/ul>\n\n\t<ul>\n\t\t<li><strong>Special<\/strong>: Must recount five experiences, one for each of the different senses, at a festhall or sensorium run by the Society of Sensation.<\/li>\n\t<\/ul>\n\n\t<p>To qualify to become a 4th-level ardent dilettante, a character must fulfill all the following criteria.<\/p>\n\n\t<ul>\n\t\t<li><strong>Skills<\/strong>: <a href=\/skills\/perform\/>Perform<\/a> (any single skill) 8 ranks, any other skill 5 ranks, any other five skills 1 rank in each.<\/li>\n\t<\/ul>\n\n\t<ul>\n\t\t<li><strong>Special<\/strong>: Proficiency with at least two martial weapons.<\/li>\n\t<\/ul>\n\n\t<ul>\n\t\t<li><strong>Spells<\/strong>: Ability to cast 1st-level arcane or divine spells.<\/li>\n\t<\/ul>\n\n\t<p>To qualify to become a 7th-level ardent dilettante, a character must fulfill all the following criteria.<\/p>\n\n\t<ul>\n\t\t<li><strong>Skills<\/strong>: <a href=\/skills\/perform\/>Perform<\/a> (any single skill) 8 ranks, any Strength-based skill 5 ranks, any Dexterity-based skill 5 ranks, any other three skills 1 rank in each.<\/li>\n\t<\/ul>\n\n\t<ul>\n\t\t<li><strong>Special<\/strong>: Proficiency with at least four martial weapons and one exotic weapon.<\/li>\n\t<\/ul>\n\n\t<ul>\n\t\t<li><strong>Spells<\/strong>: Ability to cast 1st-level arcane spells and 1st-level divine spells.<\/li>\n\t<\/ul>\n\n\t<ul>\n\t\t<li><strong>Special<\/strong>: The character must have visited three different planes.<\/li>\n\t<\/ul>\n\n\t<p>To qualify to become a 10th-level ardent dilettante, a character must fulfill all the following criteria.<\/p>\n\n\t<ul>\n\t\t<li><strong>Skills<\/strong>: Perform (any single skill) 8 ranks, any Strength-based skill 5 ranks, any Dexterity-based skill 5 ranks, any Constitution-based skill 5 ranks, any Intelligence- or Wisdom-based skill 5 ranks.<\/li>\n\t<\/ul>\n\n\t<ul>\n\t\t<li><strong>Special<\/strong>: Proficiency with at least four martial weapons and one exotic weapon.<\/li>\n\t<\/ul>\n\n\t<ul>\n\t\t<li><strong>Spells<\/strong>: Ability to cast 1st-level arcane spells and 1st-level divine spells.<\/li>\n\t<\/ul>\n\n\t<ul>\n\t\t<li><strong>Special<\/strong>: The character must have visited six different planes.<\/li>\n\t<\/ul>\n\n\t<ul>\n\t\t<li><strong>Special<\/strong>: The character must have died and returned to life or unlife.<\/li>\n\t<\/ul><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Ardent dilettantes gain no profi ciency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: At each ardent dilettante level after 1st, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class. She does not, however, gain any other benefi t a character of that class would have gained (improved undead turning, metamagic or item creation feats, or the like). If the character had more than one spellcasting class before becoming an ardent dilettante, the player must decide to which class to add each ardent dilettante level for determining spells per day, spells known, and overall caster level.<\/p>\n\n\t<p><strong>Heightened Senses (Su)<\/strong>: An ardent dilettante gains a competence bonus on Listen, Search, Sense Motive, and Spot checks equal to 1 + one-half her class level.<\/p>\n\n\t<p><strong>Lore<\/strong>: An ardent dilettante hears many intriguing rumors and learns odd facts while traveling. She may make a special lore check (1d20 + her ardent dilettante level + her Int modifier) to see whether she knows some relevant information about a notable person, place, or thing. This ability is otherwise identical to the bardic knowledge ability (see page 28 of the Player&#39;s Handbook). If an ardent dilettante has a similar ability from another class (such as bard or loremaster), her ardent dilettante levels stack with those class levels for determining the success of the lore check.<\/p>\n\n\t<p><strong>Enthrall (Sp)<\/strong>: Starting at 2nd level, an ardent dilettante can recount one of her many adventures or experiences, capturing the attention of an audience as with an enthrall spell. An ardent dilettante can use this ability once per day for every two class levels she has. Caster level equals character level; save DC 12 + Cha modifi er.<\/p>\n\n\t<p><strong>Joie de Vivre (Sp)<\/strong>: An ardent dilettante of 3rd level or higher takes such obvious pleasure in life that she can influence those around her to feel the same way, as with a good hope spell. An ardent dilettante can use this ability once per day for every three class levels she has. Caster level equals character level; save DC 12 + Cha modifier.<\/p>\n\n\t<p><strong>Bonus Feat<\/strong>: At 4th level, 7th level, and 10th level, an ardent dilettante gains a bonus feat. She must meet the prerequisites for the feat she selects.<\/p>\n\n\t<p><strong>Sense Link (Sp)<\/strong>: At 4th level, an ardent dilettante becomes able to establish a link with another creature within 30 feet, gaining the benefit of a clairaudience\/clairvoyance spell centered on that creature&#39;s position. Once the link is established, distance is not a factor (though it works only on the plane you and the target currently occupy). Caster level equals ardent dilettante level; save DC 13 + Cha modifi er.<\/p>\n\n\t<p><strong>Scent (Ex)<\/strong>: At 5th level, an ardent dilettante&#39;s sense of smell becomes so acute that she gains the scent special quality (see page 314 of the Monster Manual).<\/p>\n\n\t<p><strong>Seen It Before (Su)<\/strong>: Beginning at 6th level, an ardent dilettante can make a Will save to identify an illusion by perceiving it with any of her senses, even if the illusion provides sensory input for that sense. The DM should make this save in secret, to avoid alerting players that the character is witnessing an illusion. If the save fails, the ardent dilettante doesn&#39;t get another one until she interacts with the illusion.<\/p>\n\n\t<p><strong>See It Again (Su)<\/strong>: Once per day, when targeted by or in the area of a spell effect, an ardent dilettante of 8th level or higher can use her next action (if it is made within 1 round of the casting) to duplicate the casting of the spell, with all aspects identical. For instance, an ardent dilettante subjected to a dominate person spell cast by a 12th-level sorcerer can use an identical dominate person effect in the next round. The duplicated effect has the same save DC, range, and duration as if the original caster had cast it. The ardent dilettante automatically knows all relevant information about the spell in question (its name, effect, save DC, and so on).<\/p>\n\n\t<p><strong>Blindsense (Ex)<\/strong>: At 9th level, an ardent dilettante&#39;s senses become so attuned to her surroundings that she gains blindsense out to 10 feet.<\/p>\n\n\t<p><strong>Death Holds No Mysteries (Su)<\/strong>: When a 10th-level ardent dilettante is brought back from the dead by such magic as raise dead and resurrection, the ardent dilettante does not lose a level.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day\/Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Heightened senses, lore <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Enthrall <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Joie de vivre <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Bonus feat, sense link <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Scent <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Seen it before <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> See it again <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Blindsense 10 ft. <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus feat, death holds no mysteries <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Planar Handbook 55<\/h5>","reference":"Usergen"},{"id":10684,"name":"Astral Dancer","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Astral Dancer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Astral dancers gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Relative Altitude (Ex)<\/strong>: An astral dancer is experienced at combating foes in no-gravity environments. While on the Astral Plane (or any other plane or region without gravity), she is always considered to have &quot;higher ground&quot; over her opponent and thus gains a +1 bonus on melee attack rolls.<\/p>\n\n\t<p><strong>Evasion (Ex)<\/strong>: Beginning at 2nd level, an astral dancer can avoid damage from certain attacks with a successful Reflex save. See the monk class feature on page 41 of the Player&#39;s Handbook. Initially, an astral dancer&#39;s evasion ability is only effective while she is on a plane with no gravity.<\/p>\n\n\t<p>At 4th level and higher, an astral dancer can use her evasion ability in all environments, regardless of gravity.<\/p>\n\n\t<p><strong>Improved Maneuverability (Ex)<\/strong>: At 3rd level, an astral dancer begins developing more control over her &quot;flight&quot; in no-gravity situations. When she makes a double move on a plane with the &quot;no gravity&quot; trait (such as the Astral Plane), an astral dancer&#39;s maneuverability drops to good (rather than to average). When she moves four times her speed on the Astral Plane (running, essentially), her maneuverability drops to poor (rather than to clumsy).<\/p>\n\n\t<p>At 9th level, an astral dancer retains her perfect maneuverability even when she makes a double move, and her maneuverability drops only to average whe she moves at up to four times her speed.<\/p>\n\n\t<p><strong>Astral Dodge (Ex)<\/strong>: At 5th level, an astral dancer becomes so adept at reacting to attacks that she gains a +2 dodge bonus to her Armor Class when in a no-gravity environment (or a +1 dodge bonus to her Armor Class when in an environment with gravity). At 10th level, this bonus increases to +4 in a no-gravity environment (or +2 in an environment with gravity).<\/p>\n\n\t<p><strong>Improved Evasion (Ex)<\/strong>: Beginning at 6th level, an astral dancer can avoid damage from certain attacks with a successful Reflex save and take only half damage on a failed save. See the monk class feature on page 42 of the Player&#39;s Handbook. Initially, an astral dancer&#39;s improved evasion ability is only effective while she is on a plane wth no gravity.<\/p>\n\n\t<p>At 8th level and higher, an astral dancer can use her improved evasion ability in all environments, regardless of gravity.<\/p>\n\n\t<p><strong>Astral Agility (Ex)<\/strong>: At 7th level and higher. an astral dancer&#39;s can use her agility and athleticism to adjust her opponent&#39;s position while in a nogravity environment. Once per round as a move action, an astral dancer can attempt to switch places with an adjacent creature. The adjacent creature must be the same size as or smaller than the astral dancer, and it can resist the attempt by succeeding on an opposed Intelligence check against the astral dancer. The astral dancer adds her class level to her roll (if the target creature is also an astral dancer, it adds its class level as well); if she wins, she moves into the target&#39;s space, and the target moves into her now-vacated space. The movement caused by this ability does not provoke attacks of opportunity.<\/p>\n\n\t<p><strong>Lightning Speed (Ex)<\/strong>: At 10th level, an astral dancer&#39;s ability to move through the Astral Plane with but a thought becomes so finely tuned that those observing her cannot react as she passes by. The character&#39;s movement while on the Astral Plane (or a similar no-gravity environment) never provokes attacks of opportunity.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Relative altitude <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Evasion (no-gravity) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Improved maneuverability <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Evasion <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Astral dodge +2 (+1) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Improved evasion (no gravity) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Astral agility <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Improved evasion <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Improved maneuverability <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Astral dodge +4 (+2), lightning speed <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Planar Handbook 63<\/h5>","reference":"Usergen"},{"id":10685,"name":"Chaotician","type":"prestige","alignment":"Any chaotic","hit_die":"10","full_text":"<div topic='titel'><p><h3>Chaotician<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any chaotic.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Base Fort Save Bonus<\/strong>: +2.<br \/><strong>Base Reflex Save Bonus<\/strong>: +2.<br \/><strong>Base Will Save Bonus<\/strong>: +2.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Chaoticians are proficient with all simple and martial weapons, with all types of armor, and with shields.<\/p>\n\n\t<p><strong>Chaotic Contagion (Su)<\/strong>: A chaotician can attempt to infect a target with chaotic impulses that disrupt the target&#39;s ability to defend against the chaotician. If the chaotician makes a successful melee touch attack against the target, the target creature takes a &#8212;2 penalty to his Armor Class against attacks made by the chaotician, a -2 penalty on saves made to resist spells or abilities of the chaotician, and a -2 penalty on skill checks opposed by the chaotician. A successful Will save (DC 10 + chaotician&#39;s class level + chaotician&#39;s Cha modifier) negates the effect and gives the target immunity to similar attacks by that chaotician for 24 hours. This effect lasts for 1 hour per class level.<\/p>\n\n\t<p>A chaotician can use this ability a number of times per day equal to his class level.<\/p>\n\n\t<p><strong>Scofflaw (Su)<\/strong>: Divinations cast by lawful characters are difficult to perform on chaoticians. This ability functions much like a nondetection spell, except that it is useful for shielding a chaotician only against creatures of lawful alignment. Such creatures must succeed on a caster level check against a DC of 15 + the chaotician&#39;s class level + his Cha bonus (if any) to successfully employ a divination against a chaotician. This ability can be suppressed or resumed as a free action.<\/p>\n\n\t<p><strong>Anarchic Grace (Su)<\/strong>: A 2nd-level chaotician accepts that randomness underlies all reality. Once per day, the chaotician can tap into this randomness to make his movements and posture unpredictable. This effect results in attackers having a 50% miss chance on all their attacks. Even true seeing and similar effects can&#39;t offset this ability. Activating the effect is a free action, and it lasts for a number of rounds equal to the chaotician&#39;s class level. When it ends, the chaotician becomes fatigued for 1 minute.<\/p>\n\n\t<p>At 4th level and higher, a chaotician can use this ability twice per day.<\/p>\n\n\t<p><strong>Babble (Su)<\/strong>: Once per day, chaotician of 3rd level or higher can generate a 10-foot-radius emanation that causes all sounds in the area to turn into garbled, cacophonous, and unintelligible noise. Sounds that issue from, enter, or pass through the area are altered and made unrecognizable as a natural sound. Within this area, verbal communication is impossible. Even something as simple as a shout of surprise is turned into a warped and alien sound. Spells with verbal components cannot be cast. Scrolls and other magic items that require a verbal component to be activated do not function. Spells and items that rely on sound do not function. Sonic damage has no effect.<\/p>\n\n\t<p><strong>Clarity of Confusion (Su)<\/strong>: Starting at 3rd level, a chaotician gains a +2 insight bonus on saves against illusion (pattern) spells, enchantment (compulsion) spells, and spells with the lawful descriptor.<\/p>\n\n\t<p><strong>Destiny&#39;s Arbiter (Su)<\/strong>: A 5th-level chaotician is a friend of chaos and can summon it. Once per day as a free action, the character can either reroll one roll he just made, or force another creature to reroll a result the chaotician does not like. A chaotician must use this ability immediately after the result of the roll is known. If he wants to force another creature to reroll a result, the chaotician must be able to see the other creature, and it must be within 60 feet of the chaotician. Whether rerolling his own roll or forcing another to reroll, the results of the second roll stand.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Chaotic contagion, scofflaw <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Anarchic grace 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Babble, clarity of confusion <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Anarchic grace 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Destiny&#39;s arbiter <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Planar Handbook 61<\/h5>","reference":"Usergen"},{"id":10686,"name":"Cipher Adept","type":"prestige","alignment":"Neutral","hit_die":"8","full_text":"<div topic='titel'><p><h3>Cipher Adept<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Neutral.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Cipher adepts gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Improved Unarmed Strike<\/strong>: A cipher adept instinctively knows how to use her body as a weapon. At 1st level, she gains Improved Unarmed Strike as a bonus feat.<\/p>\n\n\t<p><strong>Strike the Weak Spot (Ex)<\/strong>: As a standard action, a cipher adept can attack an unattended object at what she perceives to be its weakest point. If she hits, she may attempt a Concentration check (DC 10 + object&#39;s hardness). If this check succeeds, she can ignore the object&#39;s hardness when calculating damage for this attack.<\/p>\n\n\t<p><strong>Evasion (Ex)<\/strong>: At 2nd level, a cipher adept gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw. The evasion ability can be used only if the cipher is wearing light armor or no armor.<\/p>\n\n\t<p><strong>Combat Instinct (Ex)<\/strong>: At 3rd level, a cipher adept gains a +1 insight bonus to her Armor Class and on initiative checks. This bonus increases to +2 at 6th level and to +3 at 9th level.<\/p>\n\n\t<p><strong>Bonus Feat<\/strong>: At 4th level and 8th level, a cipher adept gets a bonus feat. Each bonus feat must be selected from the following list, and the cipher adept must meet all the prerequisites of the feat to select it: Acrobatic, Alertness, Animal Affinity, Combat Reflexes, Deft Hands, Improved Critical, Improved Disarm, Improved Sunder, Lightning Reflexes, Mobility, Nimble Fingers, Precise Shot, Self-Sufficient, Spring Attack.<\/p>\n\n\t<p><strong>Combination Strike (Ex)<\/strong>: At 5th level, a cipher adept&#39;s speed and reflexes in combat allow her to follow up a devastating attack with a secondary maneuver. If she confirms a critical hit on a melee attack, she may immediately attempt a disarm or sunder attempt against the same opponent as a free action. This disarm or sunder attempt provokes attacks of opportunity as normal unless the cipher adept has the appropriate feat.<\/p>\n\n\t<p><strong>Improved Evasion (Ex)<\/strong>: At 7th level, a cipher adept gains improved evasion. This ability works like evasion, except that while the cipher adept still takes no damage on a successful Reflex saving throw against attacks such as a dragon&#39;s breath weapon or a fireball, she henceforth takes only half damage on a failed save. A helpless cipher adept (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion.<\/p>\n\n\t<p><strong>Move Without Barriers (Su)<\/strong>: At 10th level, a cipher adept becomes able to step into the Ethereal Plane for short periods of time. The character can become ethereal for a number of rounds per day equal to 1 + her Wis modifier (minimum 1). These rounds need not be consecutive. This ability otherwise functions as the ethereal jaunt spell.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Improved Unarmed Strike, strike the weak spot <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Evasion <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Combat instinct +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Combination strike <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Combat instinct +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Improved evasion <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Combat instinct +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Move without barriers <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Planar Handbook 58<\/h5>","reference":"Usergen"},{"id":10687,"name":"Defiant","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Defiant<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Base Will Save Bonus<\/strong>: +5.<\/p>\n\n\t<p><strong>Special<\/strong>: Defiants cannot worship any deity or have one as a patron. Any character who has any connection to a god, demigod, or other divine entity must renounce that connection before taking a level in this prestige class.<\/p>\n\n\t<p>A paladin or cleric of a specific god cannot become a defiant until the character renounces all belief and faith in the deity, becoming an ex-cleric or ex-paladin and losing all spells and class features except for armor and shield proficiencies and proficiency with simple weapons. This restriction does not affect clerics who worship a cause or a nonpersonified source of divine magic.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Defiants gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spell Resistance (Su)<\/strong>: A defiant gains spell resistance equal to 15 + class level against all divine mind-affecting spells. He cannot voluntarily lower this spell resistance. This benefit does not stack with other sources of spell resistance. When a defiant is the target of a divine mind-affecting spell, he uses his highest spell resistance value.<\/p>\n\n\t<p><strong>Divine Resistance (Su)<\/strong>: At 2nd level and higher, a defiant adds his Charisma modifier (if positive) to his saving throws against divine spells.<\/p>\n\n\t<p><strong>Divine Damage Immunity (Su)<\/strong>: At 3rd level, a defiant gains immunity to damage from divine power, such as that dealt by a <a href=\/spells\/players-handbook-v35--6\/flame-strike--2614\/><em>flame strike<\/em><\/a> spell.<\/p>\n\n\t<p><strong>Divine Cancellation (Ex)<\/strong>: At 4th level, a defiant learns how to counterspell divine spells without casting a spell. The defiant must ready an action to counterspell (as normal), but need not identify the spell with Spellcraft. Treat this ability as if the defiant were using <a href=\/spells\/players-handbook-v35--6\/dispel-magic--2315\/><em>dispel magic<\/em><\/a> to counter the spell, at a caster level of 5 + the defiant&#39;s class level. A defiant can use this ability a number of times per day equal to 1 + his Charisma bonus (minimum 1).<\/p>\n\n\t<p><strong>Aligned Strike (Su)<\/strong>: A defiant of 5th level or higher can, with a touch, align a weapon or natural weapon so that it is treated as of a specific alignment for the purpose of overcoming damage reduction. The defiant can choose any alignment (chaotic, evil, good, or lawful), even if that alignment opposes his own. He may not use this ability on any weapon that already has an alignment. He can use this ability once per day at 5th level and twice per day at 10th level. Each use lasts for a number of minutes equal to his class level.<\/p>\n\n\t<p><strong>Divine Prevention (Su)<\/strong>: Once per day, a defiant of 6th level or higher can use a standard action to bestow temporary spell resistance (15 + class level) upon a single target. The spell resistance affects only the next divine spell targeted at the subject, even a beneficial spell such as <a href=\/spells\/players-handbook-v35--6\/bless--2529\/><em>bless<\/em><\/a> or <a href=\/spells\/players-handbook-v35--6\/cure-light-wounds--2380\/><em>cure light wounds<\/em><\/a>. If the target has not used the spell resistance within 24 hours, it fades.<\/p>\n\n\t<p>If the target is unwilling, the defiant must make a successful touch attack as a standard action. If the attack succeeds, the target must attempt a Will saving throw (DC 10 + defiant&#39;s class level + defiant&#39;s Cha modifier). If the saving throw fails, the spell resistance takes effect.<\/p>\n\n\t<p><strong>Nondetection (Su)<\/strong>: At 7th level, a defiant gains the continuous benefit of a <a href=\/spells\/players-handbook-v35--6\/nondetection--2341\/><em>nondetection<\/em><\/a> spell as though cast by a sorcerer of a level equal to the defiant&#39;s class level. The DC of any attempt to break through the effect is equal to 15 + the defiant&#39;s class level.<\/p>\n\n\t<p>A defiant can choose to suppress this ability. Suppressing or reestablishing it is a free action.<\/p>\n\n\t<p><strong>Divine Retribution (Su)<\/strong>: At 8th level, a defiant expands the versatility of his divine cancellation ability. If he successfully counters a divine spell, the defiant may cause the spell to rebound at the original caster instead of causing it to fail. This ability can be used only against divine spells that target the defiant, not spells that affect an area or those that target another creature.<\/p>\n\n\t<p><strong>Divine Interference (Su)<\/strong>: At 9th level, a defiant&#39;s connection to the Great Unknown becomes so strong that he generates a field that interferes with all divine spellcasting. Any spellcaster within 30 feet of the defiant must succeed on a Concentration check (DC 15 + defiant&#39;s class level + spell level) in order to successfully cast a divine spell. If the check fails, the spell fails and is lost. A defiant cannot choose to suppress this ability.<\/p>\n\n\t<p><strong>Divine Disavowal (Su)<\/strong>: At 10th level, a defiant&#39;s spell resistance extends to cover all divine spells. He cannot voluntarily lower this spell resistance. This benefit does not stack with other sources of spell resistance. When a defiant is the target of a divine spell, he uses his highest spell resistance value.<\/p>\n\n\t<h4>Fallen Clerics<\/h4>\n\n\t<p>Clerics who have turned away from their deities make the best defiants. They have heard the lies, and even believed them for a time, which makes them extremely effective at speaking out against their previous beliefs. A cleric who worshiped a specific deity (as opposed to an alignment, cause, or philosophy) before taking a level in the defiant prestige class can immediately exchange up to nine of his cleric class levels in exchange for an equal number of defiant levels. For example, a 7th-level cleric\/1st-level fighter who takes a level of defiant can exchange all his cleric levels for defiant levels, becoming a 1st-level fighter\/8thlevel defiant. His skill ranks remain the same (even though his class skill list changes), and future skill points gained are spent using only the character&#39;s current class skill lists. This is likely a profitable trade for an ex-cleric, since he has given up his cleric class features in order to qualify for the defiant class.<\/p>\n\n\t<p>In addition, the character gains extra benefits based on the number of cleric levels traded in. These benefits are cumulative.<\/p>\n\n\t<p><strong>One or More Levels<\/strong>: The defiant can heal his own wounds as a supernatural ability. Each day, he can heal a number of points of damage equal to his defiant class level \u00d7 his Cha modifier, and he can spread this healing out among several uses.<\/p>\n\n\t<p><strong>Three or More Levels<\/strong>: The defiant can imbue himself with enhanced strength, health, insight, or force of personality three times per day as a supernatural ability. He gains a +4 enhancement bonus to Strength, Constitution, Wisdom, or Charisma for a number of minutes equal to his defiant class level.<\/p>\n\n\t<p><strong>Five or More Levels<\/strong>: Once per day, the defiant can grant himself the supernatural ability to speak and understand the language of any intelligent creature. This ability lasts for 1 hour and otherwise functions like the <a href=\/spells\/players-handbook-v35--6\/tongues--2519\/><em>tongues<\/em><\/a> spell.<\/p>\n\n\t<p><strong>Seven or More Levels<\/strong>: The defiant can use <a href=\/spells\/players-handbook-v35--6\/dismissal--2310\/><em>dismissal<\/em><\/a> as a spell-like ability twice per day.<\/p>\n\n\t<p><strong>Nine or More Levels<\/strong>: The defiant can use <a href=\/spells\/players-handbook-v35--6\/plane-shift--2423\/><em>plane shift<\/em><\/a> as a spell-like ability three times per day.<\/p>\n\n\t<h4>Ex-Defiants<\/h4>\n\n\t<p>Being a defiant means believing in and practicing a strict policy of nonworship. A true defiant will never do any of the following:<\/p>\n\n\t<ul>\n\t\t<li>Use the name of any deity as part of an oath or curse. (The Athar do sometimes use the term &quot;Great Unknown&quot; in this manner.)<\/li>\n\t<\/ul>\n\n\t<ul>\n\t\t<li>Use a holy symbol or holy water for any purpose. (This includes symbols of any deity or water of any alignment.)<\/li>\n\t<\/ul>\n\n\t<ul>\n\t\t<li>Read or quote from any holy books.<\/li>\n\t<\/ul>\n\n\t<ul>\n\t\t<li>Be the willing subject of a spell cast by a cleric, paladin, or other divine spellcaster who claims to draw her power from any specific deity.<\/li>\n\t<\/ul>\n\n\t<p>Performing these actions, or other similar activities, causes the defiant to lose all special abilities granted by this prestige class. He cannot thereafter gain levels as a defiant until he atones (see the <a href=\/spells\/players-handbook-v35--6\/atonement--2304\/><em>atonement<\/em><\/a> spell description, page 201 of the <em>Player&#39;s Handbook<\/em>, bearing in mind that the &quot;<em>atonement<\/em>&quot;\/spells\/players-handbook-v35&#8212;6\/atonement&#8212;2304\/ must be cast by an active Athar in the name of the Great Unknown).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Spell resistance <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Divine resistance <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Divine damage immunity <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Divine cancellation <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Aligned strike <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Divine prevention <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Nondetection <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Divine retribution <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Divine interference <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Divine disavowal <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Planar Handbook 44<\/h5>","reference":"Usergen"},{"id":10688,"name":"Doomlord","type":"prestige","alignment":"","hit_die":"12","full_text":"<div topic='titel'><p><h3>Doomlord<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 12.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Must sunder a weapon, scatter 500 gp into a crowd, and destroy a building. These acts must be witnessed or verified by a member of the Doomguard.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Doomlords gain proficiency with all martial weapons.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: At each even-numbered doomlord level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (such as improved undead turning, metamagic or item creation feats, or the like). If the character had more than one spellcasting class before becoming a doomlord, the player must decide to which class to add each doomlord level for determining spells per day, spells known, and caster level.<\/p>\n\n\t<p><strong>Entropic Blow (Su)<\/strong>: As a vessel of entropy, a doomlord can channel destructive energy, dealing extra damage with a melee attack. He adds his Charisma bonus to his attack roll and deals an extra 2 points of damage per doomlord level. The entropic blow is especially good at unraveling that which binds nonliving matter together. It automatically ignores hardness, as well as any damage reduction possessed by constructs or undead (regardless of the source of the damage reduction).<\/p>\n\n\t<p>A doomlord may use his entropic blow once per day at 1st level, twice per day at 5th level, and three times per day at 10th level, but no more than once per round. Use of the entropic blow must be declared before the attack is made. If the attack misses, the blow is wasted.<\/p>\n\n\t<p><strong>Healing Resistance (Ex)<\/strong>: As proof of his dedication to entropy, a doomlord becomes resistant to healing magic. Conjuration (healing) spells and effects used on a doomlord heal only half the normal amount of damage.<\/p>\n\n\t<p><strong>Bonus Feat<\/strong>: At 2nd, 6th, and 10th level, a doomlord gains a bonus feat. These bonus feats must be drawn from the following list: Cleave, Diehard, Endurance, Great Cleave, Improved Critical, and Toughness. The doomlord must still meet all prerequisites for the bonus feat.<\/p>\n\n\t<p><strong>Destructive Expertise (Ex)<\/strong>: As agents of destruction, 2nd-level doomlords learn to promote entropy by the most efficient means. The doomlord may add half his class level as a bonus on Disable Device and Knowledge (architecture and engineering) checks when attempting to take apart or disable traps and other objects.<\/p>\n\n\t<p><strong>Negative Adaptation (Ex)<\/strong>: At 3rd level and higher, a doomlord does not lose hit points or need to make Fortitude saves due to being in a negative-dominant environment.<\/p>\n\n\t<p><strong>Body or Soul (Ex)<\/strong>: As he gains power, a doomlord learns either to strengthen his body against the forces of decay or to empower his soul to better arm himself for battle. At 4th level and again at 8th level, a doomlord can increase either his Constitution score or his Charisma score by 1. He need not choose the same ability score each time.<\/p>\n\n\t<p><strong>Unmaking Magic (Sp)<\/strong>: At 7th level, a doomlord gains the ability to use <a href=\/spells\/players-handbook-v35--6\/dispel-magic--2315\/><em>dispel magic<\/em><\/a> three times per day. His caster level is equal to his class level. The doomlord may add his Charisma bonus (if any) to his dispel checks, and he gains an additional +5 bonus when attempting to dispel a permanency spell.<\/p>\n\n\t<p><strong>Disintegrate (Sp)<\/strong>: Once per day as a full-round action, a doomlord of 9th level or higher can use <a href=\/spells\/players-handbook-v35--6\/disintegrate--2801\/><em>disintegrate<\/em><\/a> as a sorcerer of a level equal to the doomlord&#39;s character level. The save DC is 16 + his Cha modifier.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day\/Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Entropic blow 1\/day, healing resistance <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Bonus feat, destructive expertise <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Negative adaptation <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Body or soul (Con +1 or Cha +1) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Entropic blow 2\/day <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Unmaking magic<\/em> <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Body or soul (Con +1 or Cha +1) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Disintegrate<\/em> <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus feat, entropic blow (3\/day) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Planar Handbook 47<\/h5>","reference":"Usergen"},{"id":10689,"name":"Elemental Warrior","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Elemental Warrior<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: The character must have traveled to at least one of the Elemental Planes.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Elemental warriors gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Elemental Affinity (Ex)<\/strong>: An elemental warrior is attuned to one of the Elemental Planes, which imbues her with certain related abilities. At 1st level, she selects one of the four elements (air, earth, fire, or water) as the one for which she has an affinity. She immediately gains the ability to speak (and, if she is literate, to read and write) the language associated with her chosen element (Auran, Terran, Ignan, or Aquan, respectively). She also gains resistance 10 to a particular energy type based on her chosen element (electricity, acid, fire, or cold, respectively).<\/p>\n\n\t<p><strong>Elemental Manifestation (Su)<\/strong>: An elemental warrior of 2nd level or higher can use a standard action to cause her body to manifest aspects of her chosen element. The effect lasts for 1 minute and may be used a number of times per day equal to her class level. It can be dismissed as a free action.<\/p>\n\n\t<p><em>Air<\/em>: Brisk winds whip around the elemental warrior&#39;s body. All ranged attacks against her have a 20% miss chance.<\/p>\n\n\t<p><em>Earth<\/em>: The elemental warrior&#39;s skin is partially sheathed in rocky hide. Her natural armor bonus increases by 3.<\/p>\n\n\t<p><em>Fire<\/em>: A sheath of flame envelops the elemental warrior. Any opponent who lands a successful melee attack against her takes 1d6 points of fire damage. Creatures wielding reach weapons, such as longspears, do not take this damage.<\/p>\n\n\t<p><em>Water<\/em>: The elemental warrior becomes coated in water. She gains damage reduction 3\/piercing.<\/p>\n\n\t<p><strong>Elemental Weapon (Su)<\/strong>: At 3rd level and higher, an elemental warrior can, as a move action, imbue any melee weapon she wields with the energy of her chosen element. The imbued weapon deals an extra 2d6 points of energy damage on each hit. The effect lasts for 1 minute and may be dismissed as a free action. She can use this ability a number of times per day equal to her class level.<\/p>\n\n\t<p>If the weapon already has a magical effect that allows it to deal energy damage, that effect is suppressed for the duration of the elemental weapon effect.<\/p>\n\n\t<p>When an elemental warrior reaches 5th level, this ability improves. The extra damage remains the same, but on a successful critical hit, the weapon releases a burst of energy that deals even more energy damage of the same type (for a total of 6d6). The additional damage is 4d6 points for weapons with a \u00d72 critical multiplier, 6d6 points for weapons with a \u00d73 critical multiplier, or 8d6 for weapons with a \u00d74 critical multiplier.<\/p>\n\n\t<p><strong>Elemental Movement (Su)<\/strong>: At 4th level, an elemental warrior gains a special movement property based on her chosen element.<\/p>\n\n\t<p><em>Air<\/em>: The elemental warrior can fly at a speed of 20 feet (perfect maneuverability). If the character wears medium or heavy armor or carries a medium or heavy load, she can&#39;t use this ability.<\/p>\n\n\t<p><em>Earth<\/em>: The elemental warrior gains a burrow speed of 30 feet (or equal to her base land speed, whichever is lower).<\/p>\n\n\t<p><em>Fire<\/em>: The elemental warrior&#39;s base land speed increases by 10 feet. This benefit stacks with all other speed increases. If the elemental warrior wears heavy armor or carries a heavy load, she loses this benefit.<\/p>\n\n\t<p><em>Water<\/em>: The elemental warrior gains a swim speed of 30 feet (or equal to her base land speed, whichever is lower). She also gains the ability to breathe water.<\/p>\n\n\t<p>At 4th level, elemental warriors of all kinds also gain the ability to use plane shift once per day to reach their chosen Elemental Plane (or from that Elemental Plane to the Material Plane).<\/p>\n\n\t<p><strong>Elemental Strike (Su)<\/strong>: Once per day, a 5th-level elemental warrior can channel her chosen element to deal a devastating melee touch attack. The attack requires a standard action to deliver; if it hits, it affects its target as noted below. No save is allowed against the damage dealt by the attack, but a successful Fortitude save negates the secondary effect. The save DC for these effects is 15 + the elemental warrior&#39;s Con modifier.<\/p>\n\n\t<p><em>Air<\/em>: Target takes 10d6 points of bludgeoning damage from a sudden gust of wind and is knocked prone (Fort save negates knockdown).<\/p>\n\n\t<p><em>Earth<\/em>: Target takes 10d6 points of bludgeoning damage from the crushing touch attack and is pushed back 10 feet as if bull rushed (Fort save negates push).<\/p>\n\n\t<p><em>Fire<\/em>: Target takes 10d6 points of fire damage and catches on fire for 1d4 rounds (Fort save negates catching on fire).<\/p>\n\n\t<p><em>Water<\/em>: Target takes 10d6 points of damage as moisture is drawn from its body and becomes nauseated for 1 round (Fort save negates nausea).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Elemental affinity <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Elemental manifestation <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Elemental weapon <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Elemental movement <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Elemental burst weapon, elemental strike <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Planar Handbook 65<\/h5>","reference":"Usergen"},{"id":10690,"name":"Fatemaker","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Fatemaker<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Skills<\/strong>: <a href=\/skills\/bluff\/>Bluff<\/a>, <a href=\/skills\/diplomacy\/>Diplomacy<\/a>, or <a href=\/skills\/intimidate\/>Intimidate<\/a> 8 ranks; 5 ranks each in the other two skills.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Fatemakers are proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Fatemakers are proficient with light armor and shields (except tower shields).<\/p>\n\n\t<p>Because the somatic components required for fatemaker spells are relatively simple, a fatemaker can cast fatemaker spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a fatemaker wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (as most do). A fatemaker still incurs the normal arcane spell failure chance for arcane spells received from other classes.<\/p>\n\n\t<p><strong>Spells<\/strong>: Beginning at 1st level, a fatemaker gains the ability to cast a number of arcane spells. To cast a spell, a fatemaker must have a Charisma score of at least 10 + the spell&#39;s level, so a fatemaker with a Charisma of 10 or lower cannot cast these spells. Fatemaker bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + the fatemaker&#39;s Cha modifi er. When Table 3&#8212;3 indicates that a fatemaker gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 1st-level fatemaker), she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level. The fatemaker&#39;s spell list appears below. A fatemaker casts spells just as a sorcerer does.<\/p>\n\n\t<p>Upon reaching 6th level, and at every even-numbered level after that (8th and 10th), a fatemaker can choose to learn a new spell in place of one she already knows. The new spell&#39;s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level fatemaker spell the character can cast. A fatemaker can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for that level.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th style=text-align:center; colspan=5>Fatemaker Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> 2 <sup>1<\/sup> <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <sup>1<\/sup> <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <sup>1<\/sup> <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <sup>1<\/sup> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td colspan=5><sup>1<\/sup> Provided the fatemaker has a high enough Charisma score to have a bonus spell of this level. <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Take-Charge Appeal (Ex)<\/strong>: A fatemaker is a naturally confident leader. She adds 1 point to her Charisma score at 1st, 5th, and 10th level.<\/p>\n\n\t<p><strong>Confidence of the Fated (Su)<\/strong>: Once per day, a fatemaker of 2nd level or higher can add her class level as a morale bonus on any single attack roll, weapon damage roll, saving throw, or skill check. At 7th level and higher, she can do this twice per day, but only once in any given round.<\/p>\n\n\t<p><strong>Sneak Attack (Ex)<\/strong>: Beginning at 3rd level, a fatemaker deals an extra 1d6 points of damage on any successful melee attack against a flat-footed or flanked target, or against a target that has been denied its Dexterity bonus for any reason. This damage also applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sneak attacks. A fatemaker can choose to deliver nonlethal damage with her sneak attack, but only when using a weapon designed for that purpose, such as a sap (blackjack).<\/p>\n\n\t<p>At 6th level, the extra damage dealt by a fatemaker&#39;s sneak attack increases to 2d6 points, and at 9th level it increases to 3d6 points.<\/p>\n\n\t<p><strong>Aura of Confidence (Su)<\/strong>: A fatemaker&#39;s confidence tends to rub off on her allies. Beginning at 4th level, a fatemaker grants a +1 morale bonus on attack rolls, saves, and skill checks to all adjacent allies (but not to herself). This ability functions only while the fatemaker is conscious.<\/p>\n\n\t<p>At 8th level, the bonus increases to +2.<\/p>\n\n\t<p><strong>Ego Manifestation (Sp)<\/strong>: At 10th level, a fatemaker&#39;s internal confidence and ego can be made physically manifest, increasing her size and power. This effect is the equivalent of the <a href=\/spells\/players-handbook-v35--6\/righteous-might--2865\/><em>righteous might<\/em><\/a> spell (caster level equals class level), except that the fatemaker doesn&#39;t gain damage reduction, but instead gains a +4 bonus on Intimidate checks. She can use this ability once per day.<\/p>\n\n\t<p>Fatemaker Spell List<br \/>Fatemakers choose their spells from the following list.<br \/><strong>1st Level:<\/strong> <a href=\/spells\/players-handbook-v35--6\/charm-person--2535\/><em>charm person<\/em><\/a>, <a href=\/spells\/players-handbook-v35--6\/disguise-self--2666\/><em>disguise self<\/em><\/a>, <a href=\/spells\/players-handbook-v35--6\/expeditious-retreat--2811\/><em>expeditious retreat<\/em><\/a>, <a href=\/spells\/players-handbook-v35--6\/jump--2827\/><em>jump<\/em><\/a>, <a href=\/spells\/players-handbook-v35--6\/sanctuary--2359\/><em>sanctuary<\/em><\/a>, <a href=\/spells\/players-handbook-v35--6\/true-strike--2521\/><em>true strike<\/em><\/a>.<br \/><strong>2nd Level:<\/strong> <a href=\/spells\/players-handbook-v35--6\/bears-endurance--2783\/><em>bear&#39;s endurance<\/em><\/a>, <a href=\/spells\/players-handbook-v35--6\/bulls-strength--2788\/><em>bull&#39;s strength<\/em><\/a>, <a href=\/spells\/players-handbook-v35--6\/cats-grace--2790\/><em>cat&#39;s grace<\/em><\/a>, <a href=\/spells\/players-handbook-v35--6\/darkvision--2799\/><em>darkvision<\/em><\/a>, <a href=\/spells\/players-handbook-v35--6\/daze-monster--2541\/><em>daze monster<\/em><\/a>, <a href=\/spells\/players-handbook-v35--6\/eagles-splendor--2803\/><em>eagle&#39;s splendor<\/em><\/a>, <a href=\/spells\/players-handbook-v35--6\/foxs-cunning--2817\/><em>fox&#39;s cunning<\/em><\/a>, <a href=\/spells\/players-handbook-v35--6\/invisibility--2676\/><em>invisibility<\/em><\/a>, <a href=\/spells\/players-handbook-v35--6\/owls-wisdom--2848\/><em>owl&#39;s wisdom<\/em><\/a>, <a href=\/spells\/players-handbook-v35--6\/resist-energy--2357\/><em>resist energy<\/em><\/a>, <a href=\/spells\/players-handbook-v35--6\/spider-climb--2877\/><em>spider climb<\/em><\/a>.<br \/><strong>3rd Level:<\/strong> <a href=\/spells\/players-handbook-v35--6\/haste--2823\/><em>haste<\/em><\/a>, <a href=\/spells\/players-handbook-v35--6\/protection-from-energy--2347\/><em>protection from energy<\/em><\/a>, <a href=\/spells\/players-handbook-v35--6\/nondetection--2341\/><em>nondetection<\/em><\/a>, <a href=\/spells\/players-handbook-v35--6\/suggestion--2573\/><em>suggestion<\/em><\/a>, <a href=\/spells\/players-handbook-v35--6\/tongues--2519\/><em>tongues<\/em><\/a>.<br \/><strong>4th Level:<\/strong> <a href=\/spells\/players-handbook-v35--6\/charm-monster--2533\/><em>charm monster<\/em><\/a>, <a href=\/spells\/players-handbook-v35--6\/neutralize-poison--2413\/><em>neutralize poison<\/em><\/a>, <a href=\/spells\/players-handbook-v35--6\/remove-curse--2352\/><em>remove curse<\/em><\/a>, <a href=\/spells\/players-handbook-v35--6\/restoration--2430\/><em>restoration<\/em><\/a>, <a href=\/spells\/players-handbook-v35--6\/stoneskin--2369\/><em>stoneskin<\/em><\/a>.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=4>&#8212;Spells per Day&#8212; <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Take-charge appeal <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Confi dence of the Fated 1\/day <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sneak attack +1d6 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Aura of confidence (+1) <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Take-charge appeal <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Sneak attack +2d6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Confidence of the Fated 2\/day <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Aura of confidence (+2) <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Sneak attack +3d6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Ego manifestation, take-charge appeal <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Planar Handbook 50<\/h5>","reference":"Usergen"},{"id":10691,"name":"Visionary Seeker","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Visionary Seeker<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Must be inducted by a member of the Mind&#39;s Eye.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Visionary seekers gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: At each odd-numbered visionary seeker level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved undead turning, metamagic or item creation feats, or the like). If the character had more than one spellcasting class before becoming a visionary seeker, the player must decide to which class to add each visionary seeker level for determining spells per day, spells known, and overall caster level.<\/p>\n\n\t<p><strong>Divination Expertise (Ex)<\/strong>: A visionary seeker may add his class level to his caster level when casting divination spells. This bonus stacks with the bonus gained for additional spellcasting levels at every odd-numbered class level. For example, a 10th-level wizard\/4th-level visionary seeker would cast divinations as a 16th-level caster (10 for wizard levels, 4 for visionary seeker levels, and 2 for the added spellcasting levels gained from visionary seeker class levels).<\/p>\n\n\t<p><strong>Spell Mimic (Sp)<\/strong>: Once per day, a visionary seeker of 2nd level or higher can mimic any spell (arcane or divine) of a level no greater than his class level. He must have seen the spell cast within the previous 24 hours, and he must supply any material components or focus that the spell requires. The spell&#39;s casting time is as normal for the spell. The visionary seeker cannot apply metamagic effects to the spell, even if the original spell included such effects. Treat his caster level for the spell as equal to his highest caster level in any class.<\/p>\n\n\t<p>At 6th level, a visionary seeker can use this ability twice per day, and at 10th level, he can use it three times per day.<\/p>\n\n\t<p><strong>Intuition (Ex)<\/strong>: A 3rd-level visionary seeker gains a +2 insight bonus on initiative checks and Will saves against illusions. These bonuses increase to +4 at 7th level.<\/p>\n\n\t<p><strong>Bend Fate (Su)<\/strong>: At 4th level, a visionary seeker gains the ability to manipulate fate in his favor. Once per day, he can add 1d6 to any d20 roll he makes. He must declare the use of this ability before rolling the d20.<\/p>\n\n\t<p><strong>Trick Fate (Su)<\/strong>: Once per day, a visionary seeker of 8th level can reroll one roll that he has just made before the DM declares whether the roll results in success or failure. He must take the result of the reroll, even if it&#39;s worse than the original roll.<\/p>\n\n\t<p><strong>Moment of Prescience (Sp)<\/strong>: Once per day, a 10th-level visionary seeker can use moment of prescience as a spell-like ability. Treat his caster level as equal to his highest caster level in any class.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>_, Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref<\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day\/Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Divination expertise <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Spell mimic 1\/day <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Intuition (+2) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Bend fate <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Spell mimic 2\/day <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Intuition (+4) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Trick fate <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Moment of prescience 1\/day, spell mimic 3\/day <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Planar Handbook 53<\/h5>","reference":"Usergen"},{"id":10692,"name":"Battlerager","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Battlerager<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Races of Faerun 178<\/h5>","reference":"Usergen"},{"id":10693,"name":"Bladesinger","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Bladesinger<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Races of Faerun 179<\/h5>","reference":"Usergen"},{"id":10694,"name":"Breachgnome","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Breachgnome<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Races of Faerun 181<\/h5>","reference":"Usergen"},{"id":10695,"name":"Elven High Mage","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Elven High Mage<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Races of Faerun 182<\/h5>","reference":"Usergen"},{"id":10696,"name":"Great Rift Skyguard","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Great Rift Skyguard<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Races of Faerun 183<\/h5>","reference":"Usergen"},{"id":10697,"name":"Orc Warlord","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Orc Warlord<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Races of Faerun 184<\/h5>","reference":"Usergen"},{"id":10698,"name":"Spellsinger","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Spellsinger<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Races of Faerun 185<\/h5>","reference":"Usergen"},{"id":10699,"name":"Warrior Skald","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Warrior Skald<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Races of Faerun 186<\/h5>","reference":"Usergen"},{"id":10700,"name":"Warsling Sniper","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Warsling Sniper<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Races of Faerun 188<\/h5>","reference":"Usergen"},{"id":10701,"name":"Knight of the Raven","type":"prestige","alignment":"Any good.","hit_die":"8","full_text":"<div topic='titel'><p><h3>Knight of the Raven<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any good..<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spellcasting:<\/strong> Ability to cast 1st-level divine spells.<\/p>\n\n\t<p><strong>Special:<\/strong> Must meet an existing knight on friendly terms and then spend an overnight prayer vigil in the chapel of Ravenloft.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>Knights of the Raven are devoted to battling the undead, and they gain a number of abilities to help them in that quest. They also have a unique sort of animal companion, a celestial raven trained to harry foes and interfere in combat to the knight&#39;s advantage.<\/p>\n\n\t<p><strong>Spellcasting:<\/strong> At each level above 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a knight of the raven, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Raven Harrier (Ex):<\/strong> At tst level, you call a celestial raven into your service. This creature aids you in combat by distracting foes, and it gains additional abilities as you advance in level. Its statistics are normal for a raven (MM 278) with the celestial template (MM 31), except as noted here. Your raven&#39;s hit point total equals one-half of your full normal hit points. For the purpose of effects related to number of Hit Dice (including the benefits of the celestial template), use your HD total. The raven uses your base saving throw bonuses plus its ability score modifiers (Fort +0, Ref +2, Will +2). It has an Intelligence score of 3. The raven is incredibly agile. It never provokes attacks of opportunity for moving into an opponent&#39;s square or for leaving a threatened area. If it is killed, a replacement appears at the next dawn. You suffer no special penalties should your raven fall in battle.<\/p>\n\n\t<p>Your raven harrier has the following special abilities:<\/p>\n\n\t<p><em>Harry (Ex):<\/em> As a swift action, you can command your raven harrier to distract a single opponent within 30 feet of you. The raven enters that opponent&#39;s space. The target must then make a Will <br \/>save (DC 10 + 1\/2 your class level + your Cha modifier). If the save fails, that opponent takes a <br \/>-2 penalty to its AC for 1 round.<\/p>\n\n\t<p><em>Baffle(Su):<\/em> When you reach 3rd level, you can command your raven harrier to prevent an opponent from taking advantage of lapses in your defenses. If at the start of your opponent&#39;s turn the raven is in its space, the opponent must make a Will save (DC 10 + 1\/2 your class level + your cha modifier). If the save fails, that opponent cannot make attacks of opportunity for 1 round.<\/p>\n\n\t<p><em>Falter (Su):<\/em> At 5th level, you can command your raven harrier to keep an opponent off balance against enemies. If your raven occupies its space, that opponent provokes attacks of opportunity from threatening foes even when it takes a 5-foot step. Your raven harrier automatically follows a target that makes a 5-foor step.<\/p>\n\n\t<p><em>Channel Spell (Su):<\/em> When you reach 7th level, you can channel spells through your raven harrier, as long as you have line of sight to it. Channeling a spell requires you to lengthen its casting time: A spell that normally requires a free, move, swift, or immediate action now takes a standard action, while one that requires a standard action takes a full-round action. Other spells remain unchanged. A channeled spell is treated as though the raven were the caster for the purpose of range. Thus, you can channel a spell with a range of Touch through the raven to cast the spell on a creature the raven touches. If the target is not willing, the raven must hit with a melee touch attack using its own attack bonus to successfully deliver the spell.<\/p>\n\n\t<p><em>Sight Link (Su):<\/em> At 9th level, you gain the ability to see briefly through your raven&#39;s eyes. Using this ability is a full-round action, and you can see through the raven&#39;s eyes only for the round in which you perform this action. At the end of the round, you are fatigued. You can use this ability at will,<br \/>although if you use it while you are already fatigued, you become exhausted. While seeing through your raven&#39;s eyes, you cannot see through your own eyes. Your raven can be at any distance from you, but it must be on the same plane of existence as you are.<\/p>\n\n\t<p><strong>Speak with Ravens (Su):<\/strong> You have the ability to speak with ravens, including raven familiars and your own raven harrier. If a raven has Intelligence above 2, you can communicate with it as you would with a (rather stupid) human, using a language you both share. If the raven has animal<br \/>Intelligence (int 1 or 2), you can communicate with it if you were using the speak with animals spell, though this ability does not have a duration.<\/p>\n\n\t<p><strong>Smite Undead (Su):<\/strong> When you reach 2nd level, you gain the ability to channel holy radiance into a single melee attack against an undead creature. You add your Charisma bonus (if any) to your attack roll and add your knight of the raven class level to your damage roll. If you roll a natural 20 on your smite attack, your bonus damage is doubled. This is not a critical hit, and no confirmation roll is necessary. You must declare that you are using your smite undead ability before you make your attack roll; if the attack misses (or you attack a creature that is not actually undead), your smite is used for the day. If you use this ability against an incorporeal undead creature but your attack fails due to its incorporeality, you can reroll the miss chance once, taking the better result.<br \/>For every two levels you advance beyond 2nd. You gain one additional daily use of this ability (2\/day at 4th level, 3\/day at 6th level, and so on).<\/p>\n\n\t<p><strong>Turn Undead (Su):<\/strong> At 3rd level, you gain the ability to turn undead as a cleric of two levels lower. If you can already turn undead, add your effective cleric level from this class for the purpose of turning to that from other classes.<\/p>\n\n\t<p><strong>Sun Domain:<\/strong> At 3rd level, you gain access to the Sun domain. If you have cleric levels and do not already have access to the Sun domain, you gain the domain&#39;s granted power (greater turning once per day) and can choose domain spells from the Sun spell list as well as from those of your<br \/>other domains. If you already have access to the Sun domain, you can use its granted power twice per day. If you do not have cleric levels, then you can use the granted power of the Sun domain normally. Add the Sun domain&#39;s spells to your class&#39;s spell list. If you are a spontaneous caster such as a favored soul or sorcerer, then you can select a Sun domain spell whenever you have the option to choose a new known spell. Once you know the domain spell, you can cast it freely.<\/p>\n\n\t<p><strong>Light Focus:<\/strong> When you reach 4th level. you become adept at casting spells with the light descriptor. Any time you cast such a spell, you can choose one of the following effects to enhance the spell:\n\t<ul>\n\t\t<li>Double the radius of illumination, and treat the spell as one level higher for the purpose of countering or dispel ling a spell with the darkness descriptor.<\/li>\n\t\t<li>Increase its saving throw DC by 2. <\/li>\n\t\t<li>Increase your effective caster level by one; for example a daylight spell lasts an additional round. or a Sunbeam spell deals an extra 1d6 of damage to undead.<\/li>\n\t<\/ul><\/p>\n\n\t<p><strong>Enduring Life:<\/strong> At 5th level, you gain Enduring Life (see page 200) as a bonus feat. <\/p>\n\n\t<p><strong>Lasting Life:<\/strong> At 8th level, you gain Lasting Life (see page200) as a bonus feat, even if you do not meet the prerequisites.<\/p>\n\n\t<p><strong>Burst of Vitality (Su):<\/strong> At 10th level, you gain the ability to remove negative levels by channeling positive energy, as a standard action, spend a turning attempt and make a turning check. You can remove a number of negative levels from yourself and allies within 30 feet equal to the maximum<br \/>Hit Dice of undead you could affect (PH 159). For example, if you are a cleric 6\/knight of the raven to(effective cleric level 14th) and roll an 18 on your turning check. you could affect undead with up to 16 Hit Dice. Thus, you can remove up to sixteen negative levels from yourself and your allies, distributed however you choose.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Raven harrier (harry), speak with ravens. <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td>\t +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Smite undead 1\/day <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Turn undead, Sun domain, raven harrier (baffle) <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Light focus, smite undead 2\/day <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Raven harrier (falter), Enduring Life* <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Smite undead 3\/day <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Raven harrier (channel spell) <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Lasting Life*, smite undead 4\/day <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Raven harrier (sight link) <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Burst of vitality, smite undead S\/day <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>*New feats described on page 200.<\/p><br\/><h5>Reference: Expedition to Castle Ravenloft 200<\/h5>","reference":"Usergen"},{"id":10702,"name":"Lightbringer","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Lightbringer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<h1><span class=caps>LIGHTBRINGERS<\/span> <span class=caps>ENTRY<\/span> <span class=caps>REQUIREMENTS<\/span> <\/h1>\n\n\t<p>As a guild, the Lightbringers organization requires a prospective member to have at least 4 ranks in an assiciated skill. The guild accepts all classes, so no minimum level requirement exists. Entry and annual dues are required, and the guild imposes minimum service.<\/p>\n\n\t<p><strong>Associated Classes:<\/strong> Any.<\/p>\n\n\t<p><strong>Associated Skills:<\/strong> Concentration, Gather Information, Heal, Knowledge (history), Knowledge (local), Knowledge (religion).<\/p>\n\n\t<p><strong>Dues:<\/strong> The initiation fee is a one-time payment of 100 gp, donated to the affiliated temple housing the local Lightbringers chapter. Annual dues are also 100 gp, but the real cost of membership is a commitment to destroy a minimum number of undead each year. Each member sets his or her own limit, and is accountable only to the local chapter.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<h1><span class=caps>LIGHTBRINGER<\/span> <span class=caps>ALTERNATIVE<\/span> <span class=caps>CLASS<\/span> <span class=caps>FEATURES<\/span><\/h1>\n\n\t<p>Alternative class features replace class features found in the original class description. If you have already reached or passed the level at which you can take the feature, you can use the retraining option described below to gain an alternative class feature in place of the normal feature gained at that level.<\/p>\n\n\t<p>Lightbringer alternative class abilities help members improve in their quest to destroy all undead. However, any character interested in slaying undead could qualify for the alternative abiliteis, even if the Lightbringers guild does not exist in your campaign. (In that case, rename them &quot;hunter alternative class abilities.&quot;)<\/p>\n\n\t<p>Each set of alternative class abilities presents variants for selected standard classes based on the concept of hunting undead. The DM can add more Lightbringer alternative class abilities (such as for a barbarian or a fighter) as desired, using the ones presented here as guidelines.<\/p>\n\n\t<p>A character need not take all the alternative class abilities provided for a class. For instance, a lightbringer paladin might decide to take only the detect undead alternative class ability at 1st level, ignoring those available at other levels.<\/p>\n\n\t<p>The format for alternative class features is summarized below.<\/p>\n\n\t<h2>Alternative Class Feature Name<\/h2>\n\n\t<p>A general description of the ability and why you might want to consider it.<\/p>\n\n\t<p><strong>Level:<\/strong> You can slect th alternative class feature only at this level (unless you are using the retraining option).<\/p>\n\n\t<p><strong>Replaces:<\/strong> This line identifies the ability that you must sacrifice to gain the alternative class feature.<\/p>\n\n\t<p><strong>Benefit:<\/strong> This section describes the mechanical effects of the new ability.<\/p>\n\n\t<h2>Class Feature Retraining<\/h2>\n\n\t<p>Retraining is adjusting a decision you made earlier in your character&#39;s career by selecting a different legal option. This technique represents the charater&#39;s practicing new talents in lieu of honing older ones. In a way, the process is similar to attaining a new level. in keeping with that concept, the tratraining option can be chosen only during level advancement.<\/p>\n\n\t<p>Each time your character attains a new level, you choose to retrain. This decision must be implemented before any benefits of the newly attained level are applied. For example, if a 5th-level rogue wants to trade her trap sense feature for the penetrating strike alternative class feature (see page 208), she can do so immediately upon attaining 6th level, before she gains any of the benefits for that level (such as additional hit points, skill points, and so on).<\/p>\n\n\t<p>Class feature retraining allows you to swap out one character option at a given level for another. The character remains basically the same, since his class levels haven&#39;t changed, but he&#39;s now highlighting a different aspect of his class. Such retraining also allows a character to adopt an alternative class feature, such as those presented in the section.<\/p>\n\n\t<p>To choose an alternative class feature, substitute it for one class feature available at that level. The new feature must represent a choice that you could have made at the same level as you made the original choice. Also, the new choice can&#39;t make any of your later choices illegal&#8212;thought it might automatically change class features acquired later if the are based on the initial choice.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<h1><span class=caps>LIGHTBRINGER<\/span> <span class=caps>BARD<\/span><\/h1>\n\n\t<p>Bards who are most excited by the music of the dirge, the funeral march, or the requiem are those most strongly drawn to be lightbringers. The lightbringer bard brings hope and courage to those oppressed by the depredations of unlife, and he uses tricks, music, and magic to thwart the conspiracies of undead masterminds.<\/p>\n\n\t<h2>Undead Bardic Knowledge<\/h2>\n\n\t<p>A lightbringer bard has special interest in events, items and persons that are important to undead. Your focused, careful studies allow you to identify such creatures and effects commonly associated with them.<\/p>\n\n\t<p><strong>Level:<\/strong> 1st.<\/p>\n\n\t<p><strong>Replaces:<\/strong> If you select this class feature, you do not gain bardic knowledge.<\/p>\n\n\t<p><strong>Benefit:<\/strong> you can tap into some of your specialized knowledge of the undead. You make a check just as though using the standard bardic knowledge ability, but your insights concern only the undead. You gain a +5 circumstance bonus on this check. You can attempt this check in addition to a Knowledge (religion) check to learn about an undead creature or some other bit of undead lore, such as an item used to destroy a legendary undead or a plague caused by undead.<\/p>\n\n\t<h2>Inspire Turning<\/h2>\n\n\t<p>You use your knowledge of religious hymns and divine song to lend greater energy to an ally&#39;s turn undead attempt.<\/p>\n\n\t<p><strong>Level:<\/strong> 1st.<\/p>\n\n\t<p><strong>Replaces:<\/strong> If you select this class feature, you do not gain the inspire competence bardic music ability.<\/p>\n\n\t<p><strong>Benefit:<\/strong> You can expend one daily use of your bardic music to help an ally who attempts to turn undead (or destroy undead, if a lightbringer cleric). The ally must be within 30 feet and able to see and hear you. You must also be able to see the ally. The ally is treated as being two levels higher than his actual level for the purpose of turning undead as long as he or she continues to hear your performance. The effect lasts as long as you concentrate, up to a maximum of 2 minutes. You can&#39;t use inspire turning on yourself. This is a supernatural, mind-affecting ability.<\/p>\n\n\t<h2>Repel Domination<\/h2>\n\n\t<p>Your study of the undead allows you to fortify your mind against their attacks.<\/p>\n\n\t<p><strong>Level:<\/strong> 6th<\/p>\n\n\t<p><strong>Replaces:<\/strong> If you select this class feature, you do not gain the _suggestion* bardic music ability.<\/p>\n\n\t<p><strong>Benefit:<\/strong> You gain a +2 bonus on saving throws against mind-affecting spells or abilities from undead creatures. Furthermore, whenever you succeed on such a saving throw, the undead creature that produced the effect is shaken for the remainder of the encounter.<\/p>\n\n\t<h1><span class=caps>LIGHTBRINGER<\/span> <span class=caps>CLERIC<\/span><\/h1>\n\n\t<p>Lightbringer clerics are those clerics who focus first and foremost on their ability to turn undead. They know that the positive energy they bring to bear against undead is the single most important aspect of their class. The negtative energy of undeath must be opposed everywhere and always with the positive energy of light.<\/p>\n\n\t<h2>Destroy Undead<\/h2>\n\n\t<p>You can channel positive energy to destroy undead creatures.<\/p>\n\n\t<p><strong>Level:<\/strong> 1st.<\/p>\n\n\t<p><strong>Replaces:<\/strong> Turn undead.<\/p>\n\n\t<p><strong>Benefit:<\/strong> Instead of the cleric&#39;s normal ability to turn or rebuke undead, a lightbringer cleric can channel positive energy to destroy undead. Thus, a lightbringer cleric contributes to the destruction of undead in a fashion that interacts well with the other characters in the party such as the fighter and wizard. Lightbringer clerics want to destroy undead; thus, they despise seeing turned undead run away never seen again. At other times, a standard turning effect has no effect whatsoever, much to the chagrin of the lightbringer cleric.<\/p>\n\n\t<p>Destroying undead is a standard action that deals 1d6 points of damage per cleric level to all undead within 30 feet of the cleric. The affected undead get a Will save (DC 10+ cleric level + Cha modifier) for half damage.<\/p>\n\n\t<p>Undead with turn resistance can subtract that number from the damage that they take from each turn attempt. For example, a vampire with turn resistance +4 takes 4 fewer points of damage each time he takes turning damage.<\/p>\n\n\t<p>When using this ability against incorporeal creatures, the lightbringer cleric does not have to roll a 50% miss chance; turning hits them automatically.<\/p>\n\n\t<p>Destroy undead still counts as turn undead for the purpose of meeting prerequisites for feats, prestige classes, and so forth. A lightbringer cleric can use this ability the same number of times per day that he could turn undead. If a feat requires the expenditure of on or more uses of turn undead, it instead consumes uses of this ability. Any ability that grants a bonus to turning checks instead grants an equal bonus to this ability&#39;s save DC. This is a supernatural ability.<\/p>\n\n\t<h2>True Daylight<\/h2>\n\n\t<p>Lightbringer clerics, as befits their name, are capable of channeling divine energy in the form of pure sunlight.<\/p>\n\n\t<p><strong>Level:<\/strong> 1st.<\/p>\n\n\t<p><strong>Replaces:<\/strong> One domain granted power.<\/p>\n\n\t<p><strong>Benefit:<\/strong> A lightbringer cleric can use up one of his turn undead uses for the day to empower a daylight spell he casts with positive energy. The resulting daylight effect has a smaller radiance radius and a shorter, inconstant duration; however, the daylight created is the equivalent of daylight for the purposes of its effect on creatures that are damaged destroyed by bright light (such as vampires).<\/p>\n\n\t<p>The effect created by this ability sheds true daylight in a 10-foot radius and has a duration of 1d4 rounds (roll to determine each time this ability is used). This is an extraordinary ability.<\/p>\n\n\t<h2>Positive Healing<\/h2>\n\n\t<p>By imparting a portion of the divine energies he commands into an ally, the lightbringer cleric sustains his friend against injuries.<\/p>\n\n\t<p><strong>Level:<\/strong> 1st.<\/p>\n\n\t<p><strong>Replaces:<\/strong> One domain granted power.<\/p>\n\n\t<p><strong>Benefit:<\/strong> A lightbringer cleric can use one of his turn undead uses for the day to internalize the influsx of positive energy and so gains fast healing 2 for 5 rounds. This is a supernatural ability.<\/p>\n\n\t<h1><span class=caps>LIGHTBRINGER<\/span> <span class=caps>PALADIN<\/span><\/h1>\n\n\t<p>Lightbringer paladins are little different from the standard paladins, and share the same compassion to pursue good, the will to uphold law, and the power to defeat evil. However, the lightbringer paladin has made it her specialization to seek out and destroy undead, seeing them as the penultimate manifestation of evil in the world.<\/p>\n\n\t<h2>Detect Undead<\/h2>\n\n\t<p><strong>Level:<\/strong> 1st.<\/p>\n\n\t<p><strong>Replaces:<\/strong> Detect evil.<\/p>\n\n\t<p><strong>Benefit:<\/strong> A lightbringer paladin can use this ability at will. This is a divination effect similar to a _detect evil* spell, except that it finds undead only (of any alignment). Unlike with _detect evil*, the lightbringer paladin doesn&#39;t need to concentrate to know all relevant information. At the moment the paladin uses the ability, she knows if there are any undead within a chosen 60-degree arc, knows the exact number, and knows their exact location. This ability is the equivalent of a 2nd-level spell. It is a spell-like ability.<\/p>\n\n\t<h2>Pelor&#39;s Blessing<\/h2>\n\n\t<p>A lightbringer paladin excels at slaying the undead. When he channels energy to smite his foes, the power he summons proves doubly effective against the living dead.<\/p>\n\n\t<p><strong>Level:<\/strong> 3rd.<\/p>\n\n\t<p><strong>Replaces:<\/strong> Divine health.<\/p>\n\n\t<p><strong>Benefit:<\/strong> A lightbringer paladin who uses his smite evil ability against undead gains an additional +2 bomnus to the attack roll and deals an extra 1 point of damage epr two paladin levels. For example, a 13th-level lightbringer paladin armed with a longsword would deal 1d8+19 points of damage when using her smite evil ability against an undead, plus any additional bonuses for high Strength or magical effects that would normally apply. This is an extraordinary ability.<\/p>\n\n\t<h2>Warded Special Mount<\/h2>\n\n\t<p>The lightbringer paladin is a special, favored warrior of light. The gods portect his special mount so that powers of darkness cannot easily defeat him.<\/p>\n\n\t<p><strong>Level:<\/strong> 6th<br \/><strong>Replaces:<\/strong> One weekly use of the _remove disease*.<br \/><strong>Benefit:<\/strong> In addition to the standard qualities of a special mount, a lightbringer paladin&#39;s mount is immune to all death spells, magical death effects, energy drain, and any negative energy effects (such as from _inflict* spells or _chill touch*).<\/p>\n\n\t<h1><span class=caps>LIGHTBRINGER<\/span> <span class=caps>ROGUE<\/span><\/h1>\n\n\t<p>While most rogues are loners from day one, the lightbringer rogue has decided to throw in with others who share her fundamental disgust and rancor toward undead. The lightbringer rogue has taken extra trouble to research dusty tomes and tombs to learn abou tundead habits, undead physioloty, and most importantly, undead weaknesses. The lightbringer rogue desires to bring all undead to their penultimate ends.<\/p>\n\n\t<h2>Penetrating Strike<\/h2>\n\n\t<p>Creatures immune to sneak attack damage are a bane to rogues everywhere. Particularly in ancient tombs where undead are common, rogues must rely on their wits to survive. You have spent significant time studying this problem and have learned ways to harm even these resilient opponents.<\/p>\n\n\t<p><strong>Level:<\/strong> 3rd.<\/p>\n\n\t<p><strong>Replaces:<\/strong> If you select this class feature, you do not gain trap sense.<\/p>\n\n\t<p><strong>Benefit:<\/strong> Whenever you flank a creature that is immune to sneak attack damage, you still gain half of your sneak attack dice as bonus damage. Note that this benefit does not extend to creatures that ignore your sneak attack damage because you canon flank them. In addition, you still cannot gain sneak attack damage against such foes if they are flat-footed. You must flank a creature that is immune to sneak attack damage in order to use this ability.<\/p><br\/><h5>Reference: Expedition to Castle Ravenloft 204<\/h5>","reference":"Usergen"},{"id":10703,"name":"Chameleon","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Chameleon<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: You gain proficiency with all simple weapons and with all forms of armor, including shields (but not tower shields).<\/p>\n\n\t<p><strong>Aptitude Focus (Ex)<\/strong>: Once per day, you can select one of five areas upon which to focus your ever-shifting talents. After meditating for 1 hour, you gain the chosen abilities for 24 hours or until you change your aptitude focus. An aptitude focus ability is usable once per day at 1st level, twice per day at 5th level, and three times per day at 10th level. At 5th level, you can change your aptitude focus one time per day, and at 10th level you can change your aptitude focus two times per day. If you change to the arcane focus or divine focus ability, you must still obey the normal rules for preparing spells (including any rest required).<\/p>\n\n\t<p><em>Arcane Focus<\/em>: You gain the ability to prepare and cast arcane spells, which may be chosen from the spell list of any arcane spellcasting class. You prepare and cast these spells just as a wizard does, including the use of a spellbook (chameleons often use stolen or borrowed spellbooks; see page 178 of the Player&#39;s Handbook for details). Your spells per day are noted on Table 5&#8212;2: The Chameleon. You gain bonus spells for a high Intelligence score, just as a wizard does. When Table 5&#8212;2 indicates that you get 0 spells per day of a given spell level, you gain only the bonus spells you would be entitled to based on your Intelligence score for that spell level. Your caster level is equal to twice your class level. You also gain a +2 competence bonus on Knowledge (arcana) checks and Spellcraft checks and a +2 bonus on Will saves; at 5th level, the bonuses improve to +4.<\/p>\n\n\t<p><em>Combat Focus<\/em>: You gain proficiency with all martial weapons. You also gain a +2 competence bonus on attack rolls and weapon damage rolls and a +2 bonus on Fortitude saves. At 5th level, the bonuses improve to +4.<\/p>\n\n\t<p><em>Divine Focus<\/em>: You gain the ability to prepare and cast divine spells, which may be chosen from the spell list of any divine spellcasting class. You prepare and cast these spells just as a cleric does, except that you cannot spontaneously cast spells. You can only prepare new divine spells at sunrise. Your spells per day are noted on Table 5&#8212;2: The Chameleon. You gain bonus spells for a high Wisdom score, just as a cleric does. When Table 5&#8212;2 indicates that you get 0 spells per day of a given spell level, you gain only the bonus spells you would be entitled to based on your Wisdom score for that spell level. Your caster level is equal to twice your class level. You also gain a +2 competence bonus on Knowledge (religion) checks and a +2 bonus on Fortitude and Will saves; at 5th level, the bonuses improve to +4.<\/p>\n\n\t<p><em>Stealth Focus<\/em>: You gain trapfinding (see page 50 of the Player&#39;s Handbook), uncanny dodge (see page 26 of the Player&#39;s Handbook), a +2 competence bonus on Disable Device, Hide, Move Silently, Open Lock, and Search checks, and a +2 bonus on Reflex saves. At 5th level, the bonuses improve to +4.<\/p>\n\n\t<p><em>Wild Focus<\/em>: You gain wild empathy (see page 35 of the Player&#39;s Handbook; treat your druid level as equal to your class level), woodland stride (see page 36 of the Player&#39;s Handbook), a +2 competence bonus on Climb, Handle Animal, Jump, Knowledge (nature), and Survival checks, and a +2 bonus on Fortitude saves. At 5th level, the bonuses improve to +4.<\/p>\n\n\t<p><strong>Bonus Feat (Ex)<\/strong>: At 2nd level, you gain a bonus feat. You must meet the prerequisites for this feat. At the start of each day, you can choose to change your bonus feat to any other feat for which you meet the prerequisites.<\/p>\n\n\t<p><strong>Mimic Class Feature<\/strong>: At 3rd level, you gain the ability to mimic a certain class feature possessed by other characters. Once per day, you can use any of the class features described below. At 6th level, you can use this ability twice per day (either to mimic the same class feature on two different occasions or two different class features at separate times). At 9th level, you can use this ability three times per day.<\/p>\n\n\t<p><em>Evasion (Ex)<\/em>: As an immediate action, you can avoid damage from certain attacks with a successful Reflex save. You can activate this ability after you have rolled a successful Reflex save, but before you have taken damage. This ability lasts for 1 minute. See the monk class feature, page 41 of the Player&#39;s Handbook.<\/p>\n\n\t<p><em>Rage (Ex)<\/em>: You can fly into a screaming blood frenzy. See the barbarian class feature, page 25 of the Player&#39;s Handbook, except that the duration of the rage is 1 round + 1 round per point of your (newly improved) Constitution modifier.<\/p>\n\n\t<p><em>Smite (Ex)<\/em>: You can smite a foe with a normal melee attack. You add your Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per class level. See the paladin smite evil class feature, page 44 of the Player&#39;s Handbook.<\/p>\n\n\t<p><em>Sneak Attack (Ex)<\/em>: You can deal an extra 1d6 points of damage per three class levels when flanking an opponent or any time the target would be denied its Dexterity bonus (except on ranged attacks, which must be point-blank to deliver the extra damage). See the rogue class feature, page 50 of the Player&#39;s Handbook. Treat your rogue level as equal to your class level for the purpose of defeating improved uncanny dodge.<\/p>\n\n\t<p><em>Turn\/Rebuke Undead (Su)<\/em>: You can turn or rebuke undead creatures (your choice when activating the ability) by channeling the power of your faith through a holy symbol. See Turn or Rebuke Undead, page 159 of the Player&#39;s Handbook. Treat your cleric level as equal to your class level.<\/p>\n\n\t<p><strong>Ability Boon (Ex)<\/strong>: At 4th level, when choosing an aptitude focus, you also gain a +2 competence bonus to an ability score of your choice. This bonus lasts until you change your aptitude focus. At 7th level this bonus improves to +4, and at 10th level to +6.<\/p>\n\n\t<p><strong>Double Aptitude (Ex)<\/strong>: At 7th level, you can adopt two aptitude focuses in the same amount of time it previously took for you to adopt one. For example, you could adopt both the combat focus and the wild focus to mimic a ranger, or the divine focus and arcane focus to mimic a mystic theurge. You can&#39;t adopt the same aptitude focus twice simultaneously. You can still only adopt as many focuses per day as indicated by your aptitude focus ability.<\/p>\n\n\t<p><strong>Rapid Refocus (Ex)<\/strong>: At 8th level, you gain the power to change your aptitude focus in only 10 minutes.<\/p>\n\n\t<h4>Adaptation<\/h4>\n\n\t<p>Chameleons can be reworked as a completely nonmagical class, where they have no spells but use Sleight of Hand to make items &quot;disappear,&quot; and potions or powders to create smoke, fog, and fire. They could be made completely magical as well or even psionic, using spells or psionics to actually gain the abilities of other classes. If you&#39;re using the <span class=caps>EBERRON<\/span> Campaign Setting, the chameleon prestige class should be available to changeling player characters as well as humans and doppelgangers. In this case, the Able Learner feat extends to changelings as well.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=7>Spells per Day<\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>0 <\/th>\n\t\t\t<th>1 <\/th>\n\t\t\t<th>2 <\/th>\n\t\t\t<th>3 <\/th>\n\t\t\t<th>4 <\/th>\n\t\t\t<th>5 <\/th>\n\t\t\t<th>6 <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Aptitude focus 1\/day (+2) <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Mimic class feature 1\/day <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Ability boon +2 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Aptitude focus 2\/day (+4) <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Mimic class feature 2\/day <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Ability boon +4, double aptitude <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Rapid refocus <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Mimic class feature 3\/day <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Ability boon +6, aptitude focus 3\/day (+4) <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Races of Destiny 111<\/h5>","reference":"Usergen"},{"id":10704,"name":"Loredelver","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Loredelver<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells or Spell Like Abilities<\/strong>: Ability to cast at least one 3rd-level arcane spell from the divination school.<\/p>\n\n\t<p><strong>Special<\/strong>: Trapfinding class feature.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spells per Day<\/strong>: At each level after 1st, you gain new spells per day (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a loredelver, you must decide to which class to add each level for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Bardic Knowledge (Ex)<\/strong>: Loredelvers extensively study the reports of their fellow loredelvers as well as historical and magical texts. You can attempt to recall some relevant piece of information about local notable people, legendary items, or noteworthy places. See the bard class feature, page 29 of the Player&#39;s Handbook. You use your loredelver level + your Intelligence modifier (plus levels in bard, if any) to make bardic knowledge checks.<\/p>\n\n\t<p><strong>Magical Insight (Ex)<\/strong>: A loredelver has an uncanny insight into the workings of magic. You gain a +5 insight bonus on Spellcraft checks made to determine the school of magic of magical auras.<\/p>\n\n\t<p><strong>Detect Magic (Sp)<\/strong>: A loredelver develops a preternatural sense for the presence of magic. At 2nd level and higher, you can use detect magic (as the spell, page 219 of the Player&#39;s Handbook) at will.<\/p>\n\n\t<p><strong>Evasion (Ex)<\/strong>: Beginning at 3rd level, you have a hairtrigger sense of dangerous magic. If you are exposed to any effect that normally allows you to attempt a Reflex saving throw for half damage, you take no damage with a successful saving throw.<\/p>\n\n\t<p><strong>Spontaneous Casting (Su)<\/strong>: At 4th level, you gain the ability to spontaneously cast certain spells using your existing arcane spell slots. You can &quot;lose&quot; any prepared spell or spell slot of the designated level to cast a specific spell. You use your highest arcane caster level as the caster level for the spell. At 4th level and higher, you can &quot;lose&quot; any prepared spell or spell slot of 2nd level or higher to cast knock (see page 246 of the Player&#39;s Handbook). At 7th level and higher, you can &quot;lose&quot; any prepared spell or spell slot of 4th level or higher to cast arcane eye (see page 200 of the Player&#39;s Handbook). At 10th level, you can &quot;lose&quot; any prepared spell or spell slot of 6th level or higher to cast greater dispel magic (ss page 223 of the Player&#39;s Handbook).<\/p>\n\n\t<p><strong>Fearless (Ex)<\/strong>: At 5th level, you have learned to steel yourself against the horrors that guard the places you&#39;re exploring. You gain immunity to fear, magical or otherwise.<\/p>\n\n\t<p><strong>Arcane Sight (Sp)<\/strong>: By the time you reach 6th level, you have honed your sensitivity to the magical auras that surround you. You can use arcane sight (as the spell, page 201 of the Player&#39;s Handbook) at will.<\/p>\n\n\t<p><strong>Improved Evasion (Ex)<\/strong>: Beginning at 8th level, you can avoid damage from certain attacks with a successful Reflex save and take only half damage on a failed save. See the monk class feature, page 42 of the Player&#39;s Handbook.<\/p>\n\n\t<p><strong>Greater Arcane Sight (Su)<\/strong>: At 9th level, you have reached the pinnacle of magical sensitivity. You can use greater arcane sight (as the spell, page 201 of the Player&#39;s Handbook) at will.<\/p>\n\n\t<h4>Adaptation<\/h4>\n\n\t<p>While the loredelver fills an important role in illumian culture, you can adapt the class to other groups that have an interest in ancient lore. The prestige class is a natural for any secret society with spellcasters who want to break into magically guarded places.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spell per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bardic knowledge, magical insight <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Detect magic<\/em> <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Evasion <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Spontaneous casting (<em>knock<\/em>) <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Fearless <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <em>Arcane sight<\/em> <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Spontaneous casting (<em>arcane eye<\/em> <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Improved evasion <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <em>Greater arcane sight<\/em> <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Spontaneous casting (<em>greater dispel magic<\/em>) <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Races of Destiny 117<\/h5>","reference":"Usergen"},{"id":10705,"name":"Menacing Brute","type":"prestige","alignment":"Any nongood","hit_die":"10","full_text":"<div topic='titel'><p><h3>Menacing Brute<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nongood.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Demoralizing Stare (Ex)<\/strong>: You gain a competence bonus on Intimidate checks equal to your menacing brute level. In addition, when you successfully use the Intimidate skill to demoralize an opponent, the target remains shaken for an additional 1 round per class level.<\/p>\n\n\t<p><strong>Resourceful Search (Ex)<\/strong>: At 2nd level, you become extremely resourceful at finding &quot;discarded&quot; pieces of equipment. Once per day, you can attempt a Search check in order to find any nonmagical item of your choice, with a maximum market price of 200 gp, without paying for it. The gold piece value of the item determines the time it takes for you to find it, as well as the minimum size of community in which it can be found (see the table below). For example, if you are searching for a wagon (35 gp), you would need to look in a small town or larger community and succeed on a DC 15 Search check after spending 2d4\u00d710 minutes searching. If you sought a breastplate (200 gp), you could find it in a metropolis by making a DC 25 Search check and spending 2d4 hours digging through alleyways, trash bins, and the like. You can never find a masterwork item or magic item of any value while using this ability.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>GP Value <\/th>\n\t\t\t<th>Search DC <\/th>\n\t\t\t<th>Search Time <\/th>\n\t\t\t<th>Minimum Community Size <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> up to 20 gp <\/td>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> 1d4&#215;10 minutes <\/td>\n\t\t\t<td> Hamlet <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 21-50 gp <\/td>\n\t\t\t<td> 15 <\/td>\n\t\t\t<td> 2d4&#215;10 minutes <\/td>\n\t\t\t<td> Small town <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 51-100 gp <\/td>\n\t\t\t<td> 20 <\/td>\n\t\t\t<td> 1d4 hours <\/td>\n\t\t\t<td> Small city <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 101-200 gp <\/td>\n\t\t\t<td> 25 <\/td>\n\t\t\t<td> 2d4 hours <\/td>\n\t\t\t<td> Metropolis <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Sneak Attack (Ex)<\/strong>: Beginning at 3rd level, you deal extra damage when flanking an opponent or any time the target would be denied its Dexterity bonus (except on ranged attacks, which must be point-blank to deliver the extra damage). See the rogue class feature, page 50 of the Player&#39;s Handbook.<\/p>\n\n\t<p><strong>Ruthless Cut (Ex)<\/strong>: At 4th level and higher, you gain a +4 bonus on a roll to confirm a threat on a critical hit.<\/p>\n\n\t<p><strong>Making an Example (Ex)<\/strong>: At 5th level, any time you deal enough damage with a melee attack to drop a creature (typically by dropping it to less than 0 hit points or killing it), all foes within 30 feet of the enemy must succeed on a Will save (DC 15 + your Cha modifier) or cower until the start of their next turn. If the blow that dropped the creature was a critical hit, add +4 to the save DC. This is a mind-affecting fear effect.<\/p>\n\n\t<h4>Adaptation<\/h4>\n\n\t<p>The menacing brute is a fairly generic class and should require little adaptation to use in any campaign. You could use it without alteration in any evil or criminal organization, such as the Zhentarim in Toril or the Order of the Emerald Claw in Eberron. (Eberron&#39;s dragonmarked mercantile houses undoubtedly make use of menacing brutes as well, though they are more likely to disavow all knowledge of their activities.) You might choose to significantly alter the class by opening it to races other than half-orcs. The class is designed to expand a particular aspect of the half-orc mind-set: the realization that humans fear half-orcs, and a savvy half-orc can exploit that fear for personal gain. If you open the class to other races, you might add an additional feat requirement, such as Persuasive, to reflect the idea that the character should have an innately frightening demeanor.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Demoralizing stare <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Resourceful search <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sneak attack +1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Ruthless cut <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Making an example <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Races of Destiny 123<\/h5>","reference":"Usergen"},{"id":10706,"name":"Outcast Champion","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Outcast Champion<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Aura of Confidence (Ex)<\/strong>: Your presence emboldens allies within 30 feet who can see you (including yourself). They add your class level as a morale bonus on their Will saves. This effect is lost if you fall unconscious or die.<\/p>\n\n\t<p><strong>Avenging Strike (Ex)<\/strong>: You are surrounded by allies who rely on you for victory, and you take this responsibility to heart. You can attempt an avenging strike on an enemy who has dealt damage to an ally of yours within the last hour. The avenging strike must be delivered with a melee attack. You add your Charisma modifier (if positive) to your attack roll and deal an extra 1d6 points of damage per outcast champion level. If you accidentally strike a creature that has not dealt damage to an ally within the last hour, the avenging strike has no effect, but that use of the ability is still expended. You may use an avenging strike once per day per point of Charisma bonus (minimum 1\/day).<\/p>\n\n\t<p><strong>Desperate Fury (Ex)<\/strong>: You are at your best when times are worst. Beginning at 3rd level, once per day when you are reduced to fewer than one-half your full normal hit points, or when you are fatigued or exhausted, you can enter a state of desperate fury. While in a desperate fury, you gain a +2 morale bonus to Strength, Dexterity, and Constitution. The desperate fury lasts for 3 rounds + 1 round per point of your (newly improved) Constitution bonus. Unlike with a barbarian&#39;s rage, you have no penalties or limitations while in a desperate fury; however, if you become frightened, panicked, or cowering, the desperate fury ends immediately. At 5th level, you become able to share the effect of your desperate fury with allies within 30 feet who can see you. These allies gain the same benefits as you for as long as your desperate fury lasts (even if an ally becomes frightened, panicked, or cowering).<\/p>\n\n\t<p><strong>Teamwork (Ex)<\/strong>: You are skilled at creating a strong bond of teamwork between yourself and your allies. Starting at 4th level, whenever you or any ally within 30 feet who can see or hear you uses the aid another action, the bonus provided on attack rolls, AC, or skill checks improves by 2 (from +2 to +4).<\/p>\n\n\t<h4>Adaptation<\/h4>\n\n\t<p>The outcast champion is a fairly generic class, and should fit into any campaign with little or no customization.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Aura of confidence <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Avenging strike <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Desperate fury <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Teamwork <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Desperate fury (share with allies) <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Races of Destiny 126<\/h5>","reference":"Usergen"},{"id":10707,"name":"Scar Enforcer","type":"prestige","alignment":"Any nongood","hit_die":"8","full_text":"<div topic='titel'><p><h3>Scar Enforcer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nongood.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spells per Day<\/strong>: At each even-numbered level, you gain new spells per day (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a scar enforcer, you must decide to which class to add each level for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Favored Enemy (Ex)<\/strong>: As a member of this class, you gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against humans or elves. Likewise, you gain a +2 bonus on weapon damage rolls against these races. See the ranger class feature, page 47 of the Player&#39;s Handbook.<\/p>\n\n\t<p><strong>Smite Enemy (Su)<\/strong>: Once per day starting at 2nd level, you can deliver a powerful melee attack to a human or elf foe. You add your Charisma bonus (if any) on your attack roll and deal an extra 1 point of damage per class level. If you accidentally smite a creature that is neither an elf nor a human, the smite has no effect, but the ability is still used up for the day. At 5th level, you can use this ability twice per day. At 8th level, you can use this ability three times per day.<\/p>\n\n\t<p><strong>Sneak Attack (Ex)<\/strong>: Beginning at 3rd level, you deal extra damage when flanking an opponent or any time the target would be denied its Dexterity bonus (except on ranged attacks, which must be point-blank to deliver the extra damage). See the rogue class feature, page 50 of the Player&#39;s Handbook.<\/p>\n\n\t<p><strong>Disguise Self (Sp)<\/strong>: Starting at 4th level, you can use <em>disguise self<\/em> three times per day, but only to assume the appearance of a human or an elf.<\/p>\n\n\t<p><strong>Hide in Plain Sight (Ex)<\/strong>: Beginning at 7th level, you can use the Hide skill in natural terrain even while being observed. See the ranger class feature, page 48 of the Player&#39;s Handbook.<\/p>\n\n\t<p><strong>Forgo Heritage (Ex)<\/strong>: At 10th level, you leave behind your racial heritage. You are no longer considered an elf or a human for the purpose of beneficial or harmful effects. (You still count as a half-elf for the purpose of qualifying for this class.)<\/p>\n\n\t<h4>Adaptation<\/h4>\n\n\t<p>Scar enforcers were designed with the city of Pal Ador in mind&#8212;a place where humans and elves live in an unsteady truce with deep suspicions toward each other. You could place the Scars in any city within your campaign or have them act as a roving band of mercenaries who fight for the rights of half-elves. Alternatively, the Scars could simply be part of the local thieves guild or assassins guild, with an additional political motivation that sets them apart.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Favored enemy (elves and humans) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Smite enemy 1\/day <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sneak attack +1d6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Disguise self<\/em> <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Smite enemy 2\/day <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Sneak attack +2d6 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Hide in plain sight <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Smite enemy 3\/day <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Sneak attack +3d6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Forgo heritage <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Races of Destiny 130<\/h5>","reference":"Usergen"},{"id":10708,"name":"Shadow Sentinel","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Shadow Sentinel<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Must pass combat examination from sentinel leaders.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Shadow Points (Su)<\/strong>: Upon entering this class, you gain a reservoir of shadow essence that you can draw upon to power your class features. This reserve increases in size as you advance in level; Table 5&#8212;7 indicates your daily limit of shadow energy. It takes 8 hours of rest to restore your shadow points to their maximum. Spending shadow points is a swift action.<\/p>\n\n\t<p><strong>Umbral Blade (Su)<\/strong>: As a new member of the class, you receive an umbral blade in an elaborate ceremony conducted in the Tombs of the Brave in Elirhondas. In the hands of anyone not trained in its use, an umbral blade is merely a weapon with a +1 enhancement bonus made of some unusually dark, oily metal. An umbral blade may be any kind of slashing melee weapon, from a dagger to a longsword to a greataxe; each new shadow sentinel can choose the specific weapon. You can infuse the umbral blade with the power of shadow itself, unlocking greater powers. Your umbral blade acts as a lens, focusing your power to accomplish feats no other weapon can match. In time, your umbral blade grows in power as you become more familiar with it. At 4th level, your umbral blade gains a +2 enhancement bonus on attack rolls and damage rolls. The enhancement bonus rises to +3 at 6th level, +4 at 8th level, and +5 at 10th level. This enhancement bonus only applies when you wield it; for any other character it is only a +1 weapon. You can&#39;t add other special properties or powers to your umbral blade. You can have only one umbral blade at a time. If you lose your umbral blade, you can transform any slashing melee weapon that has at least a +1 enhancement bonus into a new umbral blade (with all the appropriate powers for your class level) by meditating and infusing the blade with the power of shadow. Doing this costs 100 XP, takes 24 hours, and uses up all your shadow points for that day.<\/p>\n\n\t<p><strong>Morphic Blade (Su)<\/strong>: Even as a beginning shadow sentinel, you have rudimentary control over your umbral blade. You can spend 1 shadow point to change the dimensions of your weapon, turning it into a slashing melee weapon of your choice (sized appropriately for you). This change lasts for 24 hours or until you change the umbral blade&#39;s dimensions again, whichever comes first. At 5th level, you can spend 3 shadow points to allow your umbral blade to mimic a special material (such as adamantine, silver, or cold iron). This effect lasts for 1 minute per class level. Your umbral blade retains the normal hardness and hit points for a weapon of its type. At 9th level, you can spend 5 shadow points to allow your umbral blade to mimic a specific alignment (chaos, evil, good, or law) for the purpose of overcoming damage reduction. This effect lasts for 1 minute per class level. If the weapon has a different alignment (such as granted by your race or subtype), the new one suppresses the original alignment for the duration of the effect.<\/p>\n\n\t<p><strong>Shadowstrike (Su)<\/strong>: You can spend 1 shadow point to momentarily turn your umbral blade into fluid shadowstuff, enabling you to pierce an opponent&#39;s defenses. Your next attack with your umbral blade (if made before the start of your next turn) is treated as a touch attack. The attack even ignores any AC bonus from cover (except total cover) that the target may have, since the blade&#39;s fluid nature allows it to reach around barriers.<\/p>\n\n\t<p><strong>Shadowbane (Su)<\/strong>: At 2nd level and higher, you can spend 1 shadow point to grant your umbral blade the equivalent of the bane special ability against evil outsiders and against creatures native to the Plane of Shadow. The effect lasts for 1 round per class level.<\/p>\n\n\t<p><strong>Shadowsharp (Su)<\/strong>: At 3rd level and higher, you can spend 1 shadow point to double the threat range of your umbral blade. This benefit is the equivalent of the keen special ability. The effect lasts for 1 minute per class level.<\/p>\n\n\t<p><strong>Shadow Drain (Su)<\/strong>: At 7th level and higher, you can spend 1 or more shadow points when striking a living creature with your umbral blade. The attack permanently drains 1 point of Strength from the target per shadow point spent. You can spend a maximum number of shadow points per round on this ability equal to one-half your class level.<\/p>\n\n\t<h4>Adaptation<\/h4>\n\n\t<p>As written, the shadow sentinels are strictly designed for illumians, and they&#39;re tied tightly to that race&#39;s culture. The mechanics of the class would be appropriate for any race or group with a connection to the Plane of Shadow, so you could use shadow sentinels even in a campaign that doesn&#39;t feature illumians.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Shadow Points <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> <em>Umbral balde +1<\/em>, morphic blade (type), shadowstrike <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Shadowbane <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Shadowsharp <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> <em>Umbral blade +2<\/em> <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Morphic blade (material) <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Umbral balde +3<\/em> <\/td>\n\t\t\t<td> 11 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Shadow drain <\/td>\n\t\t\t<td> 13 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Umbral blade +4<\/em> <\/td>\n\t\t\t<td> 15 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Morphic blade (alignment) <\/td>\n\t\t\t<td> 17 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Umbral blade +5<\/em> <\/td>\n\t\t\t<td> 19 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Races of Destiny 137<\/h5>","reference":"Usergen"},{"id":10709,"name":"Urban Soul","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Urban Soul<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Blessing from the temple of Urbanus.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>City Ramparts (Ex)<\/strong>: Once per day, you can call upon the combined might of a community&#39;s citizens to fortify yourself in body and mind. Doing this grants you a +4 bonus to Constitution and a +2 bonus on Will saves, and it also toughens your skin, giving you damage reduction 5\/adamantine. This effect lasts for at least 1 round per point of (adjusted) Constitution modifier (minimum 1 round). If you are within a city, the duration increases as noted below:<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<td> Small city <\/td>\n\t\t\t<td> (3 + Con modifier) rounds <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Large city <\/td>\n\t\t\t<td> (5 + Con modifier) rounds <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Metropolis or larger <\/td>\n\t\t\t<td> (10 + Con modifier) rounds <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>You can use this ability twice per day at 5th level and three times per day at 9th level.<\/p>\n\n\t<p><strong>Urban Sustenance (Ex)<\/strong>: You rely on the presence of a city for your physical needs, and you suffer when you travel beyond such areas. While within a city, you need not eat, drink, or sleep, and you heal at twice the normal rate. If you cast spells, you must still rest for the normal amount of time needed to regain spells. However, you cannot heal naturally at all outside a city, and you eventually weaken if kept away from an urban environment. If you remain outside a city for 24 hours, you must succeed on a DC 20 Fortitude save or take 1 point of Strength damage and 1 point of Constitution damage. Each day after the first that you remain outside a city, the save DC increases by +1.<\/p>\n\n\t<p><strong>Citybred Senses (Ex)<\/strong>: Starting at 2nd level, you gain a +2 insight bonus on Listen, Search, and Spot checks made within a city. At 6th level, your bonus improves to +4, and at 10th level, it improves to +6.<\/p>\n\n\t<p><strong>Meld Into City (Sp)<\/strong>: Beginning at 3rd level, you can meld your body and possessions into the wall of a building, into the street, or into any other stone structure that is part of a city. This ability otherwise functions like meld into stone, usable at will, with your urban soul level as the caster level.<\/p>\n\n\t<p><strong>See the City (Sp)<\/strong>: At 4th level and higher, you can create a magical sensor (as clairaudience\/clairvoyance, except that only sight is allowed) three times per day, using your urban soul level as the caster level. The sensor is not limited by the clairaudience\/clairvoyance spell&#39;s range; you can see anyplace within the city you&#39;re in.<\/p>\n\n\t<p><strong>Urban Skill Mastery (Ex)<\/strong>: By 6th level, you have become so familiar with moving through cities that you can do so with extraordinary ease. While in a city, you can take 10 on any of the following skill checks even when under stress: Balance, Climb, Jump, Move Silently, and Tumble.<\/p>\n\n\t<p><strong>Hear the City (Sp)<\/strong>: At 7th level and higher, you can speak with a building, street, or other part of a city once per day. This ability is the equivalent of a stone tell spell (using your urban soul level as the caster level), except that it works on any part of a city. You can use this ability twice per day at 10th level.<\/p>\n\n\t<p><strong>Mob Violence (Su)<\/strong>: At 8th level, you become able to channel the anger of a restive populace into fury you unleash on your enemies. You can activate the mob violence class feature for a number of rounds per day equal to your class level, split up as you like. Activating or deactivating this ability is a free action. While you have this class feature active, your attacks deal extra damage as noted below.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<td> Small city <\/td>\n\t\t\t<td> 1d6 points of damage <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Large city <\/td>\n\t\t\t<td> 2d6 points of damage <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Metropolis or larger <\/td>\n\t\t\t<td> 3d6 points of damage <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Citywalk (Sp)<\/strong>: At 10th level, you can magically travel between cities at will. This ability functions much like transport via plants, except that you must begin the journey within a city, and you end the journey on the outskirts of a specified city on the same plane. You cannot specify a particular endpoint (such as the Laughing Manticore Tavern in Rel Astra or the Mayor&#39;s Reception Hall in Greyhawk). The ability deposits you in a safe location determined by the DM (assuming one exists) just outside the destination city. If the specified city doesn&#39;t exist, or if no safe location outside the city exists, the ability fails. You must concentrate for a specific period of time to activate this ability. The size of the destination city determines how long the concentration must last, as noted below. If your concentration is interrupted during this time, you must start again.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<td> Small city <\/td>\n\t\t\t<td> 1 hour <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Large city <\/td>\n\t\t\t<td> 10 minutes <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Metropolis or larger <\/td>\n\t\t\t<td> 1minute <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<h4>Adaptation<\/h4>\n\n\t<p>While this prestige class is designed with humans in mind, it&#39;s easy to imagine that Urbanus would choose nonhuman urban souls for cities dominated by other races. The illithid city of Illkool Rrem might have a mind flayer urban soul, for example, and the dwarf city of Uruz probably has a dwarf urban soul. But in most campaign worlds, only humans have a vast network of cities that stretch across dozens of nations and societies. Nonhuman urban souls are tied to a smaller set of cities, so they may have a harder time adventuring.<\/p>\n\n\t<h4><span class=caps>CITY<\/span> <span class=caps>BONDED<\/span> <span class=caps>SUBSTITUTION<\/span> <span class=caps>LEVEL<\/span><\/h4>\n\n\t<p>Urban souls who desire a deep connection to a specific city may take this substitution level instead of the 10th level of the urban soul prestige class. For more information on substitution levels, see Chapter 6.<br \/><strong>Hit Die<\/strong>: d8.<\/p>\n\n\t<h4>Class Skills<\/h4>\n\n\t<p>The city-bonded substitution level grants the class skills of the urban soul prestige class plus Diplomacy and Sense Motive.<br \/><strong>Skill Points at Each Level<\/strong>: 6 + Int modifier.<\/p>\n\n\t<h4>Class Features<\/h4>\n\n\t<p>All the following are features of the city-bonded substitution level. These three substitution benefits replace the 10th-level urban soul&#39;s citywalk ability; the character still receives the benefits of the citybred senses and hear the city class features.<\/p>\n\n\t<p><strong>City Bond (Su)<\/strong>: This class feature offers greater power within your city in exchange for the flexibility to travel. As long as you remain within the boundaries of your chosen city, you do not age. (If you leave the city, you age normally.) Your class features that depend on your being inside a city function only when you&#39;re within the boundaries of your chosen city. This bond enables you to draw more strongly on the collective strength of the city, even if it&#39;s not the largest urban environment. For the purposes of your class features, your chosen city is considered a metropolis, regardless of its actual size. If your city&#39;s population drops below 5,000 inhabitants, you lose access to your class features until the population grows again.<\/p>\n\n\t<p><strong>Intracity Teleport (Sp)<\/strong>: You can magically travel between any two points within your city at will. This class feature functions like the greater teleport spell, except that it requires a full-round action, and both the origin and destination must be within your city.<\/p>\n\n\t<p><strong>Urban Renewal (Sp)<\/strong>: As a city-bonded urban soul, the cityscape is yours to command. You gain access to the following spell-like abilities: <em>disintegrate<\/em> (objects only), <em>stone shape<\/em>, and <em>wall of stone<\/em>. You can use these abilities a total of five times per day, split up however you choose (two disintegrates and three walls of stone, for example). Your caster level is equal to your urban soul level.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Citybred senses +6, <em>hear the city<\/em> 2\/day, city bond, <em>intracity teleport<\/em>, <em>urban renewal<\/em> <\/td>\n\t\t<\/tr>\n\t<\/table><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> City ramparts 1\/day, urban sustenance <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Citybred senses +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> <em>Meld into city<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> <em>See the city<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> City ramparts 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Citybred senses +4, urban skill mastery <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Hear the city<\/em> 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Mob violence <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> City ramparts 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Citybred senses +6, <em>hear the city<\/em> 2\/day, <em>citywalk<\/em> <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Races of Destiny 141<\/h5>","reference":"Usergen"},{"id":10710,"name":"Disciple of the Eye","type":"prestige","alignment":"Any lawful","hit_die":"8","full_text":"<div topic='titel'><p><h3>Disciple of the Eye<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any lawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Subtype<\/strong>: Dragonblood.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Fast Movement (Ex)<\/strong>: Your disciple of the eye levels stack with your monk levels (if any) for the purpose of determining your unarmored speed bonus. (See the monk class feature, pages 40&#8212;41 of the <em>Player&#39;s Handbook<\/em>.) If you don&#39;t have any monk levels, you are treated as a monk of the same class level as your disciple class level for determining your unarmored speed bonus.<\/p>\n\n\t<p><strong>Flurry of Blows (Ex)<\/strong>: Your disciple of the eye levels stack with your monk levels (if any) for the purpose of determining the attack bonuses you use when making a flurry of blows. (See the monk class feature, page 40 of the <em>Player&#39;s Handbook<\/em>.) If you don&#39;t have any monk levels, you are treated as a monk of the same class level as your disciple class level for determining your flurry of blows attack bonuses.<\/p>\n\n\t<p><strong>Wandering Eyes (Sp)<\/strong>: As a disciple of the eye, you gain the ability to remotely perceive your surroundings. As a standard action, you can create a magical sensor that provides visual information as the <a href=\/spells\/players-handbook-v35--6\/arcane-eye--2475\/><em>arcane eye<\/em><\/a> spell (PH 173), for up to 1 minute per day per disciple level (which can be expended gradually, minimum 1 round). The effect of this ability is identical to that of the arcane eye spell, except that the magical sensor is shaped like a dragon of Fine size. The moment you stop concentrating on the invisible sensor, it winks out of existence and must be created again.<\/p>\n\n\t<p><strong>Natural Armor Bonus (Ex)<\/strong>: By the time you reach 2nd level, your martial training has begun to harden you against physical attacks, providing you with a +1 bonus to your natural armor. This bonus increases to +2 at 4th level.<\/p>\n\n\t<p><strong>Frightful Attack (Ex)<\/strong>: At 2nd level, you can unsettle your foes by evoking the presence of the dragon within you. This ability takes effect automatically whenever you make an attack roll against an opponent that has fewer Hit Dice than your character level. The target of your attack must succeed on a Will saving throw (DC 10 + 1\/2 your character level + your Cha modifier) or be shaken for 1d4 rounds.<\/p>\n\n\t<p>Dragons and creatures with the dragonblood subtype are immune to this effect. Creatures that succeed on this save can&#39;t be affected again by your frightful attack for 24 hours.<\/p>\n\n\t<p><strong>Keen Senses (Ex)<\/strong>: When you attain 3rd level, your senses dramatically improve. You can see four times as well as a human can in shadowy illumination, and twice as well as a human can see in normal light. If you can already see farther than a human but not as well as indicated above, your vision extends to this improved distance. If you already have improved vision that matches or exceeds this distance, your vision does not improve.<\/p>\n\n\t<p>You also gain darkvision out to 120 feet. If you already have darkvision but not out to 120 feet, your current darkvision extends to that distance. If your current darkvision already extends to 120 feet or more, your darkvision does not improve.<\/p>\n\n\t<p><strong>Glare of the Enraged Dragon (Su)<\/strong>: At 4th level, you can use a swift action (see page 122) and focus your dragon heritage into an enraged glare that you direct against any creature within 30 feet. The target of your glare must succeed on a Will saving throw (DC 10 + 1\/2 your character level + your Cha modifier) or be shaken for 1d4 rounds. This ability can be used a number of times per day equal to your disciple level. Affected foes that are already shaken become frightened instead.<\/p>\n\n\t<p><strong>Blindsense (Ex)<\/strong>: At 5th level, your senses dramatically expand. You gain blindsense out to 30 feet. If you already have blindsense out to 30 feet or more, the range of the ability does not improve.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Natural Armor Bonus <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Fast movement, flurry of blows, <em>wandering eyes<\/em> <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Frightful attack <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Keen senses <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Glare of the enraged dragon <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Blindsense <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Races of the Dragon 75<\/h5>","reference":"Usergen"},{"id":10711,"name":"Dracolexi","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Dracolexi<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Must be able to spontaneously cast 2nd-level arcane spells, must know at least one language-dependent spell.<br \/><strong>Languages<\/strong>: Must be able to speak Draconic plus at least two languages from the following list: Auran, Dwarven, Elven, Ignan.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: At each level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a dracolexi, you must decide which class to add each level to for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Draconic Words (Su)<\/strong>: When you enter this class, you begin to discover the arcane nuances that allow specific spoken Draconic words to produce powerful effects. Your intuitive understanding of how to express these words cannot be imparted to others. Even if one of these words is repeated perfectly by someone else, the utterance has no effect, because the speaker lacks the internalized understanding that can only come from the special studies that dracolexi engage in.<\/p>\n\n\t<p>At 1st level and every three levels thereafter (4th, 7th, and 10th), you can learn one Draconic word from among those described below in order to use it and gain the benefit of its effect. Some Draconic words have a class level requirement that must be met before the word can be learned. You can&#39;t learn the same word twice.<\/p>\n\n\t<p>Speaking a word is a swift action (see page 122) that activates the word&#39;s effect; if the word affects a particular creature, you can target any creature (including yourself) within 30 feet. A <a href=\/spells\/players-handbook-v35--6\/silence--2704\/><em>silence<\/em><\/a> spell or similar effect prevents you from using Draconic words; if you are deafened, you have a 20% chance of misspeaking a Draconic word when using it (this counts as a use of the word but has no effect).<\/p>\n\n\t<p>Beginning at 4th level, you can choose to incorporate a known Draconic word into the verbal component of a spontaneously cast arcane spell as you cast it (which requires no action other than the normal casting of the spell). In this case, the word takes effect at the end of the spell&#39;s casting time, just before the spell takes effect. If the Draconic word would normally target a specific creature, it can only target a creature that is targeted by the spell, or a single creature within the area of the spell. A spell cast without a verbal component can&#39;t have a Draconic word added to its effect.<\/p>\n\n\t<p>You can use each Draconic word any number of times per day, but no more than one word can be used each round (nor can you use the same word more than once per round). No creature can be targeted by the same Draconic word twice in a 24-hour period.<\/p>\n\n\t<p>If a saving throw is allowed against the power of the Draconic word, the save DC is 10 + your dracolexi level + your Cha modifier. <\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Minimum Level <\/th>\n\t\t\t<th>Draconic Word (translation) <\/th>\n\t\t\t<th>Effect <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> <em>renthisj<\/em> (speak) <\/td>\n\t\t\t<td> Speech can be understood by all creatures <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> <em>ssifisv<\/em> (rest) <\/td>\n\t\t\t<td> Eliminate fatigue or exhaustion <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> <em>vor<\/em> (learn) <\/td>\n\t\t\t<td> Bonus on Knowledge, Spellcraft checks <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> <em>ocuir<\/em> (see) <\/td>\n\t\t\t<td> Bonus on Search and Spot checks <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> <em>osvith<\/em> (flee) <\/td>\n\t\t\t<td> Target shaken or frightened for 1d4 rounds <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> <em>ssearth<\/em> (prolong) <\/td>\n\t\t\t<td> Heal target or extend spell <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> <em>veschik<\/em> (replenish) <\/td>\n\t\t\t<td> Regain spell slot <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> <em>strix<\/em> (invigorate) <\/td>\n\t\t\t<td> Grant temporary hit points <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> <em>ossalur<\/em> (travel) <\/td>\n\t\t\t<td> +30-ft. enhancement bonus to all speeds <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> <em>valignat<\/em> (burn) <\/td>\n\t\t\t<td> Deal 5d6 fire damage, or empower or widen spell <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><em>Renthisj<\/em>: The target&#39;s speech can be understood by any creature that can speak a language. A target incapable of speech gains no benefit from this Draconic word (which means &quot;speak&quot;). The effect lasts for a number of hours equal to your class level. Will negates (harmless).<\/p>\n\n\t<p><em>Ssifisv<\/em>: This Draconic word translates into Common as &quot;rest.&quot; It removes the fatigued condition from the target, or reduces the target&#39;s exhausted condition to fatigued. If you are at least 7th level, it instead removes both fatigued and exhausted conditions.<\/p>\n\n\t<p><em>Vor<\/em>: This Draconic word, which translates as &quot;learn,&quot; grants the target a competence bonus on Knowledge checks and Spellcraft checks equal to your class level for 1 hour.<\/p>\n\n\t<p><em>Ocuir<\/em>: This Draconic word, meaning &quot;see,&quot; grants the target a competence bonus on Search checks and Spot checks equal to your class level for 1 hour.<\/p>\n\n\t<p><em>Osvith<\/em>: This Draconic word, translating to &quot;flee&quot; in Common, renders its target shaken for 1d4 rounds. If the target has Hit Dice equal to or less than your dracolexi level, it is frightened instead. Will negates.<\/p>\n\n\t<p><em>Ssearth<\/em>: The target of this Draconic word (&quot;prolong&quot;) is healed of 1 point of damage per caster level. If you speak this word as part of a spell, you can choose instead to extend the spell (as if you had applied the Extend Spell feat), but without any adjustment in spell slot or casting time.<\/p>\n\n\t<p><em>Veschik<\/em>: This Draconic word means &quot;replenish.&quot; The target regains one spell slot (but not a slot that held a prepared spell) of the highest level of arcane spell it can cast spontaneously. If the target has not already cast any spells of that level, it instead regains one spell slot of the highest arcane spell level for which it has already spontaneously cast a spell.<\/p>\n\n\t<p><em>Strix<\/em>: The target of this Draconic word (&quot;invigorate&quot;) gains temporary hit points equal to twice your class level. These hit points last for a maximum of 1 hour.<\/p>\n\n\t<p><em>Ossalur<\/em>: This Draconic word, meaning &quot;travel,&quot; grants its target a 30-foot enhancement bonus to all its speeds for a number of rounds equal to your class level. This effect doesn&#39;t give the target a mode of movement it doesn&#39;t have (a creature with no fly speed isn&#39;t treated as a creature with a fly speed of 0 feet).<\/p>\n\n\t<p><em>Valignat<\/em>: This Draconic word, meaning &quot;burn,&quot; deals 5d6 points of fire damage to the target. If you speak the word as part of a spell with the fire descriptor, you can choose instead either to empower or widen the spell (as if you had applied the Empower Spell feat or the Widen Spell feat), but without any adjustment in spell slot or casting time.<\/p>\n\n\t<p><strong>Bonus Feat<\/strong>: A dracolexi learns how to rely on little but her own voice to cast spells. At 2nd level, you gain your choice of Eschew Materials or Still Spell as a bonus feat. If you already have these feats, you gain nothing from this class feature.<\/p>\n\n\t<p><strong>Power Word Spells (Su)<\/strong>: The words of Draconic power share some fundamental similarities to the various <em>power word<\/em> spells (those in the <em>Player&#39;s Handbook<\/em> as well as the ten new <em>power word<\/em> spells presented in Chapter 7 of this book), and your studies shed new light on the use of these magical effects. At 3rd level, you can select any single <em>power word<\/em> spell and add it to the spell list of any one spontaneous arcane spellcasting class that you have, treating it as a spell of one level lower than normal. If your class spell list doesn&#39;t normally include spells of the (adjusted) level of the <em>power word<\/em> spell, you can&#39;t add it to your spell list.<\/p>\n\n\t<p>For example, a 5th-level bard\/3rd-level dracolexi could select <a href=\/spells\/races-of-the-dragon--83\/power-word-distract--3086\/><em>power word distract<\/em><\/a> (see page 115). It is normally a 4th-level spell, but he can treat it as a 3rd-level bard spell. He could even choose <a href=\/spells\/players-handbook-v35--6\/power-word-blind--2566\/><em>power word blind<\/em><\/a> (normally a 7th-level spell) and add it to his class spell list as a 6th-level bard spell, despite the fact that he is not yet capable of casting 6th-level bard spells. He couldn&#39;t choose <a href=\/spells\/players-handbook-v35--6\/power-word-kill--2567\/><em>power word kill<\/em><\/a> or <a href=\/spells\/players-handbook-v35--6\/power-word-stun--2568\/><em>power word stun<\/em><\/a> with this ability, since even with the adjustment these would be 8th-level and 7th-level spells, respectively, which aren&#39;t normally available to bards.<\/p>\n\n\t<p>Furthermore, if you are (or become) capable of casting spells of that level, you can also add the power word spell to your list of spells known. If you already know the selected power word spell, you can move that spell to one level lower on your class spell list and also add any spell of the power word spell&#39;s original level to your spell list.<\/p>\n\n\t<p>The bard in the previous example couldn&#39;t add <a href=\/spells\/races-of-the-dragon--83\/power-word-disable--3085\/><em>power word disable<\/em><\/a> (normally a 5th-level spell) to his list of spells known until he was capable of casting 4th-level bard spells. A 9th-level sorcerer\/3rd-level dracolexi, on the other hand, could immediately add <a href=\/spells\/races-of-the-dragon--83\/power-word-disable--3085\/><em>power word disable<\/em><\/a> to his list of spells known, since he is capable of casting 4th-level spells. If he already knew <a href=\/spells\/races-of-the-dragon--83\/power-word-disable--3085\/><em>power word disable<\/em><\/a> as a 5th-level spell, he would add it to his list of 4th-level spells known and then add a different 5th-level sorcerer spell of his choice to his spells known list.<\/p>\n\n\t<p>At 6th level and again at 9th level, you can select another <em>power word<\/em> spell in this fashion.<\/p>\n\n\t<p><strong>Bonus Spells Known<\/strong>: A dracolexi is particularly talented in using spells that incorporate language and speech. At 5th level, you can add any two language-dependent spells from your class&#39;s spell list to your list of spells known for that class. The spells must be of a level you are capable of casting, and the two spells must be of different levels. For example, a 5th-level sorcerer\/5th-level dracolexi could add <a href=\/spells\/players-handbook-v35--6\/geas-lesser--2550\/><em>lesser geas<\/em><\/a> (a 4th-level sorcerer spell) and <a href=\/spells\/players-handbook-v35--6\/suggestion--2573\/><em>suggestion<\/em><\/a> (a 3rd-level sorcerer spell) to his list of spells known. He couldn&#39;t learn <a href=\/spells\/players-handbook-v35--6\/command--2536\/><em>command<\/em><\/a> (since it&#39;s a cleric spell) or <a href=\/spells\/players-handbook-v35--6\/suggestion-mass--2574\/><em>mass suggestion<\/em><\/a> (since it&#39;s a 6th-level spell and beyond his ability to cast).<\/p>\n\n\t<p><strong>Voice in Silence (Ex)<\/strong>: When coupled with arcane energy, your voice becomes potent enough to temporarily overcome areas of silence or even your own deafness. Beginning at 8th level, you can expend an arcane spell slot as a move action to suppress all <a href=\/spells\/players-handbook-v35--6\/silence--2704\/><em>silence<\/em><\/a> spells (or similar effects) in your space, and to render your voice audible to you and other creatures sharing your space even if you or they are deafened. This effect lasts for a number of rounds equal to the level of the spell slot expended. Only you (and any other creatures sharing your space) benefit from this effect; adjacent creatures that are deafened or within a <a href=\/spells\/players-handbook-v35--6\/silence--2704\/><em>silence<\/em><\/a> effect are still affected by the deafness or <a href=\/spells\/players-handbook-v35--6\/silence--2704\/><em>silence<\/em><\/a>. The effect moves with you.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Draconic words (1) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Power word<\/em> spells <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Draconic words (2) <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus spells known <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <em>Power word<\/em> spells <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Draconic words (3) <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Voice in silence <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <em>Power word<\/em> spells <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Draconic words (4) <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Races of the Dragon 79<\/h5>","reference":"Usergen"},{"id":10712,"name":"Dragon Devotee","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Dragon Devotee<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race<\/strong>: Nondragon, can&#39;t have draconic template.<br \/><strong>Languages<\/strong>: Draconic.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Ability Increase (Ex)<\/strong>: When you enter this class, your Charisma score increases by 2 points. At 3rd level, your Constitution score improves by 2 points. At 5th level, your Strength score improves by 2 points.<\/p>\n\n\t<p><strong>Natural Armor (Ex)<\/strong>: A dragon devotee&#39;s skin thickens and toughens, developing minuscule scales. This change provides a +1 bonus to your existing natural armor bonus to AC, or simply a +1 natural armor bonus if you had no natural armor to begin with.<\/p>\n\n\t<p><strong>Combat Technique (Ex)<\/strong>: At 2nd level and again at 4th level, you become more deadly in combat. Each time you gain this class feature, you can choose either to take a bonus feat (any feat from the list of fighter bonus feats for which you meet the prerequisite) or to improve the extra damage dealt by your existing sneak attack, skirmish, or sudden strike class feature by 1d6. (The skirmish class feature is described in the scout class, and the sudden strike class feature is found in the ninja class; both of these classes appear in <em>Complete Adventurer<\/em>.)<\/p>\n\n\t<p>You must already have the sneak attack, skirmish, or sudden strike class feature in order to choose this option. If you have more than one of these class features, you must apply the bonus to a single class feature (but you can choose a different class feature at 4th level from what you chose at 2nd level).<\/p>\n\n\t<p><strong>Draconic Resistance (Ex)<\/strong>: At 2nd level, you become resistant to paralysis and magic sleep effects, gaining a +4 bonus on saves against such effects.<\/p>\n\n\t<p><strong>Ignore Spell Failure (Ex)<\/strong>: Normally, armor of any type interferes with an arcane spellcaster&#39;s gestures, which can cause his spells to fail if those spells have somatic components. Beginning at 3rd level, you can ignore the arcane spell failure chance when casting 0-level and 1st-level arcane spells. This benefit doesn&#39;t apply to spells higher than 1st level, including 0-level or 1st-level spells that occupy a higher-level spell slot because of the application of a metamagic feat.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: At 3rd level and 5th level, you gain spells per day, spells known, and an increase in caster level as if you had also gained a level in sorcerer. You do not, however, gain any other benefit a character of that class would have gained.<\/p>\n\n\t<p>If you don&#39;t have any levels in sorcerer before reaching 3rd level in this class, you gain spells per day, spells known, and an increase in caster level as if you were a 1st-level sorcerer. You use all the normal rules for sorcerer spellcasting as described in the <em>Player&#39;s Handbook<\/em>.<\/p>\n\n\t<p>Upon reaching 3rd level in this class, you add <a href=\/spells\/players-handbook-v35--6\/magic-fang--2834\/><em>magic fang<\/em><\/a> to your sorcerer spell list as a 1st-level spell and <a href=\/spells\/players-handbook-v35--6\/magic-fang-greater--2835\/><em>greater magic fang<\/em><\/a> to your sorcerer spell list as a 3rd-level spell. You can choose these spells as spells known (assuming, in the latter case, that you are able to know and cast 3rd-level sorcerer spells), and you can use spell trigger items such as wands that contain these spells.<\/p>\n\n\t<p><strong>Claws (Ex)<\/strong>: At 4th level, you gain two claw attacks that each deal damage according to your size (see the table below). If you already have claw attacks, use the value given here or your existing claw damage, whichever is greater. These claws are primary attacks unless you already have secondary claw attacks, in which case they remain as secondary attacks.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Size <\/th>\n\t\t\t<th>Claw Damage <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Up to Tiny <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Small <\/td>\n\t\t\t<td> 1d2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Medium <\/td>\n\t\t\t<td> 1d3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Large <\/td>\n\t\t\t<td> 1d4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Huge <\/td>\n\t\t\t<td> 1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Gargantuan <\/td>\n\t\t\t<td> 1d8 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Colossal <\/td>\n\t\t\t<td> 1d10 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Draconic Template<\/strong>: At 5th level, you gain all the abilities of the draconic creature template (see page 74) that you have not already gained as dragon devotee class features&#8212;except that you do not apply the template&#39;s level adjustment. Specifically, you gain the dragonblood subtype in addition to any subtype you might already have. You also gain darkvision out to 60 feet, low-light vision, and a +2 bonus on Intimidate checks and Spot checks.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Ability increase (+2 Cha), natural armor <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Combat technique, draconic resistance <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Ability increase (+2 Con), ignore spell failure <\/td>\n\t\t\t<td> +1 level of sorcerer <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Claws, combat technique <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Ability increase (+2 Str), draconic creature template <\/td>\n\t\t\t<td> +1 level of sorcerer <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Races of the Dragon 84<\/h5>","reference":"Usergen"},{"id":10713,"name":"Dragonheart Mage","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Dragonheart Mage<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: Ability to spontaneously cast arcane spells.<br \/><strong>Languages<\/strong>: Draconic.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Draconic Breath (Su)<\/strong>: At 1st level, you gain the Draconic Breath feat. As a dragonheart mage, you realize some additional benefits from taking this feat. As stated in the feat description on page 102, you can use a standard action to change arcane spell energy into a breath weapon that deals 2d6 points of damage per level of the spell that you expend. As you gain levels in this prestige class, however, the amount of damage you can deal increases.<\/p>\n\n\t<p>At 6th level, your breath weapon deals 2d8 points of damage per level of the spell you give up.<\/p>\n\n\t<p>At 10th level, your breath weapon deals 3d6 points of damage per level of the spell you give up.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: At each level except 1st and 6th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a dragonheart mage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Draconic Feat<\/strong>: At 2nd, 4th, and 8th level, you gain a bonus draconic feat. Choose any draconic feat for which you meet the prerequisite, as given on page 99.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Draconic Breath (2d6) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Draconic feat <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Draconic feat <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Draconic Breath (2d8) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Draconic feat <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Draconic Breath (3d6) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Races of the Dragon 88<\/h5>","reference":"Usergen"},{"id":10714,"name":"Singer of Concordance","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Singer of Concordance<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Subtype<\/strong>: Dragonblood.<br \/><strong>Spellcasting<\/strong>: Ability to cast 3rd-level divine spells.<br \/><strong>Deity<\/strong>: Io.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a Singer of Concordance, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Aspect of Peace (Su)<\/strong>: Upon entering this class, you attune yourself to the great Song of Io and to one Sphere of Concordance that is sustained by Io&#39;s song. In so doing, you draw that sphere&#39;s aspect of peace spiritually closer to you and the reality you inhabit. This effect is always active while you are conscious (and the effect moves with you), but not if you are unconscious or dead. It grants you immunity to the first compulsion effect (magical or otherwise) that would otherwise affect you each day, and for the remainder of the day grants you a +4 morale bonus on saving throws to resist further compulsion effects. Each ally within 10 feet of you at any time during the day feels a reflection of the Sphere of Concordance&#39;s aspect of peace and gains a +4 morale bonus on saving throws against compulsion effects.<\/p>\n\n\t<p>As you gain levels as a Singer of Concordance, you gain the ability to call up additional aspects of a Sphere of Concordance. As this occurs, you can enjoy multiple aspects operating simultaneously, without conflict. In fact, the more aspects called into existence, the closer you draw to your chosen Sphere of Concordance.<\/p>\n\n\t<p><strong>Bonus Domain<\/strong>: At 2nd level, you gain access to an additional cleric domain from the following list of domains: <a href=\/spells\/domains\/dragon\/>Dragon<\/a>, <a href=\/spells\/domains\/healing\/>Healing<\/a>, <a href=\/spells\/domains\/knowledge\/>Knowledge<\/a>, <a href=\/spells\/domains\/magic\/>Magic<\/a>, <a href=\/spells\/domains\/strength\/>Strength<\/a>, <a href=\/spells\/domains\/travel\/>Travel<\/a>, or <a href=\/spells\/domains\/wealth\/>Wealth<\/a>. You gain the granted power associated with the domain you choose, and you can select the spells in that domain as your daily domain spells.<\/p>\n\n\t<p><strong>Aspect of Refuge (Su)<\/strong>: At 3rd level, you increase your attunement to your sphere, allowing you to call upon its aspect of refuge. You can call up this effect as a standard action, and dismiss it as a swift action (see page 122) or as a free action made in conjunction with attacking any other creature (automatic dismissal), or by moving more than 20 feet from where you first called up the aspect of refuge.<\/p>\n\n\t<p>All creatures within 20 feet of you that attempt to strike or otherwise target any other creature, even with a spell, must attempt a Will save (DC 10 + 1\/2 your character level + your Wis modifier). If the save succeeds, the creature can attack normally and is not affected. If the save fails, the creature can&#39;t follow through with the attack. That part of its action is lost, and it can&#39;t directly attack another creature while it remains within the refuge. Creatures that do not attempt to target another creature with an attack or other effect remain unaffected.<\/p>\n\n\t<p>The refuge does not prevent creatures within 20 feet of you from being attacked or affected by area or effect spells, or from other attacks launched from farther away. You can use nonattack spells or otherwise act within the refuge without dismissing it. For instance, you could heal wounds, cast a <a href=\/spells\/players-handbook-v35--6\/bless--2529\/><em>bless<\/em><\/a> spell, perform an <a href=\/spells\/players-handbook-v35--6\/augury--2478\/><em>augury<\/em><\/a>, or summon creatures.<\/p>\n\n\t<p><strong>Aspect of Exclusion (Sp)<\/strong>: At 5th level, you further increase your attunement to your sphere, allowing you to call upon its aspect of <em>exclusion<\/em> once per day for a period of up to 1 round per caster level. You can call up this effect as a standard action, and dismiss it as a swift action or by moving more than 10 feet from where you first called up the aspect of exclusion.<\/p>\n\n\t<p>The <em>aspect of exclusion<\/em> appears as an immobile, faintly shimmering sphere that surrounds you and all creatures within 10 feet of you. This aspect prevents all spell effects of 4th level or lower from entering the sphere. This effect is otherwise identical to <a href=\/spells\/players-handbook-v35--6\/globe-of-invulnerability--2324\/><em>globe of invulnerability<\/em><\/a> (and is considered a 6th-level spell effect).<\/p>\n\n\t<p>After reaching 8th level, you can use this ability twice per day.<\/p>\n\n\t<p><strong>Aspect of Healing (Su)<\/strong>: At 6th level, you become able to call upon your sphere&#39;s aspect of healing. This aspect is always active while you are conscious (and the effect moves with you), but not if you are unconscious or dead. Any healing performed within 10 feet of you (and any healing you initiate) cures an additional 1d8 points.<\/p>\n\n\t<p>Undead within 10 feet of you that are dealt damage by a cure spell take an additional 1d8 points of damage.<\/p>\n\n\t<p><strong>Aspect of Safety (Su)<\/strong>: At 9th level, you can call upon your sphere&#39;s aspect of safety once per day for a period of up to 1 minute per caster level. You can call up the effect as a standard action, and dismiss it as a swift action or by moving more than 10 feet from where you first called up the aspect of safety.<\/p>\n\n\t<p>The area within the 10-foot-radius sphere surrounding you is impervious to planar travel of any sort, except if such travel is initiated by you. The effect also deals 6d6 points of damage to creatures that attempt to enter it other than those you designate. A Will save (DC 10 + 1\/2 your character level + your Wis modifier) halves the damage dealt. An undesignated creature within the sphere takes no further damage beyond the initial 6d6 points, unless it exits and then attempts to reenter.<\/p>\n\n\t<p><strong>Sphere of Concordance (Sp)<\/strong>: At 10th level, you perfect your unison with the great Song. You gain the ability to transport you and up to eight willing companions to and from a particular Sphere of Concordance at will. This effect is considered a 7th-level spell effect. See the sidebar for a description of the environment found within a Sphere of Concordance.<\/p>\n\n\t<h4><span class=caps>SPHERES<\/span> OF <span class=caps>CONCORDANCE<\/span><\/h4>\n\n\t<p>The great dragon deity Io created these retreats among the planes so that his children could find rest, with the Singers of Concordance as their guides.<\/p>\n\n\t<p>When a character enters the Singer of Concordance class and chooses a Sphere of Concordance from which to draw off aspects, that Sphere becomes linked to him. Other entrants into the class thereafter choose other spheres.<\/p>\n\n\t<p>A Sphere of Concordance is a demiplane, roughly 500 feet across, with the following traits.<\/p>\n\n\t<ul>\n\t\t<li>Normal gravity.<\/li>\n\t\t<li>Minor positive-dominant.<\/li>\n\t\t<li>Divinely morphic. Io or his emissaries can prevent the entrance of nondraconic creatures, or expel any creatures that commit violence within the demiplane.<\/li>\n\t\t<li>Mildly neutral-aligned.<\/li>\n\t\t<li>Enhanced Magic. Spells and spell-like abilities that use positive energy, including cure spells, and spells from the <a href=\/spells\/domains\/community\/>Community<\/a>, <a href=\/spells\/domains\/creation\/>Creation<\/a>, <a href=\/spells\/domains\/healing\/>Healing<\/a>, and <a href=\/spells\/domains\/protection\/>Protection<\/a> domains, are empowered (as if the Empower Spell feat had been applied to them, but the spells don&#39;t require higher-level slots). Spells and spell-like abilities that are already empowered are unaffected by this benefit.<\/li>\n\t\t<li>Impeded Magic. Spells and spell-like abilities that use negative energy, including inflict spells, and spells from the <a href=\/spells\/domains\/death\/>Death<\/a>, <a href=\/spells\/domains\/destruction\/>Destruction<\/a>, and <a href=\/spells\/domains\/madness\/>Madness<\/a> domains are impeded.<\/li>\n\t\t<li>Creatures within a Sphere of Concordance are always subject to the aspects of peace, refuge, healing, exclusion, and safety, as defined and described in the Singer of Concordance prestige class entry.<\/li>\n\t<\/ul>\n\n\t<p>The environment within a Sphere of Concordance is pleasant, with mild temperatures and a normal atmosphere. The sphere is filled with beautiful images, precious works of art, glittering gold, and shining gems for the enjoyment and appreciation of its draconic sojourners. Because the demiplane is positive-dominant, the colors, scents, and other sensations provoked by these features are greatly heightened. However, they are bonded with the demiplane: Any attempt to remove riches from this place causes the material to revert to the raw essence of creation, vanishing instantly. (The essence returns to the demiplane and is then reshaped.)<\/p>\n\n\t<p>Being a demiplane, a Sphere of Concordance is not easily accessible with plane shift or other means of planar travel. Attempts to reach a sphere without guidance or prior knowledge (or the Singer of Concordance 10th-level class feature) result in the traveler arriving on a random Outer Plane. Creatures that enter a Sphere of Concordance that is already linked to another Singer of Concordance are considered undesignated (unless they have been previously designated by the other Singer), and thus are adversely affected by the sphere&#39;s aspect of safety.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Aspect of peace <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus domain <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Aspect of refuge <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Aspect of exclusion<\/em> 1\/day <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Aspect of healing <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <em>Aspect of exclution<\/em> 2\/day <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Aspect of safety 1\/day <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> <em>Sphere of Concordance<\/em> <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Races of the Dragon 91<\/h5>","reference":"Usergen"},{"id":10715,"name":"Atavist","type":"prestige","alignment":"Lawful good or lawful neutral","hit_die":"10","full_text":"<div topic='titel'><p><h3>Atavist<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful good or lawful neutral.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Call to Mind (Ps)<\/strong>: At 1st level, you gain the ability to use the psionic power call to mind three times per day, with a manifester level equal to your atavist level. If you are not using the Expanded Psionics Handbook in your game, use this description of the call to mind power: By meditating for 1 minute after a failed Knowledge check, you can make a new check on the same subject with a +4 competence bonus. If successful, you instantly recall what was previously buried in your subconscious.<\/p>\n\n\t<p><strong>Spiritual Lineage (Ex)<\/strong>: You gain a strong bond with your linked quori spirit&#39;s personality, initially affecting your list of class skills, then granting additional powers based on the quori spirit&#39;s personality trait. The four basic personality traits are listed below. You must choose one trait at 1st level, and this choice can never be changed later.<\/p>\n\n\t<p><em>Aggressive<\/em>: Your quori spirit favors action over discussion. <a href=\/skills\/balance\/>Balance<\/a>, <a href=\/skills\/climb\/>Climb<\/a>, <a href=\/skills\/jump\/>Jump<\/a>, and <a href=\/skills\/tumble\/>Tumble<\/a> are class skills<br \/>for you.<\/p>\n\n\t<p><em>Cautious<\/em>: Your quori spirit has a furtive nature. <a href=\/skills\/hide\/>Hide<\/a>, <a href=\/skills\/move-silently\/>Move Silently<\/a>, and <a href=\/skills\/search\/>Search<\/a> are class skills for you.<\/p>\n\n\t<p><em>Insightful<\/em>: Your quori spirit is perceptive and wise. <a href=\/skills\/listen\/>Listen<\/a> and <a href=\/skills\/spot\/>Spot<\/a> are class skills for you.<\/p>\n\n\t<p><em>Sociable<\/em>: Your quori spirit is friendly and has a talent for evaluating others. <a href=\/skills\/bluff\/>Bluff<\/a>, <a href=\/skills\/diplomacy\/>Diplomacy<\/a>, <a href=\/skills\/gather-information\/>Gather Information<\/a>, and <a href=\/skills\/sense-motive\/>Sense Motive<\/a> are class skills for you.<\/p>\n\n\t<p><strong>Unarmed Strike\/Mind Blade Improvement (Ex)<\/strong>: You gain the ability to deal extra damage with a particular favored type of attack. If you have the Improved Unarmed Strike feat, you deal damage as if you were a monk of a level equal to your atavist level. This benefit stacks with the damage from any monk levels you already have, so that a 5th-level monk\/3rd-level atavist would deal 1d10 points of damage with his unarmed strike (just as an 8th-level monk).<\/p>\n\n\t<p>If you have the mind blade class feature, you can add your atavist levels to the levels of the class that grants that feature in order to determine your mind blade&#39;s enhancement bonus on attack rolls and damage rolls (but not for any of the weapon&#39;s other features).<\/p>\n\n\t<p><strong>Augmented Mindlink (Ps)<\/strong>: Beginning at 2nd level, you can use your racial mindlink power to contact one additional creature for every two class levels you possess (two at 2nd level, three at 4th, and so on). Each additional creature you target cannot be more than 15 feet from another creature with which you are already in mindlink contact.<\/p>\n\n\t<p>Also, if you are psionically focused and use your mindlink to contact any psionically focused allies, you gain 1 temporary power point for 1 hour (or until used). No matter how many psionically focused allies you contact, you gain only 1 temporary power point per use of mindlink.<\/p>\n\n\t<p><strong>Defensive Insight (Su)<\/strong>: Beginning at 2nd level, you can call upon your psychic reserve to assume a defensive posture. By expending your psionic focus, you add a +2 insight bonus to your AC and on your Reflex saves for 1 minute (or until you become psionically focused again, whichever comes first).<\/p>\n\n\t<p>Additionally, while in the presence of like minds, you can draw on those minds for support and insight. If any ally with at least 1 power point is within 30 feet when you activate this class feature, your insight bonus improves to +3. If that ally is a kalashtar, the bonus improves to +4.<\/p>\n\n\t<p><strong>Supportive Mindlink (Su)<\/strong>: Beginning at 3rd level, you can use your mindlink power as a mental support network for your allies. While the power is active, all allies in the mindlink whose Hit Dice are equal to or less than your character level gain a +1 morale bonus on Will saves. This bonus increases by 1 for every three additional atavist levels you possess, but you do not gain the bonus yourself.<\/p>\n\n\t<p><strong>Detect Possession (Su)<\/strong>: As an enemy of the Inspired, you learn at 4th level to detect the effects of their quori masters&#39; intrusive presence. By expending your psionic focus and targeting a single visible creature within 30 feet, you learn whether that creature is possessed by a quori spirit (true of both kalashtar and the Inspired), is possessed by an outsider (see page 100 of the <span class=caps>EBERRON<\/span> Campaign Setting), or is under the effect of a possession spell (such as magic jar) or a supernatural power (such as a ghost&#39;s malevolence).<\/p>\n\n\t<p>This effect is blocked by any spell or effect that would prevent you from reading the target&#39;s thoughts, and it has no ability to detect other kinds of charm or compulsion effects.<\/p>\n\n\t<p><strong>Spiritual Focus (Su)<\/strong>: Beginning at 5th level, while you are psionically focused, your body is surrounded by an invisible, intangible spiritual energy. This field grants you a supernatural power based on the personality of your quori spirit (see Spiritual Lineage, above).<\/p>\n\n\t<p><em>Aggressive<\/em>: You channel your attacks through your quori spirit, extending your natural reach with your unarmed strike and mind blade attacks by 5 feet.<\/p>\n\n\t<p><em>Cautious<\/em>: Your quori spirit increases your speed, adding 5 feet to all your movement rates.<\/p>\n\n\t<p><em>Insightful<\/em>: Your senses are in tune with the awareness of your quori spirit, granting you blindsense out to 5 feet (see page 306 of the Monster Manual).<\/p>\n\n\t<p><em>Sociable<\/em>: Your quori spirit inspires you with hope, granting you a +1 morale bonus on attack rolls and weapon damage rolls, as well as on saves against fear effects.<\/p>\n\n\t<p><strong>Quori Hunter (Su)<\/strong>: Beginning at 7th level, while you are psionically focused, you gain the ability to deal potent strikes against the quori and the creatures they possess.<\/p>\n\n\t<p>Depending on whether you have the Improved Unarmed Strike feat or the mind blade class feature, your unarmed strike or mind blade (as appropriate) is treated as a good-aligned weapon for the purpose of overcoming damage reduction. In addition, your unarmed strike or mind blade (as appropriate) deals extra damage equal to 1\/2 your atavist level against quori or quori-possessed creatures (including kalashtar and Inspired).<\/p>\n\n\t<p><strong>Dismissing Strike (Su)<\/strong>: At 8th level, you learn to cast out spiritual entities from the physical forms they possess. Three times per day (but no more than once per round), you can declare any melee attack you make while psionically focused to be a dismissing strike. If the attack hits, treat it as if you had also cast a dismissal spell on any outsider (such as a quori) possessing the creature struck. Your caster level for determining the effectiveness of the dismissal is equal to your class level +5 (or +10 when attempting to dismiss a quori).<\/p>\n\n\t<p><strong>Personal Mind Blank (Ps)<\/strong>: At 9th level, you gain the ability to temporarily protect your mind against magical or psionic influence, but at the cost of shutting yourself off from telepathic contact with others. Once per day, you can manifest personal mind blank, as the psionic power except that its duration is 1 hour and you can dismiss it as a standard action.<\/p>\n\n\t<p>If your campaign doesn&#39;t make use of the Expanded Psionics Handbook, treat this as a mind blank spell-like ability (see page 253 of the Player&#39;s Handbook) that you can cast only on yourself.<\/p>\n\n\t<p>Since mindlink is a mind-affecting power, you can&#39;t use that ability while this one is active.<\/p>\n\n\t<p><strong>Spiritual Union (Su)<\/strong>: At 10th level, you forge a special bond with your quori spirit, gaining a +4 insight bonus on all class skills it grants you.<\/p>\n\n\t<p>In addition, by expending your psionic focus, you can acquire temporary control of your quori spirit, allowing you to take one extra standard action or move action on your turn.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Call to mind, spiritual lineage, unarmed strike\/mind blade improvement <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Augmented mindlink, defensive insight <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Supportive mindlink +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Detect possession <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Spiritual focus <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Supportive mindlink +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Quori hunter <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Dismissing strike <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Personal mind blank, supportive mindlink +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Spiritual union <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Races of Eberron 133<\/h5>","reference":"Usergen"},{"id":10716,"name":"Cabinet Trickster","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Cabinet Trickster<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race<\/strong>: Changeling.<br \/><strong>Special<\/strong>: Must complete a trial assignment for the Cabinet<br \/>of Faces.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Detect Thoughts (Su)<\/strong>: At 1st level, you gain the ability to read the minds of others. Twice per day, you can use detect thoughts as the spell (caster level equal to your character level; save DC 10 + your class level + your Cha modifier). If you can read an opponent&#39;s mind, you get a +4 circumstance bonus on Bluff and Disguise checks.<\/p>\n\n\t<p>At 3rd level, you can use this ability four times per day. At 5th level, you can use this ability at will.<\/p>\n\n\t<p><strong>Doppelganger Insights (Ex)<\/strong>: At 1st level, your racial bonuses on Bluff, Intimidate, and Sense Motive checks increase by +2 (to a total of +4).<\/p>\n\n\t<p><strong>Thought Trick (Su)<\/strong>: You not only know how to read minds, but can also tweak a person&#39;s thoughts. As a standard action, you can replace one of your daily uses of your detect thoughts ability with a thought trick performed against any creature. Alternatively, if you have already used your detect thoughts ability against a specific creature and that creature has failed its Will save (so that you are currently reading its thoughts), you can use a thought trick as a swift action or an immediate action (depending on the specific trick). When you use a thought trick against a creature whose thoughts you are reading, it does not count as one of your daily uses of detect thoughts.<\/p>\n\n\t<p>A thought trick works only against a creature with Hit Dice equal to or lower than your character level. Most thought tricks allow Will saves to negate the effect (DC 10 + your cabinet trickster level + your Cha modifier), and the disrupt thought trick allows a Concentration check against the same DC. All thought tricks are mind-affecting compulsion effects.<\/p>\n\n\t<p><em>Daze<\/em>: Beginning at 2nd level, you can use a thought trick to daze a target creature. If you are reading the target&#39;s thoughts, you can use this trick as a swift action. A successful Will save negates this effect.<\/p>\n\n\t<p><em>Disrupt<\/em>: Beginning at 3rd level, you can use a thought trick to distract a target creature from casting a spell, using a spell-like ability, or performing any other activity that might require a Concentration check (see the Concentration skill description, page 69 of the Player&#39;s Handbook).<\/p>\n\n\t<p>Normally, you use the ready action to disrupt a target when it begins the activity you wish to disrupt, but if you are reading the target&#39;s thoughts, you can use this trick as an immediate action instead.<\/p>\n\n\t<p><em>Confuse<\/em>: Beginning at 4th level, you can use a thought trick to confuse a target creature. If you are reading the target&#39;s thoughts, you can use this trick as a swift action. On a failed Will save, the creature becomes confused for 1 round.<\/p>\n\n\t<p><em>Stun<\/em>: Beginning at 5th level, you can use a thought trick to stun a target creature. If you are reading the target&#39;s thoughts, you can use this trick as a swift action. If the creature fails its Will save, it is stunned for 1 round.<\/p>\n\n\t<p><strong>Bonus Feat<\/strong>: At 2nd level and again at 4th level, you gain a bonus feat that must be selected from the following list: Deceitful, Disturbing Visage\u2020, Master Linguist\u2020, Mutable Body\u2020, Negotiator, Persuasive, Quick Change\u2020, Racial Emulation\u2020, Recognize Imposter*. You must meet all the prerequisites for that feat.<\/p>\n\n\t<p>\u2020New feats described in Chapter 6.<\/p>\n\n\t<p>*Feat described in Chapter 3 of the <span class=caps>EBERRON<\/span> Campaign Setting.<\/p>\n\n\t<p><strong>Change Shape (Su)<\/strong>: At 5th level, you gain the ability to assume the shape of any Small or Medium humanoid, gaining the size, natural weapons, movement modes, and extraordinary special attacks of your new form and losing any such abilities granted by your native form. You can remain in this humanoid form until you choose to assume a new one.<\/p>\n\n\t<p>A change in form cannot be dispelled, but you revert to your natural form if you are killed. A true seeing spell or similar ability reveals your natural form. See page 306 of the Monster Manual for more information on the change shape ability.<\/p>\n\n\t<p>Using this ability is a standard action. If you have the Quick Change feat (see page 110), you can change shape as a move action.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Detect thoughts 2\/day, doppelganger insights <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Thought trick (daze), bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Detect thoughts 4\/day, thought trick (disrupt) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Thought trick (confuse), bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Change shape, detect thoughts at will, thought trick (stun) <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Races of Eberron 139<\/h5>","reference":"Usergen"},{"id":10717,"name":"Moonspeaker","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Moonspeaker<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race<\/strong>: Shifter.<\/p>\n\n\t<p><strong>Spells<\/strong>: Ability to cast 2nd-level divine spells.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a moonspeaker, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Augment Summoning<\/strong>: At 1st level, you gain Augment Summoning as a bonus feat, even if you do not have the prerequisite feat. In moonspeaker lore, this ability derives from the blessing of Nymm, the largest moon in the night sky, which is said to watch over planar pathways.<\/p>\n\n\t<p><strong>Moonspeaker Shifting<\/strong>: As the primary spellcasters and magic item creators of the shifter race, moonspeakers have learned to blend this aspect of their abilities into their shifter nature. You treat item creation, metamagic, and wild feats as shifter feats for the purpose of determining the number of times per day you can use your shifting ability and the ability&#39;s duration.<\/p>\n\n\t<p><strong>Energy Resistance (Su)<\/strong>: At 2nd level, you gain the blessing of the moon Sypheros, which is said to bestow protective power. Choose one type of energy: acid, cold, electricity, fire, or sonic. You gain resistance 10 to that energy type.<\/p>\n\n\t<p>At 7th level, choose a second type of energy. You gain resistance 10 to that energy type.<\/p>\n\n\t<p><strong>Extended Summoning<\/strong>: At 3rd level, you gain the blessing of the moon Therendor, which is said to govern the passage of time. All spells from the summoning subschool that you cast have their durations doubled, as if you had applied the Extend Spell feat to them (though the levels of the spells don&#39;t change). This ability stacks with the effect of the Extend Spell feat (which does change the spell&#39;s level).<\/p>\n\n\t<p><strong>Thelanis Tie<\/strong>: At 4th level, you gain the blessing of the moon Rhaan, which is said to be tied to the plane of Thelanis, the Faerie Court. You add invisibility (2nd) and deep slumber (3rd) to your spell list at the indicated levels. In addition, when you cast any summon nature&#39;s ally spell, you can choose to summon any of the following additional creatures with the appropriate-level spell:<\/p>\n\n\t<p>Summon nature&#39;s ally III: triton [NG]<br \/>Summon nature&#39;s ally VI: bralani eladrin [CG]<br \/>Summon nature&#39;s ally VII: nymph [CG]<br \/>Summon nature&#39;s ally VIII: lillend [CG]<\/p>\n\n\t<p>As always, when you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type. Thus, your alignment might prevent you from summoning some of these creatures.<\/p>\n\n\t<p><strong>Wild Shape (Su)<\/strong>: Beginning at 5th level, you can change into an animal and back again once per day. With the blessing of the moon Olarune, said to watch over shapechangers, you gain the wild shape ability as a 5th-level druid (see page 37 of the Player&#39;s Handbook). You use your moonspeaker level as your effective druid level to determine the ability&#39;s duration, Hit Dice limit, and size categories (though you don&#39;t gain the ability to wild shape into forms other than animals). If you already possess the wild shape ability, you add your moonspeaker level &#8212;4 to your druid level to determine the duration, HD limit, and size categories for your wild shape ability.<\/p>\n\n\t<p><strong>Shifter Integration (Ex)<\/strong>: Beginning at 6th level, you learn greater mastery of the physical changes you undergo while shifting. At 6th level, with the blessing of the moon Olarune (said to be the patron of lycanthropes), you gain the ability score bonus from your primary shifter trait (the trait you chose at character creation) even when not shifting. For example, if you have the longtooth or razorclaw trait, you gain a permanent +2 bonus to your Strength (but your Strength doesn&#39;t increase again when you shift).<\/p>\n\n\t<p>At 11th level, you gain the blessing of the moon Lharvion, thought to stand watch over eternity. You can apply the full benefits of your primary shifter trait (the trait you chose at character creation) at all times, even when not shifting.<\/p>\n\n\t<p><strong>Improved Natural Attack<\/strong>: At 7th level, you gain Improved Natural Attack (see page 304 of the Monster Manual) as a bonus feat due to the blessing of the moon Vult, said to watch over combat. You can apply this feat to any one natural attack form that you gain while shifting. If you already have the Improved Natural Attack feat, you can select any other shifter feat for which you meet the prerequisites.<\/p>\n\n\t<p><strong>Damage Reduction (Ex)<\/strong>: At 8th level, with the blessing of the moon Zarantyr (said to have close ties to silver), you gain damage reduction 2\/silver. If you already have damage reduction bypassed by silver, this ability increases the value of that damage reduction by 2.<\/p>\n\n\t<p><strong>Extra Shifter Trait<\/strong>: At 9th level, with the blessing of the moon Aryth (said to be the patron of change), you gain Extra Shifter Trait as a bonus feat. If you already have the Extra Shifter Trait feat, you gain its benefit a second time and can choose a third shifter trait (an exception to the normal rule that you cannot gain the benefit of this feat twice).<\/p>\n\n\t<p><strong>Energy Immunity (Ex)<\/strong>: At 10th level, you gain the blessing of the moon Dravago, described as the giver of long life. This blessing grants you immunity to the type of energy you gained resistance to at 2nd level.<\/p>\n\n\t<p><strong>Lamannia Calling<\/strong>: At 12th level, you gain the blessing of the moon Barrakas, said to be tied to the plane of Lamannia, the Twilight Forest. You add lesser planar ally (4th), planar ally (6th), greater planar ally (8th), and gate (9th) to your spell list at the indicated levels.<\/p>\n\n\t<p>When using one of these spells to call a creature, you must choose from the following list (using the normal HD limit for the spell in question): achaierai, animal (any celestial or any fiendish), avalancher\u2020, battlebriar\u2020, belker, bebilith, dust wight\u2020, elemental (air, earth, fire, or water), genie (dao*, djinni, or marid*), guardinal (any), gulgar\u2020, hellcat, hellwasp swarm, invisible stalker, mephit (any), nightmare, paraelemental* (ooze or smoke), thoqqua, tojanida (any), wood woad\u2020, xorn, or yeth hound.<\/p>\n\n\t<p>As always, when you use a calling spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type. Thus, your alignment might prevent you from calling some of these creatures.<\/p>\n\n\t<p>*Indicates a monster found in the Manual of the Planes.<br \/>\u2020Indicates a monster found in the Monster Manual <span class=caps>III<\/span>.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Augment Summoning, moonspeaker shifting <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Energy resistance (first) <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Extended summoning <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Thelanis tie <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Wild shape <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Shifter integration (ability bonus) <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Energy resistance (second), Improved Natural Attack <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Damage reduction <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Extra shifter trait <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Energy immunity <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Shifter integration (shifter trait) <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Lamannia calling <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Races of Eberron 143<\/h5>","reference":"Usergen"},{"id":10718,"name":"Quori Nightmare","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Quori Nightmare<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race<\/strong>: Kalashtar or Inspired.<\/p>\n\n\t<p><strong>Feats<\/strong>: Any one psionic feat.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Manifesting<\/strong>: At each level above 1st, you gain additional power points per day, an increase in manifester level, and access to new powers as if you had also gained a level in a manifesting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one manifesting class before becoming a quori nightmare, you must decide to which class to add each level for the purpose of determining power points per day, manifester level, and powers known.<\/p>\n\n\t<p><strong>Disturbing Touch (Su)<\/strong>: A quori nightmare can channel fear and terror into anyone she touches, causing a terrible shock to the nervous system. To use this ability, you make a melee touch attack on a living target. If this attack hits, you deal 1d6 points of damage plus 1 point per class level you possess, and the target must succeed on a Will save (DC 10 + your quori nightmare level + your Cha modifier) or become shaken for 1d4 rounds. This is a mind-affecting fear effect.<\/p>\n\n\t<p>You can spend power points to augment this supernatural ability, to a maximum of one point per class level. If you spend 1 power point, you can add your Charisma modifier to the damage you deal with your disturbing touch. If you spend 3 power points, the target becomes frightened for 1d4 rounds on a failed Will save. If you spend 4 power points, you heal yourself of as many points of damage as you deal when you use this ability.<\/p>\n\n\t<p>These effects are not cumulative, so that gaining multiple effects requires spending the additional power points for each effect separately. For example, if you spend 3 power points in order to make a subject frightened, you do not also add your Charisma modifier to damage (though you could spend 4 power points to gain both effects).<\/p>\n\n\t<p><strong>Nightmare Shroud (Su)<\/strong>: Starting at 2nd level, you can expend your psionic focus (see page 113) in order to surround yourself with an ectoplasmic shroud drawn from your own mental energy and that of living creatures around you. This ghostly, translucent image usually reflects the appearance of your quori spirit, but might also take on shapes reflecting the fears of the creatures around you (you have no control over the nature of the image). The shroud lasts for a number of minutes equal to your class level (or until you become psionically focused again, whichever comes first). The horrific appearance of the nightmare shroud grants you a bonus on Intimidate checks equal to your class level. In addition, its ectoplasmic form grants you a deflection bonus to AC equal to your class level.<\/p>\n\n\t<p>You can spend power points to augment this supernatural ability. If you spend 4 power points, the shroud thickens so that your form can barely be seen within it, granting you concealment (20% miss chance).<\/p>\n\n\t<p><strong>Nightmare Touch (Su)<\/strong>: Beginning at 3rd level, whenever your disturbing touch ability deals damage to a creature, you automatically implant deep fears that emerge when the victim next attempts to sleep. At that time, the creature is targeted with a nightmare (as the spell) that prevents restful sleep, deals 1d10 points of damage, and leaves the subject fatigued and unable to regain arcane spells for the next 24 hours. A successful Will save (DC 10 + your quori nightmare level + your Cha modifier) negates the effect. This is a mind-affecting fear effect.<\/p>\n\n\t<p>You can spend power points to augment this supernatural ability. If you spend 3 power points when you use your disturbing touch ability (over and above any power points already spent to augment that ability), the victim suffers from nightmares for a number of consecutive nights equal to your quori nightmare level. The victim is allowed a saving throw on each consecutive night, with the effect dispelled on the first successful save.<\/p>\n\n\t<p><strong>Terror (Ps)<\/strong>: At 4th level and higher, you learn to tap into other creatures&#39; hidden fears and terrors. Once per day, you can create an effect identical to the phantasmal killer spell (save DC 10 + your quori nightmare level + your Cha modifier). This is a telepathic mind-affecting fear effect.<\/p>\n\n\t<p>You can spend 5 power points to activate this ability one additional time per day (to a maximum of twice per day).<\/p>\n\n\t<p><strong>Embodiment of Nightmare (Sp)<\/strong>: At 5th level, this ultimate power of the quori nightmare allows you to tap into the deepest, most primal fears of your foes. Once per day, you can expend your psionic focus in order to enhance your disturbing touch ability so that a subject that fails its Will save is struck dead with fear. A target that succeeds on its save takes an additional 5d6 points of damage (but is not frightened or shaken by your disturbing touch). This is a mind-affecting fear effect.<\/p>\n\n\t<p>You can spend 9 power points to activate this ability one additional time per day (to a maximum of twice per day).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Manifesting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Disturbing touch <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Nightmare shroud <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Nightmare touch <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Terror <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Embodiment of nightmares <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Races of Eberron 148<\/h5>","reference":"Usergen"},{"id":10719,"name":"Reachrunner","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Reachrunner<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race<\/strong>: Shifter.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Athletics (Ex)<\/strong>: Long days spent in the wild have honed your athletic abilities to their finest edge. Starting at 1st level, you add your reachrunner level as a bonus on all Climb, Balance, and Jump checks.<\/p>\n\n\t<p><strong>Fast Movement (Ex)<\/strong>: Reachrunners are trained to move at high speed, particularly in combat. Starting at 1st level, if you are wearing light armor or no armor and are carrying a light load, your base land speed increases by 5 feet.<\/p>\n\n\t<p>At 4th level, your base land speed increases by an additional 5 feet under the same conditions.<\/p>\n\n\t<p><strong>Wild Senses (Ex)<\/strong>: Every scout knows the importance of remaining alert and ready for battle, and reachrunners work diligently to sharpen their already keen senses. Starting at 1st level, you add your reachrunner level as a bonus on all Spot and Listen checks.<\/p>\n\n\t<p><strong>Nature&#39;s Stride (Ex)<\/strong>: Beginning at 2nd level, you gain the ability to move rapidly through obstacles that would normally slow movement. In any natural outdoor terrain, you can enter any square that normally costs two squares of movement (such as heavy undergrowth, shallow bog, or up a hill) at normal speed, spending only one square of movement. You can enter any square that normally costs four squares of movement (such as deep bog) by spending only two squares of movement.<\/p>\n\n\t<p><strong>Swift Tracker (Ex)<\/strong>: Beginning at 3rd level, you can move at your normal speed while following tracks. See the ranger class feature, page 48 of the Player&#39;s Handbook.<\/p>\n\n\t<p><strong>Shifter Endurance (Ex)<\/strong>: Also at 3rd level, you become hardier when shifting. When you shift, you gain a +2 bonus on Constitution checks, Constitution-based skill checks, and Fortitude saves, and the duration of your shifting increases by 2 rounds.<\/p>\n\n\t<p><strong>Run<\/strong>: At 4th level, you gain Run as a bonus feat.<\/p>\n\n\t<p><strong>Pouncing Ambush (Ex)<\/strong>: At 5th level, whenever you use the charge action against a flat-footed opponent, you can make a full attack instead of a single attack after moving. You can only use this ability while shifting.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Athletics, fast movement (+5 ft.), wild senses <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Nature&#39;s stride <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Swift tracker, shifter endurance <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Fast movement (+10 ft.), Run <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Pouncing ambush <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Races of Eberron 153<\/h5>","reference":"Usergen"},{"id":10720,"name":"Recaster","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Recaster<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race<\/strong>: Changeling.<br \/><strong>Feats<\/strong>: Any two metamagic feats.<br \/><strong>Spells<\/strong>: Ability to cast 3rd-level arcane spells.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: At each level above 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a recaster, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Metamorphic Spell<\/strong>: The recaster&#39;s specialty is the ability to alter spells on the fly to best meet the demands of a specific situation. At different levels, you gain the ability to modify your spells as you cast them.<\/p>\n\n\t<p><strong>Components<\/strong>: At 1st level, you can alter the components required to cast your spells. You can freely ignore normal material components as if you had the Eschew Materials feat (though you cannot ignore the need for an expensive material component or an XP component). As well, once per day per class level, you can apply the benefit of either the Silent Spell or the Still Spell feat to any spell you cast without increasing the level of the spell, specially preparing it ahead of time, or increasing its casting time. As with the Silent Spell feat, you cannot apply this benefit to a bard spell in order to cast it without a verbal component.<\/p>\n\n\t<p><strong>Time<\/strong>: At 3rd level, you gain the ability to alter the temporal characteristics of your spells. Three times per day, you can cast any spell that normally has a casting time of 1 standard action and a duration longer than 1 round as a swift action, as if you had applied the Quicken Spell feat to it. The level of the spell is not altered and you do not need to specially prepare the spell ahead of time, but the duration of the spell becomes 1 round.<\/p>\n\n\t<p><strong>Space<\/strong>: At 5th level, you can manipulate the spatial characteristics of your spells (including range, area, and even targets) up to five times per day in the following ways.<\/p>\n\n\t<p>&#8212;You can use a spell with a range of touch on a target up to 30 feet away by making a ranged touch attack.<\/p>\n\n\t<p>&#8212;You can alter a spell that affects an area (burst, emanation, spread, cylinder, or line) in order to create spaces within the area that are not subject to the spell&#39;s effect (a minimum 5-foot cube for each such space). Furthermore, if the spell is shapeable, the minimum dimension for the shaped area or effect is 5 feet instead of 10 feet.<\/p>\n\n\t<p>&#8212;If the spell&#39;s area is a burst, emanation, or spread, you can cast it as a cone, cylinder, line, or sphere. You can change areas freely within any of the following groups:<\/p>\n\n\t<p><strong>Group 1<\/strong>: 15-foot cone OR<br \/>10-foot-radius cylinder, 40 feet high OR<br \/>30-foot line OR<br \/>5-, 10-, or 15-foot-radius sphere<\/p>\n\n\t<p><strong>Group 2<\/strong>: 30-foot cone OR<br \/>20-foot-radius cylinder, 40 feet high OR<br \/>60-foot line OR<br \/>20- or 30-foot-radius sphere<\/p>\n\n\t<p><strong>Group 3<\/strong>: 60-foot cone OR<br \/>40-foot-radius cylinder, 40 feet high OR<br \/>120-foot line OR<br \/>40- or 80-foot-radius sphere<\/p>\n\n\t<p>&#8212;If the spell targets a number of creatures, no two of which can be farther apart than a certain distance, you can have the spell affect the same number of creatures as long as each is half that distance from one other affected creature. Thus, if you applied this effect to a haste spell you cast, you could affect up to one creature per level as long as each affected creature was within 15 feet of another affected creature.<\/p>\n\n\t<p><strong>Expanded Knowledge<\/strong>: At 2nd level, and again at 4th level, choose a spell up to one level lower than the highest-level spell you can cast from any class&#39;s spell list. You can add this spell to the spell list of the same arcane spellcasting class to which you added your increased spellcasting ability at that level.<\/p>\n\n\t<p><strong>Sudden Metamagic (Su)<\/strong>: At 2nd level, choose a metamagic feat you know from the following list: Empower Spell, Enlarge Spell, Extend Spell, Maximize Spell, or Widen Spell. Once per day per class level, you can apply the benefit of that feat to any spell you cast without increasing the level of the spell, preparing it ahead of time, or increasing its casting time.<\/p>\n\n\t<p>At 4th level, you can choose another feat you know from the list above and use it in conjunction with this ability; with this ability, you can&#39;t apply the effect of more than one feat to the same spell. If you don&#39;t know any feat from the above list, you gain no benefit until you acquire an appropriate feat.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Metamorphic spell (components) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Expanded knowledge, sudden metamagic <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Metamorphic spell (time) <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Expanded knowledge, sudden metamagic <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Metamorphic spell (space) <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Races of Eberron 157<\/h5>","reference":"Usergen"},{"id":10721,"name":"Reforged","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Reforged<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race<\/strong>: Warforged.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Extroverted (Ex)<\/strong>: Starting at 1st level, you begin to bring yourself more fully into the lives of other living creatures. Because of this change in your nature, you gain a bonus equal to your class level on Bluff, Diplomacy, Gather Information, and Sense Motive checks.<\/p>\n\n\t<p><strong>Natural Healing (Ex)<\/strong>: Also at 1st level, your increased connection to a living state allows you to repair lethal damage, nonlethal damage, and ability damage when you rest, just as other living creatures. Likewise, you heal faster when you have complete bed rest and when a character uses the Heal skill to put you under long-term care.<\/p>\n\n\t<p><strong>Reforged Insight (Ex)<\/strong>: Beginning at 2nd level, your study of reforged philosophy grants you a growing knowledge of life and its mysteries. You gain a +2 insight bonus on Wisdom checks and Wisdom-based skill checks.<\/p>\n\n\t<p><strong>Magical Healing (Ex)<\/strong>: Also at 2nd level, you gain the full benefit of any magical healing applied to you, rather than half the benefit of such effects.<\/p>\n\n\t<p><strong>Embrace Emotion (Ex)<\/strong>: By internalizing the philosophical teachings of the reforged, you learn to experience emotions more powerful than most living creatures ever know. From 3rd level, any time you are subject to an effect that grants you a morale bonus, that bonus is increased by +1.<\/p>\n\n\t<p><strong>Final Reforging<\/strong>: Also at 3rd level, you undergo a dramatic physical transformation, often described as a reforging or birth. You lose any warforged feats you possess, undergoing a consistent physical change (losing any composite plating, armor spikes, metal tracery, and so forth) and losing the ability to use warforged components (any components you have installed are automatically detached). In exchange, you gain an equal number of bonus feats in place of the lost feats, and gain Unarmored Body as an additional bonus feat (ignoring the 1st level only prerequisite; see page 120). You can choose any feats you qualify for as your new feats.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Extroverted, natural healing <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Reforged insight, magical healing <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Embrace emotion, final reforging <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Races of Eberron 161<\/h5>","reference":"Usergen"},{"id":10722,"name":"Spellcarved Soldier","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Spellcarved Soldier<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>Race: Warforged.<br \/><strong>Spells<\/strong>: Ability to cast 1st-level arcane spells or imbue 1st-level infusions.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcarved Runes (Su)<\/strong>: Primarily defensive in nature, these runes transform your body into a magic item that sustains and protects you in battle. You can have one rune active at any given time, increasing to two runes when you reach 4th level. Activating a rune is a swift action, with each activation lasting 1 hour per level or until you deactivate it (a free action).<\/p>\n\n\t<p><em>Rune of Extension<\/em>: At 1st level, the rune carved into your composite plating makes you more receptive to beneficial spells and infusions cast on you. Any spell or infusion with a duration other than instantaneous can be tied to the rune of extension when placed upon you. This doubles the spell or infusion&#39;s duration. as though it had been modified by the Extend Spell feat. In addition, a spell tied to the rune of extension is harder to dispel, increasing the DC of dispel checks made against it by +5.<\/p>\n\n\t<p>While the tied spell is in effect, the rune of extension glows softly red. Only one spell can be tied to the rune at any given time.<\/p>\n\n\t<p><em>Rune of Resistance<\/em>: When you reach 2nd level, the rune you carve into your composite plating grants you increased resistance to certain spells and effects. While this rune is active, you gain a +2 bonus on saving throws against mind-affecting spells and abilities, and against harmful spells or effects that target your composite plating. The specific spells mentioned on page 23 of the <span class=caps>EBERRON<\/span> Campaign Setting (including heat metal, repel wood, and rusting grasp), are examples of this latter category.<\/p>\n\n\t<p><em>Rune of Fortification<\/em>: At 3rd level, the rune you carve increases your defensive capabilities. While this rune is active, you are immune to extra damage from critical hits or sneak attacks.<\/p>\n\n\t<p><em>Rune of the Archmage<\/em>: At 4th level, the rune you carve enhances your body&#39;s ability to benefit from certain magic items. While this rune is active, you can benefit from the effects of up to three magic rings worn on your fingers and from wearing magic robes. You can also add your class level to your caster level for any arcane spell or infusion that you cast while this rune is active. Even if the duration of the spell or infusion extends beyond the time the rune is active, this caster level increase still applies.<\/p>\n\n\t<p><em>Rune of Warding<\/em>: At 5th level, you carve the final rune of the spellcarved into your plating, granting you damage reduction 5\/magic when it is active. This neither stacks with nor overlaps any damage reduction you might already have, but applies normally to any attack with a nonmagical weapon. For example, if you have the Adamantine Body feat (granting you damage reduction 2\/adamantine), you reduce the damage from nonmagical weapons (including nonmagical adamantine weapons) by 5, and reduce the damage from magic weapons that are not adamantine by 2. Attacks by magic adamantine weapons deal full damage to you.<\/p>\n\n\t<p><strong>Code of Conduct<\/strong>: Spellcarved soldiers follow a simple code of conduct that requires that they treat one another honorably and not harm members of House Cannith unless directly attacked. Spellcarved soldiers might fight one another, but such combat must be preceded by a personal and formal acknowledgement of enmity followed by a day of truce (though spellcarved soldiers on opposite sides of a declared war are released from this obligation). Otherwise, spellcarved soldiers are required by pledge to treat one another fairly and according to local laws, rendering aid if possible.<\/p>\n\n\t<p>While all spellcarved soldiers make this pledge upon receiving their training, they are bound to it by nothing but their word. Many follow the code to varying degrees and with a fair amount of interpretation. Spellcarved soldiers who break the code risk losing face with their fellows, and might receive declarations of enmity from other spellcarved who learn of their actions and take offense. Though it happens infrequently, those who adopt the pretense of being a spellcarved soldier without actually being members of the class can expect the enmity of the whole federation and of other warforged who respect the federation&#39;s ideals and actions.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Spellcarved runes, rune of extension <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Rune of resistance <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Rune of fortification <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Rune of the archmage <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Rune of warding <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Races of Eberron 166<\/h5>","reference":"Usergen"},{"id":10723,"name":"Battlesmith","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Battlesmith<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: The character must have created a dwarvencraft weapon (see page 159) and used it in battle.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Battlesmiths gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>One with the Hammer (Ex)<\/strong>: A battlesmith&#39;s long hours at the forge grant her a special bond with a hammer. When wielding a warhammer that she has crafted herself, a battlesmith adds her Wisdom bonus as a bonus to the damage dealt by the weapon.<\/p>\n\n\t<p><strong>Secrets of the Forge (Ex)<\/strong>: A battlesmith learns some of the great dwarven secrets of forging weapons and armor. A battlesmith receives Craft Magic Arms and Armor as a bonus feat, regardless of her caster level. Multiply the battle smith&#39;s class level by 3 to determine her effective caster level for the purpose of creating magic arms and armor (this benefit stacks with any other caster levels the battlesmith might have). For example, a 7th-level fighter\/1st-level battlesmith would be treated as a 3rd-level caster for the purpose of creating magic arms and armor. A 7th-level cleric\/1stlevel battlesmith would be treated as a 10th-level caster for that purpose. The battlesmith must still meet any other prerequisites for the item&#39;s creation. This stipulation might mean that she needs the assistance of other characters to complete the creation of an item.<\/p>\n\n\t<p><strong>Flesh of My Flesh (Ex)<\/strong>: No armor fits so well as that created by a battlesmith for her own use. When wearing heavy armor that she has crafted herself, a battlesmith of 2nd level or higher gains a +1 sacred bonus to Armor Class. This bonus increases to +2 at 4th level.<\/p>\n\n\t<p><strong>Forged in Fire (Ex)<\/strong>: At 3rd level, a battlesmith becomes inured to the effects of fatigue and exhaustion, and can ignore their effects for a number of hours equal to her class level. At the end of this time, if the condition remains, the battlesmith succumbs to the effects.<\/p>\n\n\t<p><strong>Tempered in Blood (Ex)<\/strong>: Once per day, a 5th-level battlesmith can attempt to resist the damage from a single blow. The battlesmith can attempt a Fortitude save (DC 10 + damage dealt) when struck and damaged by a melee attack with a weapon or natural attack (but not by a spell or other effect). If the save succeeds, the battlesmith takes only half damage from the blow; if it fails, she takes normal damage. The battlesmith must be aware of the attack and able to react to it to use this ability. If she is denied her Dexterity bonus to AC, she can&#39;t use this ability.<\/p>\n\n\t<h4>Adaptation<\/h4>\n\n\t<p>While this prestige class obviously plays off the dwarf&#39;s love of weapon- and armorsmithing, it&#39;s suitable for nondwarves with a similar cultural connection to the smithy and the forge. In such cases, you can replace the racial entry requirement with a similar cultural requirement. This isn&#39;t a prestige class intended to represent a master weaponsmith. It&#39;s intended to showcase a smith who has a mystical union with the tools of war she creates.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> One with the hammer, secrets of the forge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Flesh of my flesh +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Forged in fire <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Flesh of my flesh +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Tempered in blood <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Races of Stone 97<\/h5>","reference":"Usergen"},{"id":10724,"name":"Blade Bravo","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Blade Bravo<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Blade bravos gain no proficiency with any weapon. They do gain proficiency with light armor.<\/p>\n\n\t<p><strong>Flourish (Ex)<\/strong>: A blade bravo learns to fight with style and flair. While many might discount their swirls and poses as cheap theatrics, in truth they act as a formidable weapon. By diverting her foe&#39;s eye with these flourishes, a blade bravo can more easily feint, preventing her opponent from fully defending himself against her next attack. A blade bravo can add her class level to her Bluff checks when feinting in combat. This benefit only applies when the blade bravo wears light armor or no armor.<\/p>\n\n\t<p><strong>Goad<\/strong>: A blade bravo gains Goad (see page 140) as a bonus feat. If the blade bravo has at least 5 ranks in Bluff, the save DC to avoid the feat&#39;s effect increases by 2.<\/p>\n\n\t<p><strong>Mobile Fighting (Ex)<\/strong>: If a blade bravo of 2nd level or higher moves at least 5 feet, she gains a +1 dodge bonus to AC until her next turn. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it&#39;s caught flat-footed, it loses its dodge bonus, too. This benefit only applies when the blade bravo wears light armor or no armor.<\/p>\n\n\t<p><strong>Bonus Feats<\/strong>: Beginning at 3rd level, a blade bravo receives a bonus dueling or combat-oriented feat, which must be selected from the list below. She receives additional bonus feats at 6th and 9th level. Acrobatic, Agile, Alertness, Blind-Fight, Combat Reflexes, Dodge, Greater Two-Weapon Fighting, Improved Critical, Improved Disarm, Improved Feint, Improved Trip, Improved Two-Weapon Fighting, Mobility, Spring Attack, Two-Weapon Fighting, Whirlwind Attack.<\/p>\n\n\t<p><strong>Melee Sneak Attack (Ex)<\/strong>: If a blade bravo can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Basically, the blade bravo&#39;s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the blade bravo flanks her target. This extra damage is 1d6 points at 4th level, and it increases to 2d6 points at 8th level. Should the blade bravo score a critical hit with a melee sneak attack, this extra damage is not multiplied. (See Table 8&#8212;5: Attack Roll Modifiers and Table 8&#8212;6: Armor Class Modifiers, page 151 of the Player&#39;s Handbook, for combat situations in which the blade bravo flanks an opponent or the opponent loses his Dexterity bonus to AC.) Unlike normal sneak attacks, a blade bravo&#39;s melee sneak attack damage applies only to melee attacks. Ranged attacks can count as sneak attacks only if the target is within 30 feet and the blade bravo has the sneak attack ability from another class. In this case, she deals the sneak attack damage from that other class but does not add the melee sneak attack damage gained from the blade bravo class. With a sap (blackjack) or an unarmed strike, a blade bravo can make a melee sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual &#8212;4 penalty, because she must make optional use of her weapon to execute a sneak attack. (See Nonlethal Damage, page 146 of the Player&#39;s Handbook.) A blade bravo can sneak attack only living creatures that have a discernible anatomy&#8212;undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to extra damage from critical hits is not vulnerable to melee sneak attacks. The blade bravo must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A blade bravo cannot sneak attack while striking a creature with concealment (see page 152 of the Player&#39;s Handbook) or striking the limbs of a creature whose vitals are beyond reach. If a blade bravo gets a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack as long as the target is in melee with the blade bravo.<\/p>\n\n\t<p><strong>Size Advantage (Ex)<\/strong>: By 5th level, a blade bravo starts focusing on fighting larger opponents. A blade bravo gains a +2 dodge bonus to her AC per size category of difference between her and her foe. For instance, a blade bravo facing a hobgoblin (a Medium creature) would gain a +2 dodge bonus to AC, but when facing a cloud giant (a Huge creature) she would gain a +6 dodge bonus to AC. The bonus applies only against attacks from that foe. This ability only functions when the blade bravo wears light armor or no armor.<\/p>\n\n\t<p><strong>Small but Deadly (Ex)<\/strong>: From 7th level on, a blade bravo gains a +4 bonus on rolls made to confirm critical hits with melee weapons, but only against creatures larger than she.<\/p>\n\n\t<p><strong>Lethal Riposte (Ex)<\/strong>: A 10th-level blade bravo is a lethal combatant with few equals; she finds herself in few situations that she cannot turn to her advantage. Any opponent who attacks and misses the blade bravo with a melee attack provokes an attack of opportunity from the blade bravo. Furthermore, the opponent cannot apply his Dexterity bonus to AC against this attack. The blade bravo can use this ability only once per round, regardless of the number of attacks of opportunity she is normally allowed. This benefit only applies when the blade bravo wears light armor or no armor.<\/p>\n\n\t<h4>Adaptation<\/h4>\n\n\t<p>This prestige class bears some similarity to the duelist prestige class presented on page 185 of the Dungeon Master&#39;s Guide, but some of the blade bravo&#39;s class features work best for Small PCs. A straightforward change would involve broadening the racial requirement to allow halflings and perhaps some Small or smaller fey into this prestige class.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Flourish, Goad <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Mobile fighting <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Melee sneak attack +1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Size advantage <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Small but deadly <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Melee sneak attack +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Lethal riposte <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Races of Stone 99<\/h5>","reference":"Usergen"},{"id":10725,"name":"Cragtop Archer","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Cragtop Archer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Cragtop archers gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Adept Climber (Ex)<\/strong>: A cragtop archer does not lose her Dexterity bonus to Armor Class while climbing.<\/p>\n\n\t<p><strong>Farsight (Ex)<\/strong>: A cragtop archer enjoys great visual acuity. She suffers only half the normal penalty on her Spot checks because of distance (&#8212;1 per 20 feet of distance, rather than &#8212;1 per 10 feet). In addition, a cragtop archer takes only half the normal penalty on ranged attacks per range increment (&#8212;1 per range increment, rather than &#8212;2).<\/p>\n\n\t<p><strong>Strike From Above (Ex)<\/strong>: Beginning at 2nd level, a cragtop archer gains a +2 bonus on damage rolls when making a ranged attack from higher ground than her target.<\/p>\n\n\t<p><strong>Arcing Shot (Ex)<\/strong>: A cragtop archer of 3rd level or higher can fire a high, arcing shot to gain greater range with her projectile weapon. Any time the cragtop archer can fire a projectile weapon in an area with at least 40 feet of clearance between her position and the ceiling (or any other overhead obstruction, such as a forest canopy), her maximum range with the projectile weapon is fifteen range increments rather than the normal ten range increments.<\/p>\n\n\t<p><strong>Horizon Shot (Su)<\/strong>: From 4th level on, a cragtop archer can seemingly hit targets as far away as the horizon as easily as she can hit something nearby. As a full-round action, the cragtop archer can make a single attack with a projectile weapon. This attack is made with no penalty for range, though it still has the same maximum range as a normal attack by the cragtop archer. This ability can be used in conjunction with any ability that extends the range of a projectile weapon, such as the Far Shot feat or the cragtop archer&#39;s arcing shot ability.<\/p>\n\n\t<p><strong>Mountain Skin (Su)<\/strong>: Three times per day, a 5th-level cragtop archer can gather the strength of the mountains into her own body, manifesting her bond with them within herself. While this ability is in effect, the cragtop archer gains damage reduction 5\/adamantine. Activating the mountain skin ability is a free action that does not provoke attacks of opportunity. The benefit from mountain skin lasts for a number of rounds equal to 5 + the character&#39;s Con modifier.<\/p>\n\n\t<h4>Adaptation<\/h4>\n\n\t<p>With their racial archery prowess, elves could have a similar prestige class that isn&#39;t tied to the mountains. To create such a class, you could replace the Climb and Mountain Warrior requirements with other skill or feat requirements, and likewise replace the adept climber and strike from above class features with class features you create yourself. Alternatively, you could remove the Mountain Warrior requirement and call the prestige class the &quot;elven treetop archer.&quot;<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Adept climber, farsight <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Strike from above <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Arcing shot <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Horizon shot <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Mountain skin <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Races of Stone 101<\/h5>","reference":"Usergen"},{"id":10726,"name":"Dawncaller","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Dawncaller<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Bardic music ability.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>*Weapon and Armor Proficiency: Dawncallers gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Darkvision (Ex)<\/strong>: Constant practice peering into the darkness unlocks a goliath&#39;s latent darkvision ability. Dawncallers can see in the dark out to 60 feet. Darkvision is black and white only, but is otherwise like normal sight, and dawncallers can function just fine with no light at all.<\/p>\n\n\t<p><strong>Bardic Music<\/strong>: Dawncallers combine their dawncaller levels with levels of other classes that offer the bardic music class feature to determine number of bardic music uses per day (but not any other bardic music-related effects). As a dawncaller attains higher levels, he gains access to new bardic music abilities. These follow the normal rules for bardic music abilities, as detailed on page 29 of the Player&#39;s Handbook.<\/p>\n\n\t<p><em>Inspire Courage (Su)<\/em>: At 2nd level and above, a dawncaller with 10 or more ranks in Perform (sing) can use song to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the dawncaller sing. The effect lasts as long as the ally hears the dawncaller sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack rolls and weapon damage rolls. If the dawncaller has this ability from another class (such as from bard levels), add together the character&#39;s levels from all classes that grant this ability and compare the total to Table 3&#8212;4: The Bard on page 27 of the Player&#39;s Handbook to determine the total bonus granted. For example, a 6th-level bard\/2nd-level dawncaller would grant a +2 morale bonus, while a 10th-level bard\/10th-level dawncaller would grant a +4 morale bonus.<\/p>\n\n\t<p><em>Inspire Stamina (Su)<\/em>: From 4th level on, a dawncaller with 12 or more ranks in Perform (sing) can use his music to refresh his tired allies. While he sings and for 1 minute per class level thereafter, the dawncaller and allies within 30 feet who can hear his song can ignore all the effects of fatigue and exhaustion.<\/p>\n\n\t<p><em>Song of Warding (Sp)<\/em>: Beginning at 6th level, a dawncaller with 14 or more ranks in Perform (sing) can use song to help protect an area from incursion by unwanted creatures. Dawncallers generally use this song to protect a goliath tribe&#39;s camp at night. The dawncaller must sing the song of warding for 5 minutes; when this time has elapsed, he creates an antipathy effect that lasts for 2 hours per class level. The Will save DC for a song of warding is 10 + class level + dawncaller&#39;s Cha modifier. Song of warding is an enchantment (compulsion), mind-affecting ability.<\/p>\n\n\t<p><em>Inspire Fury (Su)<\/em>: A dawncaller of 8th level or higher with at least 16 ranks in Perform (sing) can use music to turn his allies into furious berserkers. Each ally within 30 feet who can hear the dawncaller sing can choose to enter a rage on her turn. This rage functions identically to a barbarian&#39;s rage, except that it ends automatically if the dawncaller stops singing. If the ally already has the ability to rage, she can choose to apply the full effect of her own rage, but without spending one of her daily uses of the ability. A dawncaller can&#39;t inspire fury in himself. Inspire fury is a mind-affecting ability.<\/p>\n\n\t<p><em>Song of the Mountain (Su)<\/em>: A 10th-level dawncaller with at least 18 ranks in Perform (sing) can imbue himself and his allies with great physical might and stability. The dawncaller and any humanoid allies within 30 feet who can hear his song gain a +4 bonus to Strength and damage reduction 5\/adamantine. All creatures affected by the song of the mountain also gain a +4 bonus on checks to resist being bull rushed or tripped as long as they stand upon the ground. The effect lasts for as long as the allies hear the dawncaller sing and for up to 5 rounds thereafter.<\/p>\n\n\t<h4>Adaptation<\/h4>\n\n\t<p>With some revision, the dawncaller prestige class works for nongoliath bards willing to trade their spellcasting and interpersonal skills for more combat ability. The structure of the class (bardic music at 1st level and new songs at intervals thereafter) is useful for other bard-friendly prestige classes you may create.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Bardic music, darkvision 60 ft. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Inspire courage <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Inspire stamina <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Song of warding<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Inspire fury <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Song of the mountain <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Races of Stone 103<\/h5>","reference":"Usergen"},{"id":10727,"name":"Deepwarden","type":"prestige","alignment":"","hit_die":"12","full_text":"<div topic='titel'><p><h3>Deepwarden<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 12.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Deepwardens are proficient with all types of simple and martial weapons, all types of armor, and shields (except tower shields).<\/p>\n\n\t<p><strong>Track<\/strong>: A deepwarden gains Track as a bonus feat.<\/p>\n\n\t<p><strong>Trap Sense (Ex)<\/strong>: A deepwarden has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by 1 at every three deepwarden levels thereafter (4th, 7th, and 10th). Trap sense bonuses gained from multiple classes stack.<\/p>\n\n\t<p><strong>Stone Warden (Ex)<\/strong>: Beginning at 2nd level, a deepwarden knows how to use his strengths to compensate for his weaknesses. He adds his Constitution bonus to AC instead of his Dexterity, if the character&#39;s Constitution bonus is higher. The deepwarden loses this bonus to his Armor Class whenever he would normally be denied his Dexterity bonus to AC. In such a situation, the deepwarden would still be considered flat-footed.<\/p>\n\n\t<p><strong>Animal Messenger (Sp)<\/strong>: From 3rd level on, a deepwarden can compel a Tiny animal to carry a message to his allies at a spot he designates. This ability functions as the animal messenger spell (see page 198 of the Player&#39;s Handbook), with a caster level equal to the deepwarden&#39;s class level.<\/p>\n\n\t<p><strong>Uncanny Dodge (Ex)<\/strong>: Starting at 4th level, a deepwarden gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus (if any, or his Constitution bonus, if it&#39;s higher) to AC even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity (or Constitution) bonus to AC if immobilized. If a character gains uncanny dodge from a different class (a deepwarden with at least four levels of rogue, for example), he automatically gains improved uncanny dodge (see below) instead.<\/p>\n\n\t<p><strong>Stubborn Mind (Ex)<\/strong>: Starting at 5th level, a deepwarden has a mental resistance to outside influences. If a deepwarden with the stubborn mind ability is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw. This ability also works against a mind flayer&#39;s mind blast attack.<\/p>\n\n\t<p><strong>Sending (Sp)<\/strong>: Beginning at 6th level, a deepwarden can contact a particular creature with which he is familiar and send a short message of twenty-five words or less. This ability functions as the sending spell (see page 275 of the Player&#39;s Handbook), with a caster level equal to the deepwarden&#39;s class level.<\/p>\n\n\t<p><strong>Swift Tracker (Ex)<\/strong>: Beginning at 7th level, a deep warden can move at his normal speed while following tracks without taking the normal &#8212;5 penalty. He takes only a &#8212;10 penalty (instead of the normal &#8212;20) when moving at up to twice normal speed while tracking.<\/p>\n\n\t<p><strong>Improved Uncanny Dodge (Ex)<\/strong>: At 8th level and higher, a deepwarden can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the deepwarden by flanking him, unless the attacker has at least four more rogue levels than the target has deepwarden levels. If a character already has uncanny dodge (see above) from a different class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.<\/p>\n\n\t<p><strong>Greater Animal Messenger (Sp)<\/strong>: At 9th level, a deepwarden gains the greater animal messenger ability. This functions as the animal messenger ability (see above), except the deepwarden can use an animal of up to Small size as his messenger.<\/p>\n\n\t<h4>Adaptation<\/h4>\n\n\t<p>The deepwarden prestige class has many class features suitable for any class whose members spend a long time away from civilization yet still need to communicate with it. Animal messenger, sending, and greater animal messenger would be appropriate class features for other prestige classes that focus on long-range reconnaissance, whether above the ground or below.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Track, trap sense +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Stone warden <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Animal messenger<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Trap sense +2, uncanny dodge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Stubborn mind <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <em>Sending<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Swift tracker, trap sense +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Improved uncanny dodge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <em>Greater animal messenger<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Trap sense +4 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Races of Stone 105<\/h5>","reference":"Usergen"},{"id":10728,"name":"Divine Prankster","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Divine Prankster<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to cast 2nd-level divine spells.<\/p>\n\n\t<p><strong>Special<\/strong>: The character must be a worshiper of Garl Glittergold.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Divine pranksters gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: At each level, a divine prankster gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If he had more than one spellcasting class before becoming a divine prankster, he must decide to which class to add each level for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Comedic Performance<\/strong>: Once per day per class level, a divine prankster can use his comedy to produce magical effects on those around him. Each ability requires a minimum divine prankster level, and some require a minimum number of ranks in Perform (comedy) to qualify. If a divine prankster has bard levels, he can add his bard levels to his divine prankster levels to determine the number of daily uses of his comedic performance.<\/p>\n\n\t<p><em>Inspire Courage (Su)<\/em>: A divine prankster can use his comedic performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the prankster perform. The effect lasts for as long as the ally hears the prankster perform and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. Inspire courage is a mindaffecting ability. A divine prankster&#39;s ability to inspire courage doesn&#39;t normally improve with level. However, if a divine prankster already has this ability from another class (such as from bard levels), add together his class levels from all classes that grant this ability and compare the total to Table 3&#8212;4: The Bard on page 27 of the Player&#39;s Handbook to determine the morale bonus granted by this ability. For example, a 2nd-level bard\/3rd-level cleric\/6th-level divine prankster would grant a +2 morale bonus on the appropriate rolls.<\/p>\n\n\t<p><em>Enrage Enemies (Su)<\/em>: A divine prankster of 5th level or higher with 13 or more ranks in Perform (comedy) can use his comedic talents to enrage one or more creatures. Each creature to be enraged must be within 90 feet, able to see or hear the divine prankster, and able to pay attention to him. The divine prankster must also be able to see the creature. The distraction of a nearby combat or other dangers does not prevent the ability from working, but grants the creature a +4 bonus on its Will save to resist the effect. A divine prankster can target one creature per three class levels with this ability. To use the ability, a divine prankster makes a Perform (comedy) check. His check result is the DC for each affected creature&#39;s Will save against the ability. If a creature&#39;s saving throw succeeds, the divine prankster cannot attempt to enrage that creature again for 24 hours. If its saving throw fails, the creature focuses its attention on the divine prankster, making melee attacks against him each round (or closing with the divine prankster if melee attacks are not yet possible). If the creature can&#39;t attack or approach the divine prankster, it stands in place, screaming in futile anger. An enraged foe gains a +2 morale bonus on its attack rolls and damage rolls against the divine prankster, but takes a &#8212;4 penalty to its AC while enraged. The effect lasts as long as the divine prankster continues to perform and concentrate (up to a maximum of 1 round per divine prankster level). If the creature is attacked or injured by the divine prankster or his allies, the effect ends (for that creature only). Alternatively, an ally of the affected creature can spend a standard action to attempt to break it free of its rage; doing this grants the creature a new saving throw with a +2 bonus. Enrage enemies is an enchantment (charm), mind-affecting ability.<\/p>\n\n\t<p><em>Killing Joke (Su)<\/em>: A 10th-level divine prankster with 18 or more ranks in Perform (comedy) has learned the secret of the killing joke. The divine prankster must concentrate and perform for 3 consecutive rounds to set up a killing joke. He must be able to see his potential victim, and his potential victim must be able to hear and understand him for this period. During the first round, the prankster&#39;s prattle seems only annoying and harmless. In the second round, the target can attempt a Sense Motive check, opposed by the prankster&#39;s Perform (comedy) check, to recognize the potential danger of the act. A target who stops up his ears or otherwise renders himself incapable of hearing the divine prankster (typically requiring a standard action that does not provoke attacks of opportunity) is immune to the effect. After the third round of comedic performance, the victim instantly dies unless he succeeds on a Will save (DC 10 + the divine prankster&#39;s level + divine prankster&#39;s Cha modifier). Killing joke is an enchantment (compulsion), language-dependent, mind-affecting ability.<\/p>\n\n\t<p><strong>Infuse Figment (Su)<\/strong>: Beginning at 2nd level, a divine prankster can expend a turn or rebuke undead attempt to infuse one of his illusion (figment) spells with a boost of extra realism. Doing this increases by 10 the Will save DC to recognize the figment as illusory. The save DC boost remains in effect for 1 hour or until the figment&#39;s duration has elapsed, whichever comes first.<\/p>\n\n\t<p><strong>Disguise Spell (Ex)<\/strong>: From 3rd level on, a divine prankster knows how to disguise the somatic component of his spellcasting. He must still gesture to cast spells, but these gestures appear to have no relation to casting a spell. This ability increases the Spellcraft check DC to identify the spell he is casting by 5, and if the Spellcraft check fails by 5 or more, the identifying character misidentifies the spell cast. At 9th level and higher, a divine prankster also knows how to disguise the verbal component of his spellcasting. He must still speak to cast spells, but he can work the verbal component of the spell to be cast into normal conversation or any other form of vocal communication. This ability increases the Spellcraft check DC to identify the spell he is casting by 5, and if the Spellcraft check fails by 5 or more, the identifying character misidentifies the spell cast. The divine prankster can use this ability in conjunction with his ability to disguise somatic components if he desires, thus increasing the Spellcraft check DC to identify one of his disguised spells by a total of 10. Neither of these abilities makes a spell any less difficult to cast, nor do they eliminate the attacks of opportunity that spellcasting might provoke.<\/p>\n\n\t<p><strong>Zigzag (Ex)<\/strong>: A divine prankster of 7th level or higher can deceive attackers into wasting their attacks. Once per round, when the divine prankster takes an action that would provoke attacks of opportunity, he can attempt a Bluff check as a free action. The divine prankster can use his Bluff check result as his AC against any attacks of opportunity incurred by his action.<\/p>\n\n\t<h4>Adaptation<\/h4>\n\n\t<p>The divine prankster prestige class combines features of both the bard and the cleric, allowing a multiclass bard\/cleric to be as effective as his single-class counterparts. With slight changes, the class is suitable for nongnome PCs, especially clerics who worship deities of trickery or humor.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Comedic performance, inspire courage <\/td>\n\t\t\t<td> +1 level of existing spellcasting level <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Infuse figment <\/td>\n\t\t\t<td> +1 level of existing spellcasting level <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Disguise spell (somatic) <\/td>\n\t\t\t<td> +1 level of existing spellcasting level <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting level <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Enrage enemies <\/td>\n\t\t\t<td> +1 level of existing spellcasting level <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting level <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Zigzag <\/td>\n\t\t\t<td> +1 level of existing spellcasting level <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting level <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Disguise spell (verbal) <\/td>\n\t\t\t<td> +1 level of existing spellcasting level <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Killing joke <\/td>\n\t\t\t<td> +1 level of existing spellcasting level <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Races of Stone 107<\/h5>","reference":"Usergen"},{"id":10729,"name":"Earth Dreamer","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Earth Dreamer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Able to cast 1st-level spells.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Earth dreamers gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: At each level, an earth dreamer gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If she had more than one spellcasting class before becoming an earth dreamer, she must decide to which class to add each level for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Earth Friend (Ex)<\/strong>: An earth dreamer knows how to get along well with earth creatures. Creatures with the earth subtype automatically react to an earth dreamer in a friendlier manner than they otherwise would; their initial attitude (see page 72 of the Player&#39;s Handbook) is improved by one step.<\/p>\n\n\t<p><strong>Earth Dream (Sp)<\/strong>: By attuning herself to the earth dream, an earth dreamer of 2nd level or higher can pull knowledge from the mountains. This ability works like the divination spell in many ways, allowing an earth dreamer to ask one question and receive a short, often cryptic, answer. An earth dreamer&#39;s chance of receiving an answer is equal to 70% + 2% per class level, and the dream only reveals correct answers. The earth dream ability can be used only to answer questions that are connected to the mountains in some way. In general, the dreamer can get answers to questions about creatures, objects, and locations within 50 miles of a mountain, including underground or hidden locations. As with the augury and divination spells, multiple uses of this ability regarding the same topic by the same earth dreamer use the same dice result and reveal the same answer each time. Using this ability takes 10 minutes, and the earth dreamer can use it once per day.<\/p>\n\n\t<p><strong>Lesser Tremorsense (Ex)<\/strong>: Beginning at 3rd level, an earth dreamer is so in tune with the earth that she gains the tremorsense ability (see page 316 of the Monster Manual) with a range of 10 feet. Her Earth Sense feat (see Chapter 6: Character Options) still functions beyond that range, but she can now sense and pinpoint foes within 10 feet without an action.<\/p>\n\n\t<p><strong>Earth Sight (Su)<\/strong>: An earth dreamer of 4th level or higher can see through stone, dirt, or almost any other sort of earth except metal to a range of 30 feet, as easily as if the substance weren&#39;t there. The earth dreamer can still see the stone or earth as a ghostly outline, so she can avoid walking into walls and can otherwise function normally. This ability does not give an earth dreamer any special ability to see in darkness or into unlit areas. Using this ability is a standard action. Each use lasts for a number of rounds equal to 3 + the earth dreamer&#39;s Con modifier.<\/p>\n\n\t<p><strong>Earth Glide (Su)<\/strong>: A 5th-level earth dreamer can move through earth like an earth elemental, gliding through stone, dirt, or almost any other sort of earth except metal as easily as a fi sh swims through water. This burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing an earth gliding earth dreamer fl ings the dreamer back 30 feet, stunning her for 1 round unless she succeeds on a DC 15 Fortitude save. Using this ability is a standard action. Each use lasts for a number of rounds equal to 3 + the earth dreamer&#39;s Con modifier.<\/p>\n\n\t<h4>Adaptation<\/h4>\n\n\t<p>This class is earth-focused, suggesting that the earth dreamer class might have three counterparts that combine divination ability with affinity for the elements of fire, water, and air. The prestige classes for the other three elements would replace the tremorsense and earth glide class features with other abilities related to their respective elements. Looking at the special abilities of these elements&#39; relevant elementals would be a good way to find such class features.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Earth friend <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Earth dream<\/em> <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Lesser tremorsense <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Earth sight <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Earth glide <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Races of Stone 110<\/h5>","reference":"Usergen"},{"id":10730,"name":"Goliath Liberator","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Goliath Liberator<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: The character must have participated in the successful rescue of captives held by giants, or just have been imprisoned by giants and escaped.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Goliath liberators gain proficiency with martial weapons and with light and medium armor.<\/p>\n\n\t<p><strong>Favored Enemy (Giant) (Ex)<\/strong>: A goliath liberator has giants as a favored enemy. Due to her extensive study of giants and training in the proper techniques for combating such creatures, the liberator gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against giants. Likewise, she gets a +2 bonus on weapon damage rolls against such creatures. These bonuses stack with those gained from the favored enemy (giants) class feature of other classes (such as ranger), but this ability does not increase those classes&#39; other favored enemy bonuses. For instance, if a 5th-level ranger\/1st-level goliath liberator has already selected giants as one of her ranger favored enemies, this +2 bonus would stack with the favored enemy (giants) bonus she already had. It would not increase the character&#39;s favored enemy bonuses against other types of creatures. This bonus increases to +4 when the liberator reaches 5th level.<\/p>\n\n\t<p><strong>Avoid Thrown Weapons (Ex)<\/strong>: A goliath liberator of 2nd level or higher is adept at dodging rocks thrown by giants, and by extension has learned to avoid other thrown weapons. She has a +2 dodge bonus to her AC against thrown weapons.<\/p>\n\n\t<p><strong>Equal Footing (Ex)<\/strong>: The bigger they are, the harder a goliath liberator can make them fall. At 3rd level, a goliath liberator gains Improved Trip as a bonus feat, even if she does not meet the prerequisites. In addition, when making a trip attack against a creature at least one size category larger than she is, the goliath liberator gains an additional +4 bonus on her Strength check made to trip the opponent.<\/p>\n\n\t<p><strong>Avoid Reach (Ex)<\/strong>: At 4th level and higher, a goliath liberator knows how to duck under and around the blows of even the longest-limbed giant. This ability grants the liberator a +2 dodge bonus to AC against melee attacks made by creatures that are not adjacent to her.<\/p>\n\n\t<h4>Adaptation<\/h4>\n\n\t<p>While this prestige class is specific to goliaths, it can be converted into a different giant-fighting class with little difficulty. If you do so, balance giant-specific class features (such as favored enemy) with class features that are useful against giants but more broadly applicable (such as avoid thrown weapons).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Favored enemy (giants) +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Avoid thrown weapons <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Improved trip <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Avoid reach <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Favored enemy (giants) +4 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Races of Stone 112<\/h5>","reference":"Usergen"},{"id":10731,"name":"Iron Mind","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Iron Mind<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Powers<\/strong>: Able to manifest one 1st-level psionic power.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>*Weapon and Armor Proficiency: Iron minds gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Powers Known<\/strong>: At every level except 1st and 6th, an iron mind gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of iron mind to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class before she became an iron mind, she must decide to which class she adds the new level of iron mind for the purpose of determining power points per day, powers known, and manifester level.<\/p>\n\n\t<p><strong>Armored Mind (Su)<\/strong>: An iron mind trains extensively in her armor, learning to trust its protective qualities implicitly. An iron mind wearing heavy armor can expend her psionic focus to add a morale bonus equal to the armor bonus from her armor (not including any enhancement bonus) to a single Will save. Using armored mind is an immediate action (see the Swift and Immediate Actions sidebar, page 136). The iron mind must decide whether or not to use this ability before rolling the saving throw. An iron mind can use this ability once per day at 1st level, twice per day at 4th level, three times per day at 7th level, and four times per day at 10th level.<\/p>\n\n\t<p><strong>Damage Reduction (Ex)<\/strong>: When psionically focused and wearing heavy armor, an iron mind of 2nd level or higher gains damage reduction 1\/&#8212;. This damage reduction stacks with damage reduction of the same sort (such as that of a barbarian), but not with other types. An iron mind&#39;s damage reduction improves by 1 point every three levels above 2nd (to 2\/&#8212; at 5th level and 3\/&#8212; at 8th).<\/p>\n\n\t<p><strong>Mind Over Body (Ex)<\/strong>: An iron mind trains to ignore pain, focus her will, and overcome her body&#39;s natural responses through sheer willpower. Once per day, an iron mind of 3rd level or higher can use her Will save modifier in place of her Fortitude or Reflex save modifier. The save is still treated as a Fortitude or Reflex save, and the result determined as normal for such a saving throw. For example, if an iron mind had evasion and used mind over body to apply her Will save modifier to a Reflex save against a fireball in place of her normal Reflex save modifier, she would take no damage on a successful save, as normal for evasion. An iron mind can use this ability once per day at 3rd level, twice per day at 6th level, and three times per day at 9th level. Using mind over body is an immediate action (see the Swift and Immediate Actions sidebar, page 136). The iron mind must decide whether or not to use this ability before rolling the saving throw.<\/p>\n\n\t<p><strong>Mettle of Will (Ex)<\/strong>: Beginning at 5th level, an iron mind&#39;s mental prowess allows her to shrug off many effects that would otherwise harm her. If she makes a successful Will saving throw against any spell or special ability that would normally be reduced by a successful save, she suffers no effect from the attack. This includes any effect with a saving throw entry of &quot;Will half&quot; or &quot;Will partial,&quot; as well as any other attack that applies a lessened effect with a successful Will saving throw. This ability applies only when the iron mind wears heavy armor.<\/p>\n\n\t<p><strong>Lend Resolve (Ex)<\/strong>: At 8th level and higher, an iron mind can expend her psionic focus to grant an ally within 30 feet a bonus to his Will save equal to the iron mind&#39;s class level. The iron mind must be able to see the ally in question. Using lend resolve is an immediate action (see the Swift and Immediate Actions sidebar, page 136). The iron mind must decide whether or not to use this ability before the ally rolls the saving throw.<\/p>\n\n\t<p><strong>Barbed Mind (Su)<\/strong>: Any time a 10th-level iron mind succeeds on a Will saving throw against a mind-affecting effect, the creature that caused her to attempt the saving throw takes 1d6 points of nonlethal damage and 1 point of Wisdom damage from contacting the character&#39;s mind. This ability only applies when the iron mind wears heavy armor.<\/p>\n\n\t<h4>Adaptation<\/h4>\n\n\t<p>This prestige class is more difficult to deconstruct and modify than others because it draws on so many disparate themes: enmity toward mind controllers, the dwarven desire for collective defense, and the power of psionics. Changing any one of these elements results in a different class. For example, the drow might have a prestige class designed for protection against mind flayers, but it would eliminate the Armor Proficiency (heavy) requirement and replace the damage reduction class feature (and perhaps the lend resolve class feature) with abilities more evocative of the drow, such as better spell resistance or new spell-like abilities.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Power per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Armored mind 1\/day <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Damage reduction 1\/&#8212; <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Mind over body 1\/day <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Armored mind 2\/day <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Damage reduction 2\/&#8212;, mettle of will <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Mind over body 2\/day <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Armored mind 3\/day <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Damage reduction 3\/&#8212;, lend resolve <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Mind over body 3\/day <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Armored mind 4\/day, barbed mind <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Races of Stone 114<\/h5>","reference":"Usergen"},{"id":10732,"name":"Peregrine Runner","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Peregrine Runner<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Peregrine runners gain no ciency with any weapon or armor.<\/p>\n\n\t<p><strong>Mountain Stride (Ex)<\/strong>: A peregrine runner can move through scree and dense rubble at his normal speed. He can also move up steep slopes and stairs at his normal speed. See pages 89&#8212;91 of the Dungeon Master&#39;s Guide for descriptions of terrain types.<\/p>\n\n\t<p><strong>Peregrine Companion (Ex)<\/strong>: A peregrine runner gains an animal companion: the peregrine falcon that lends its name to the prestige class. This animal is a loyal companion that accompanies the peregrine runner on his adventures as appropriate. A peregrine falcon uses the statistics of a hawk (found on page 273 of the Monster Manual). This ability functions like a druid&#39;s animal companion, except that the peregrine runner doesn&#39;t get a choice of animal. If a character already has a peregrine falcon animal companion from another class, the levels of that class stack with his peregrine runner class levels to determine the falcon&#39;s power and abilities according to the animal companion table on page 36 of the Player&#39;s Handbook. If a peregrine runner already has an animal companion other than a peregrine falcon from another class, the levels don&#39;t stack, and the falcon becomes a second animal companion.<\/p>\n\n\t<p><strong>Skirmish (Ex)<\/strong>: A peregrine runner of 2nd level or higher relies on mobility to deal extra damage and improve his defense. The character deals an extra 1d6 points of damage on all attacks he makes during any round in which he moves at least 10 feet. The extra damage applies only to attacks taken during the peregrine runner&#39;s turn. This extra damage increases by 1d6 for every four levels gained above 2nd (2d6 at 6th, 3d6 at 10th, and so forth). The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The peregrine runner must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Peregrine runners can apply this additional damage to ranged attacks made while skirmishing, but only if the target is within 30 feet. At 4th level, a runner also gains a +1 competence bonus to AC during any round in which he moves at least 10 feet. The bonus applies as soon as the peregrine runner has moved 10 feet, and lasts until the start of his next turn. This bonus improves to +2 at 8th level. A peregrine runner loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If he gains the skirmish ability from another class, the bonuses stack.<\/p>\n\n\t<p><strong>Great Stamina (Ex)<\/strong>: At 3rd level and higher, a peregrine runner has conditioned his body for maximum stamina. The character suffers none of the effects of fatigue&#8212;except that when he is exhausted, the peregrine runner becomes fatigued.<\/p>\n\n\t<p><strong>Slow Fall (Ex)<\/strong>: At 3rd level and higher, a peregrine runner within arm&#39;s reach of a wall can use it to slow his descent. When first using this ability, he takes damage as if the fall were 20 feet shorter than it actually is. A peregrine runner&#39;s ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his peregrine runner level until at 9th level he can use a nearby wall to slow his descent and reduce the effective distance of his fall by 50 feet.<\/p>\n\n\t<p><strong>Climb Speed<\/strong>: Beginning at 4th level, a peregrine runner has a preternatural ability to climb, giving him a climb speed of 20 feet. This ability also gives the peregrine runner a +8 racial bonus on Climb checks. He can always take 10 on Climb checks, even when distracted or threatened. At 8th level and higher, a peregrine runner has a climb speed of 40 feet.<\/p>\n\n\t<p><strong>Fast Movement (Ex)<\/strong>: Starting at 5th level, a peregrine runner&#39;s land speed is faster than the norm for his race by 10 feet. This benefit applies only when he is wearing no armor or light armor and not carrying a medium or heavy load. If a peregrine runner gains fast movement from another class, such as barbarian or monk, the bonuses to speed stack.<\/p>\n\n\t<p><strong>Inexhaustible Stamina (Ex)<\/strong>: At 9th level and higher, a peregrine runner is a paragon of fitness, able to run and climb ceaselessly. He has immunity to all fatigue and exhaustion effects.<\/p>\n\n\t<h4>Adaptation<\/h4>\n\n\t<p>This class, while ostensibly specific to goliaths, could be adapted for any prestige class that focuses on mountain travel. If you adapt it, be sure to balance abilities useful only in the mountains (such as mountain stride) with abilities gained in the mountains but useful elsewhere (such as fast movement). Peregrine runners act as envoys of their tribes, so there&#39;s a diplomatic element to this class that might not be appropriate for other mountain-based races or classes.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Mountain stride, peregrine companion <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Skirmish +1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Great stamina, slow fall 20 ft. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Climb 20 ft., skirmish +1\/+1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Fast movement, slow fall 30 ft. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Skirmish +1\/+2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Slow fall 40 ft. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Climb 40 ft., skirmish +2\/+2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Inexhaustible stamina, slow fall 50 ft. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Skirmish +2\/+3d6 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Races of Stone 116<\/h5>","reference":"Usergen"},{"id":10733,"name":"Runesmith","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Runesmith<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to cast 1st-level arcane spells.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Runesmiths gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: At each level, a runesmith gains new spells per day (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If he had more than one arcane spellcasting class before becoming a runesmith, he must decide to which class to add each level for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Rune Magic (Ex)<\/strong>: A runesmith learns to prepare his arcane spells as runes inscribed on solid objects (usually small tablets of stone, but other objects are possible). He prepares spells as normal, except that instead of readying the spells in his mind, he readies them in the form of runes. Preparing daily spells takes the same amount of time as normal preparation and requires the same amount of rest beforehand. A runesmith can leave spell slots unprepared to scribe runes at a later time, just as a wizard can leave spell slots unprepared and fill them later. A runesmith who casts a spell prepared in rune form can cast it with out any somatic component. However, all spells cast from rune form automatically have a material component (the rune itself). In casting the spell, the rune is erased from the tablet, just as a spell cast normally by a wizard is erased from his mind. A runesmith cannot get around the runic material component by means of an ability or feat such as Eschew Materials, although he can use such feats and abilities to waive any other material components for a spell he prepares in rune form, subject to the limitations of the ability. In all other ways, spells prepared in rune form are treated identically to spells prepared in the normal method. A runesmith can still prepare and cast his spells in the regular fashion if he so desires, subject to the normal arcane spell failure chances for any armor worn.<\/p>\n\n\t<p><strong>Stonecraft Expertise (Ex)<\/strong>: Beginning at 2nd level, a runesmith gains a bonus equal to his class level on Appraise and Craft checks related to objects made of stone.<\/p>\n\n\t<p><strong>Share Runes (Ex)<\/strong>: At 3rd level and higher, a runesmith can prepare a limited number of rune-form arcane spells such that they can be activated (cast) by any character. The spell&#39;s casting time remains the same, and it is just as effective as a spell cast by the runesmith himself. The spell&#39;s level is increased by two, much as if a metamagic feat had been applied to it. For example, a 5th-level wizard\/4th-level runesmith could prepare a shared rune of the fly spell. This rune would be treated as a 5th-level spell, would require a standard action to cast, and would function as if he had cast the spell himself for the purpose of duration, caster level, and the like. A runesmith can prepare a maximum number of shareable runes each day equal to his Constitution modifier (minimum 1). Each time this ability is used to prepare a sharable rune, that rune takes up one of the runesmith&#39;s available spell slots for that day. So in the example above, the fly rune prepared by the runesmith would take up one of his 5th-level spell slots.<\/p>\n\n\t<p><strong>Permanent Rune (Ex)<\/strong>: A 5th-level runesmith knows the secret of inscribing a permanent rune of a single chosen spell into his flesh. To inscribe a permanent rune, a runesmith must permanently sacrifice an arcane spell slot of one level higher than the spell to be inscribed as a permanent rune, and spend 24 hours inscribing the rune. If the spell has a costly material component, he must expend resources equal to 20 times the gp cost of the material component. If it has a costly focus, he must expend resources equal to the cost of the focus. If the spell has an XP cost, he must spend XP as if he had cast the spell normally. Once he has inscribed a spell as a permanent rune, a runesmith can activate the chosen spell as a spell-like ability (using his arcane caster level as the caster level) twice per day.<\/p>\n\n\t<h4>Adaptation<\/h4>\n\n\t<p>The runesmith class offers a benefit compelling to wizards and sorcerers&#8212;the chance to wear heavy armor&#8212;but uses the Armor Proficiency (heavy) requirement as a balancing factor. The flavor of the class is strongly dwarven, and the ability to wear heavy armor combines well with the special dwarf movement rules. If you create a non dwarven version of this class, make the entry requirements some what tougher and develop a strong story to support these rune-carving arcanists.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Rune magic <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Stonecraft expertise <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Share runes <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Permanent rune <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Races of Stone 118<\/h5>","reference":"Usergen"},{"id":10734,"name":"Shadowcraft Mage","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Shadowcraft Mage<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to cast at least three illusion spells, including at least one shadow spell of 4th level or higher.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Shadowcraft mages gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: At each level, a shadowcraft mage gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If she had more than one spellcasting class before becoming a shadowcraft mage, she must decide to which class to add each level for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Cloak of Shadow (Su)<\/strong>: A shadowcraft mage can cloak her form in shifting shadows. This ability provides her with a variable amount of concealment depending on her level. While her cloak of shadow is active, attacks against a shadowcraft mage have a miss chance equal to 15% + 5% per class level (to a maximum of 40% at 5th level). Darkvision and low-light vision offer no help in piercing the cloak of shadow, although any creature that can see in magical darkness can ignore the miss chance, as can a creature with true seeing. A shadowcraft mage can dismiss or resume this effect as a free action. While her cloak of shadow is active, a shadow craft mage can make Hide checks as if she had concealment. Cloak of shadow doesn&#39;t function in daylight, and it is the equivalent of a 3rd-level darkness effect for the purpose of interacting with light spells.<\/p>\n\n\t<p><strong>Silent Illusion (Ex)<\/strong>: After a shadowcraft mage reaches 2nd level, all spells from the illusion school that she casts no longer require a verbal component, as if the Silent Spell feat had been applied to them. The levels and casting times of these illusion spells don&#39;t change, however. If a shadowcraft mage casts illusion spells that can&#39;t be affected by the Silent Spell feat (for instance, if the character casts bard spells), this ability has no effect on those spells.<\/p>\n\n\t<p><strong>Shadow Illusion (Su)<\/strong>: Beginning at 3rd level, a shadowcraft mage is able to infuse some of her figments (see the list below) with material from the Plane of Shadow, making them partially real. The subschool of these spells changes from figment to shadow. A shadowcraft mage can use the altered spell to mimic any sorcerer or wizard conjuration (summoning), conjuration (creation), or evocation spell at least one level lower than the illusion spell. The altered spell functions identically to the shadow conjuration or shadow evocation spell, except that the spell&#39;s strength equals 10% per level of the figment spell used. For example, a shadowcraft mage who uses silent image to create an acid splash would deal 10% of the normal damage to a creature that succeeds on its Will save to disbelieve the shadow. If she used programmed image to mimic summon monster V, the creature would have 60% of the hit points of a normal creature of its kind, and its damage would be 60% normal against a creature that succeeds on its Will save to disbelieve. A shadowcraft mage can apply shadow illusion to any of the following figment spells: silent image, minor image, major image, persistent image, and programmed image.<\/p>\n\n\t<p><strong>Extended Illusion (Ex)<\/strong>: After a shadowcraft mage reaches 4th level, the duration of any illusion spell she casts or and spell-like ability from the illusion school that she uses is doubled, as if the Extend Spell feat had been applied to it. The levels and casting times of these spells and spelllike abilities don&#39;t change, however. This ability stacks with the effect of the Extend Spell feat, which still changes the spell&#39;s effective level.<\/p>\n\n\t<p><strong>Powerful Shadow Magic (Su)<\/strong>: When a shadowcraft mage reaches 5th level, the strength of the effects created by her shadow conjuration, shadow evocation, greater shadow conjuration, greater shadow evocation, and shades spells increases by 20%. That is, these spells are an additional 20% likely to affect disbelieving creatures and deal 20% more damage. This bonus also applies to figment spells transformed into shadow spells via the shadow illusion power (see above).<\/p>\n\n\t<h4>Adaptation<\/h4>\n\n\t<p>A cabal of nongnome illusionists could certainly use this prestige class; simply replace the racial requirement with a requirement that shadowcraft mages be members of the cabal. The requirement for a 4th-level spell from the shadow subschool restricts this class to arcane spellcasters. If not for that requirement, clerics with the Trickery domain could qualify more easily than wizards and sorcerers.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Cloak of shadow <\/td>\n\t\t\t<td> +1 level of spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Silent illusion <\/td>\n\t\t\t<td> +1 level of spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Shadow illusion <\/td>\n\t\t\t<td> +1 level of spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Extended illusion <\/td>\n\t\t\t<td> +1 level of spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Powerful shadow magic <\/td>\n\t\t\t<td> +1 level of spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Races of Stone 120<\/h5>","reference":"Usergen"},{"id":10735,"name":"Stoneblessed","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Stoneblessed<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Creature Type<\/strong>: Giant, humanoid, or monstrous humanoid.<\/p>\n\n\t<p><strong>Special<\/strong>: The character must be able to speak Dwarven, Gnome, or Goliath (must match the language of the chosen race), as well as Terran.<\/p>\n\n\t<p><strong>Special<\/strong>: The character must be invited to become a stone blessed by a member of the chosen race. Fulfilling this requirement usually entails living with the race in question for several years, although it might (at the DM&#39;s discretion) also involve the completion of a single great task.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>*Weapon and Armor Proficiency: Stoneblessed gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Stonebond (Ex)<\/strong>: A stoneblessed must choose one race of stone with which to bond: dwarf, gnome, or goliath. This choice must be the same race that invited the stoneblessed to become one of them (see Requirements, above). Depending on her choice, a stoneblessed gains certain abilities.<\/p>\n\n\t<p><em>Dwarf<\/em>: A dwarf-bonded stoneblessed adds Appraise (Int), Intimidate (Cha), Knowledge (architecture and engineering) (Int), and Knowledge (dungeoneering) (Int) to her list of stoneblessed class skills. A dwarf-bonded stoneblessed gains a +2 bonus on Appraise and Craft checks related to stone or metal.<\/p>\n\n\t<p><em>Gnome<\/em>: A gnome-bonded stoneblessed adds Bluff (Cha), Hide (Dex), Listen (Wis), Perform (Cha), and Spellcraft (Int) to her list of stoneblessed class skills. A gnomebonded stoneblessed gains a +2 bonus on Listen and Craft (alchemy) checks.<\/p>\n\n\t<p><em>Goliath<\/em>: A goliath-bonded stoneblessed adds Balance (Dex), Diplomacy (Cha), Knowledge (geography) (Int), Sense Motive (Wis), and Survival (Wis) to her list of stoneblessed class skills. A goliath-bonded stoneblessed gains a +2 bonus on Sense Motive checks and can engage in accelerated climbing (climbing half her speed as a move action) without suffering the &#8212;5 penalty on the Climb check.<\/p>\n\n\t<p><strong>Racial Battle Technique (Ex)<\/strong>: At 2nd level and higher, a stoneblessed gains a +4 dodge bonus to Armor Class against monsters of the giant type. In addition, she gains another ability based on her chosen race: A dwarf-bonded stoneblessed gains a +1 bonus on attack rolls against orcs and goblinoids. A gnome-bonded stoneblessed gains a +1 bonus on attack rolls against kobolds and goblinoids. A goliath-bonded stoneblessed gains a +1 bonus on attack rolls against giants.<\/p>\n\n\t<p><strong>Stoneborn (Ex)<\/strong>: At 3rd level, a stoneblessed completes the bond with her chosen race. The stoneblessed gains a permanent +2 increase to her Constitution score. In addition, for all effects related to race, a stoneblessed is considered a member of the race to which she is bonded. For example, dwarf-bonded stoneblessed are just as vulnerable to effects and abilities that affect dwarves as actual dwarves are (such as a ranger&#39;s favored enemy ability), and they can use magic items that are usable only by dwarves. The stone blessed meets any racial prerequisite for prestige classes and feats as if she were a member of her bonded race. Finally, the stone blessed gets an ability based on her type of racial bond:<\/p>\n\n\t<p><em>Stonecunning (Ex)<\/em>: A dwarf-bonded stoneblessed gains a +2 bonus on Search checks to notice unusual stonework. Something that isn&#39;t stone but that is disguised as stone also counts as unusual stonework. A dwarf-bonded stoneblessed who merely comes within 10 feet of unusual stonework can make a Search check as if she were actively searching, and a dwarf-bonded stone blessed can use the Search skill to find stonework traps as a rogue can. A dwarf-bonded stoneblessed can also intuit depth, sensing her approximate depth underground as naturally as a human can sense which way is up.<\/p>\n\n\t<p><em>Speak with Animals (Sp)<\/em>: Once per day, a gnome-bonded stoneblessed can use speak with animals, as the spell cast by a 1st-level druid.<\/p>\n\n\t<p><em>Toughness<\/em>: A goliath-bonded stoneblessed emulates the resilience of the goliath tribesfolk and gains Toughness as a bonus feat.<\/p>\n\n\t<h4>Adaptation<\/h4>\n\n\t<p>This prestige class&#8212;or one like it that you make yourself&#8212;is a way to give racial abilities to creatures not of that race. The class offers racial abilities based on specialized training or cultural immersion first, saving spell-like abilities and more obviously magical or biological abilities for the 3rd (and highest) level of the prestige class. If you&#39;re creating a prestige class tied to a particularly powerful race, you might need more than three levels to effectively balance powerful racial abilities.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Stonebond <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Racial battle technique <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Stoneborn <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Races of Stone 122<\/h5>","reference":"Usergen"},{"id":10736,"name":"Stonedeath Assassin","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Stonedeath Assassin<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Creature Type<\/strong>: Goblinoid subtype.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Stonedeath assassins gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Meld into Stone (Sp)<\/strong>: In perfecting their skills to elude pursuit within the halls of a dwarf stronghold, stonedeath assassins develop a near mystical ability to meld with stone surfaces for brief periods. A stonedeath assassins can use meld into stone as the spell of the same name cast by a cleric of a level equal to the stonedeath assassin&#39;s class level. A stonedeath assassin can use this ability once per day per class level.<\/p>\n\n\t<p><strong>Trapfinding (Ex)<\/strong>: A stonedeath assassin can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. A stonedeath assassin can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A stonedeath assassin who beats a trap&#39;s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.<\/p>\n\n\t<p><strong>Sneak Attack<\/strong>: If a stone death assassin of 2nd level or higher can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. Basically, the stonedeath assassin&#39;s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the stonedeath assassin flanks his target. This extra damage is 1d6 at 2nd level, and it increases to 2d6 at 4th level. Should the stonedeath assassin score a critical hit with a sneak attack, this extra damage is not multiplied. (See Table 8&#8212;5: Attack Roll Modifiers and Table 8&#8212;6: Armor Class Modifiers, page 151 of the Player&#39;s Handbook, for combat situations in which the stonedeath assassin flanks an opponent or the opponent loses his Dexterity bonus to AC.) Ranged attacks can count as sneak attacks only if the target is within 30 feet. A stonedeath assassin can&#39;t strike with deadly accuracy from beyond that range. With a sap (blackjack) or an unarmed strike, a stonedeath assassin can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual &#8212;4 penalty, because he must make optional use of his weapon to execute a sneak attack. (See Nonlethal Damage, page 146 of the Player&#39;s Handbook.) A stonedeath assassin can sneak attack only living creatures that have a discernible anatomy&#8212;undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to extra damage from critical hits is not vulnerable to sneak attacks. The stonedeath assassin must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A stonedeath assassin cannot sneak attack while striking a creature with concealment (see page 152 of the Player&#39;s Handbook) or striking the limbs of a creature whose vitals are beyond reach.<\/p>\n\n\t<p><strong>Stoneskulk (Ex)<\/strong>: At 2nd level, a stonedeath assassin learns subtle tricks for moving and blending with stone, especially in caverns and worked stone corridors. When underground and touching a stone surface, the character can use the Hide skill even if the terrain doesn&#39;t grant cover or concealment.<\/p>\n\n\t<p><strong>Corrupt Stone (Su)<\/strong>: More than simple assassins, the disciples of this class turn their deep understanding and devoted training against the stone that their dwarf enemies love so much. Starting at 3rd level, a stonedeath assassin can weaken and corrupt objects of stone and creatures of earth with a simple touch. With a successful melee touch attack, a stonedeath assassin can deal 3d6 points of damage to a stone object or a creature with the earth subtype. This damage ignores the hardness of such an object or overcomes the natural damage reduction of such a creature. This damage increases to 4d6 points at 4th level and 5d6 points at 5th level. A stonedeath assassin can use this ability once per round, up to a maximum number of times per day equal to his class level.<\/p>\n\n\t<p><strong>Stonedeath Strike (Su)<\/strong>: If a 5th-level stone death assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of petrifying the target. While studying the victim, the stonedeath assassin can undertake other actions so long as his attention stays focused on the target, the target does not detect the stonedeath assassin or recognize him as an enemy, and both remain in contact with a stone surface. If the victim of such an attack fails a Fortitude save (DC 10 + stonedeath assassin&#39;s class level + the stonedeath assassin&#39;s Int modifier), the victim&#39;s body is petrified (as the flesh to stone spell).  Humanoids with the dwarf or gnome subtype take a &#8212;4 penalty on this save. If the victim&#39;s saving throw succeeds, the attack is just a normal sneak attack. Once a stonedeath assassin has completed the 3 rounds of study, he must make the attack within the next 3 rounds. If a stonedeath strike is attempted and fails (the victim makes her save) or if the stonedeath assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before the assassin can attempt another stonedeath strike. Both the stonedeath assassin and the victim must remain in contact with a stone surface while the assassin studies the victim and while the attack is made.<\/p>\n\n\t<h4>Adaptation<\/h4>\n\n\t<p>The stonedeath assassin prestige class combines traditional rogue and assassin abilities with ones related to the likely environment the class will hunt in. You could create a similar &quot;poison thorn assassin&quot; class, for example, that was designed for elves, not goblinoids. You would replace meld into stone, stoneskulk, and corrupt stone with forestskulk, tree shape, and perhaps tree stride or blight. Rather than stonedeath strike as a 5th-level ability, perhaps a poison thorn assassin can exude its own poison periodically for a particularly deadly attack.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> <em>Meld into stone<\/em>, trapfinding <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Sneak attack +1d6, stonesulk <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Corrupt stone <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sneak attack +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Stonedeath strike <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Races of Stone 124<\/h5>","reference":"Usergen"},{"id":10737,"name":"Stonespeaker Guardian","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Stonespeaker Guardian<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Wild shape ability.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Stonespeaker guardians gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: At each level, a stonespeaker guardian gains new spells per day (and spells known, if applicable) as if she had also gained a level in a divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If she had more than one divine spellcasting class before becoming a stonespeaker guardian, she must decide to which class to add each level for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Stony Hide (Ex)<\/strong>: The natural armor bonus of a stonespeaker guardian under the effect of the Stone Form feat improves by 1 per class level, up to a maximum of +5 at 5th level.<\/p>\n\n\t<p><strong>Wild Shape (Su)<\/strong>: A stonespeaker guardian&#39;s class levels stack with levels from all other classes that grant the wild shape ability to determine the maximum Hit Dice of the forms she can assume and the amount of time she can spend in one wild shape. At 2nd level and again at 4th level, a stonespeaker guardian gains one additional use of wild shape per day. This benefit stacks with her number of daily uses gained from other classes that grant that ability. She doesn&#39;t gain any additional wild shape-related class features, such as the ability to wild shape into Large animals, plants, and so on.<\/p>\n\n\t<p><strong>Stoneslam Attack (Ex)<\/strong>: The slam attacks of a stonespeaker guardian of 3rd level or higher under the effect of the Stone Form feat deal damage as if the stonespeaker guardian were one size category larger than she is. A Medium stonespeaker guardian, for example, deals 2d6 points of damage with her slam attacks instead of the normal 1d8 points of a Medium character.<\/p>\n\n\t<p><strong>Fortification (Ex)<\/strong>: When a critical hit or sneak attack is scored on a stonespeaker guardian of 4th level or higher, there is a 50% chance the critical hit or sneak attack is negated and damage is instead rolled normally.<\/p>\n\n\t<p><strong>Earth Glide (Su)<\/strong>: A 5th-level stonespeaker guardian under the effect of the Stone Form feat can glide through the earth like an earth elemental. The stonespeaker guardian moves at half speed while gliding through the earth in this manner, but she can move through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. This burrowing leaves no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a stonespeaker guardian moving in this manner flings the guardian back 30 feet, stunning her for 1 round unless she makes a DC 15 Fortitude save.<\/p>\n\n\t<p><strong>Earth Master<\/strong>: At 5th level, a stonespeaker guardian gains Earth Master (see Chapter 6) as a bonus feat.<\/p>\n\n\t<h4>Adaptation<\/h4>\n\n\t<p>One of the key features of the stonespeaker guardian prestige class is the ability to use the Stone Form feat in conjunction with the wild shape ability to turn into a kind of creature a druid can&#39;t become. A similar class based in a volcanic region might take on a fiery form or one made from magma. An &quot;oceanspeaker guardian&quot; could take a watery form and gain a swim speed, eventually acquiring the vortex special ability possessed by water elementals.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Stony hide <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Wild shape +1\/day <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Stoneslam attack <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Fortification, wild shape +1\/day <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Earth glide, Earth Master <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Races of Stone 127<\/h5>","reference":"Usergen"},{"id":10738,"name":"Doomdreamer","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Doomdreamer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Return to the Temple of Elemental Evil 162<\/h5>","reference":"Usergen"},{"id":10739,"name":"Arcane Hierophant","type":"prestige","alignment":"Any nonlawful","hit_die":"6","full_text":"<div topic='titel'><p><h3>Arcane Hierophant<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonlawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Ability to cast 2nd-level arcane spells and 2nd-level divine spells.<\/p>\n\n\t<p><strong>Special<\/strong>: Trackless step class feature.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: You gain no proficiency in any weapons or armor. You abide by the same armor restrictions that druids do, and you lose your divine spellcasting ability and supernatural or spell-like class abilities if you wear prohibited armor or carry a prohibited shield.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class and a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other class feature a character of that class would have gained. If you had more than one arcane spellcasting class or more than one divine spellcasting class before becoming an arcane hierophant, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Ignore Arcane Spell Failure<\/strong>: When casting an arcane spell, you ignore the arcane spell failure chance for any nonmetallic light or medium armor (padded, leather, or hide armor). You learn to cast arcane spells while wearing the types of armor that druids favor.<\/p>\n\n\t<p><strong>Wild Shape (Su)<\/strong>: If you do not already possess the ability, you gain no new ability to wild shape. However, you add your arcane hierophant level to your druid level and gain the wild shape ability of a druid of the resulting level. For example, a character who is a 3rd-level wizard\/3rd-level druid\/4th-level arcane hierophant has the wild shape ability of a 7th-level druid. If you are not a druid, (for example, if you entered the class as a wizard\/ranger), you do not gain the ability to wild shape.<\/p>\n\n\t<p><strong>Companion Familiar<\/strong>: Upon becoming an arcane hierophant, you must dismiss your familiar, if you have one (You do not risk losing XP for doing so.) You may retain any one animal companion you already possess. You add your arcane hierophant class level to your druid or ranger level for purposes of determining your animal companion&#39;s bonus Hit Dice, natural armor adjustment, and Strength\/Dexterity adjustment (see the sidebar The Druid&#39;s Animal Companion, page 36 of the Player&#39;s Handbook). For example, a character who is a 4th-level druid\/3rd-level wizard\/4th-level arcane hierophant has the animal companion of an 8th-level druid (+4 bonus HD, +4 natural armor, and +2 Strength\/Dexterity adjustment, or an animal companion chosen from the 4th-level or 7th-level lists). In addition, your animal companion (if any) gains many of the abilities that a familiar would normally possess. You add your arcane hierophant class level to your arcane spellcasting class level, and determine the Intelligence bonus and special abilities of your animal companion accordingly (see the sidebar Familiars, page 53 of the Player&#39;s Handbook). For example, a 4th-level druid\/3rd-level wizard\/4th-level arcane hierophant has a familiar companion equal to that of a 7th-level wizard and 8th-level druid (Intelligence 9, alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, devotion). The Hit Dice, hit points, attack bonus, saving throws, feats, and skills of the familiar companion are determined as normal for an animal companion. Due to the familiar companion&#39;s unusual Intelligence score, it may very well have more skill points than other animals of its kind. The familiar companion is a magical beast (augmented animal), but you can bestow harmless spells on your familiar companion as if it were an animal instead of a magical beast. If your familiar companion is killed or dismissed, you do not lose XP. You can summon a new familiar companion by performing a ceremony requiring 24 hours of uninterrupted prayer.<\/p>\n\n\t<p><strong>Channel Animal (Sp)<\/strong>: Starting at 4th level, you gain the ability twice per day to establish a magical conduit between yourself and a single animal that you touch (including your familiar companion). For each use of this class feature, a spell you cast whose range is touch or greater can originate from the animal instead of from you, provided that you have line of sight and line of effect to the animal. The spell&#39;s line of effect then extends from the animal to the target based on the senses of the animal, not you. You can also use this power to deliver touch spells through the animal. Once you cast the spell, the animal is considered to be holding the charge for the spell (see page 176 of the Player&#39;s Handbook). Starting at 8th level, you gain two additional uses of this ability each day.<\/p>\n\n\t<p><strong>Channel Plant (Sp)<\/strong>: Starting at 6th level, you gain the ability to establish a magical conduit between yourself and a natural, nonanimated plant (but not creatures of the plant type) once per day. This ability functions like the channel animal class feature, except that the line of effect from the plant to the target is based on your senses. You can use this power to deliver touch spells through the plant. Once you cast the spell, the plant is considered to be holding the charge for the spell (see page 176 of the Player&#39;s Handbook), except that the spell is delivered to the first creature or object that can receive the spell when the subject touches the plant. At 10th level, you gain a second daily use of your channel plant ability.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Companion familiar, ignore arcane spell failure, wild shape <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class and +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class and +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class and +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Channel animal<\/em> 2\/day <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class and +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class and +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <em>Channel plant<\/em> 1\/day <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class and +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class and +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <em>Channel animal<\/em> 4\/day <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class and +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class and +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> <em>Channel plant<\/em> 2\/day <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class and +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Races of the Wild 108<\/h5>","reference":"Usergen"},{"id":10740,"name":"Champion of Corellon Larethian","type":"prestige","alignment":"Any nonevil","hit_die":"10","full_text":"<div topic='titel'><p><h3>Champion of Corellon Larethian<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonevil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Must worship Corellon Larethian.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: You gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Corellon&#39;s Blessing (Su)<\/strong>: Upon entering this class, you gain the ability to heal wounds by touch, much like a paladin&#39;s lay on hands ability. Each day you can heal a total number of hit points of damage equal to your champion level \u00d7 your Charisma modifier (minimum 1). For example, a 6th-level champion of Corellon with a Charisma score of 14 can heal 12 points of damage per day. You can choose to divide the healing among multiple recipients, and you don&#39;t have to do it all at once. Using this ability is a standard action. You can use any or all of this healing power to deal damage to undead creatures. Using Corellon&#39;s blessing in this way requires a successful melee touch attack and doesn&#39;t provoke attacks of opportunity. You decide how much of your daily allotment of healing to use as damage after successfully touching your undead foe. If you have levels in paladin, you add your levels of champion of Corellon and paladin together and determine your ability to heal accordingly (although if you have a Charisma score of lower than 12, your paladin levels do not contribute to your ability to heal).<\/p>\n\n\t<p><strong>Bonus Feat<\/strong>: At 1st level and every three levels thereafter, you gain a bonus feat. This must be a feat noted as a bonus fighter feat, and the feat must have Combat Expertise, Dodge, or Mounted Combat as a prerequisite.<\/p>\n\n\t<p><strong>Elegant Strike (Ex)<\/strong>: Upon reaching 2nd level, you become able to place your attacks where they deal greater damage. You apply your Dexterity bonus as a bonus on damage rolls (in addition to any Strength bonus you may have) with any of the following weapons: longsword, rapier, elven thinblade, elven lightblade, elven court sword, or scimitar. Targets immune to sneak attacks or extra damage from critical hits are immune to your elegant strike.<\/p>\n\n\t<p><strong>Superior Defense (Ex)<\/strong>: At 3rd level, you learn special techniques for making the best use of an elf&#39;s natural agility even while wearing restrictive armor. The maximum Dexterity bonus for any medium or heavy armor you wear (including mithral versions) is increased by 1. For example, full plate armor normally has a maximum Dexterity bonus of +1, but the superior defense ability increases this to +2. At 6th level, you improve the maximum Dexterity bonus of medium or heavy armor by 2 and at 9th level by 3.<\/p>\n\n\t<p><strong>Unimpeded Movement (Ex)<\/strong>: At 5th level, you no longer reduce your movement when wearing medium or heavy armor. (You still reduce your movement if carrying a medium or heavy load, however.) If you know the Spring Attack feat, your unimpeded movement ability allows you to use Spring Attack even while wearing heavy armor.<\/p>\n\n\t<p><strong>Corellon&#39;s Wrath (Su)<\/strong>: At 8th level, you gain the ability to briefly channel the divine power of Corellon Larethian, enveloping one melee weapon you wield in a veil of incandescent light as a free action. You gain a +2 sacred bonus on attack rolls and deal an extra 2d6 points of damage with each melee attack you make with the affected weapon for 1 round. While Corellon&#39;s wrath is in effect, the weapon is considered magic and good-aligned for the purpose of overcoming damage reduction. You can use this ability a number of times per day equal to 3 + your Cha modifier (minimum once per day).<\/p>\n\n\t<h4><span class=caps>EX-CHAMPIONS<\/span> OF <span class=caps>CORELLON<\/span><\/h4>\n\n\t<p>Few champions of Corellon ever turn to evil, but it occasionally happens. If your alignment changes to evil, you are expelled from the order and lose the supernatural abilities derived from this class (Corellon&#39;s blessing and Corellon&#39;s wrath). However, you are not barred from gaining more levels in this class if you so desire. You can continue to refine the combat techniques you have learned, but you cannot make use of the class&#39;s supernatural abilities.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Corellon&#39;s blessing, bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Elegant strike <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Superior defense +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Unimpeded movement <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Superior defense +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Corellon&#39;s wrath <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Superior defense +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Races of the Wild 113<\/h5>","reference":"Usergen"},{"id":10741,"name":"Luckstealer","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Luckstealer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Ability to cast 3rd-level arcane or divine spells.<\/p>\n\n\t<p><strong>Domain<\/strong>: Luck (divine spellcasters only).<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: At each level indicated on Table 5&#8212;3, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other class feature a character of that class would have gained. If you had more than one spellcasting class before becoming a luckstealer, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Curse of the Fatespurned (Sp)<\/strong>: By staring at a living opponent for a moment (a move action), you can steal a bit of his or her luck for yourself. Your target must succeed on a Will save (DC 10 + your class level + your Cha modifier) or take a &#8212;2 penalty on attack rolls, saves, ability checks, and skill checks for 1 minute. The <em>curse of the fatespurned<\/em> has a range of 60 feet. The effect cannot be dispelled, but it can be removed with a <a href=\/spells\/players-handbook-v35--6\/break-enchantment--2306\/>break enchantment<\/a>, <a href=\/spells\/players-handbook-v35--6\/limited-wish--2899\/>limited wish<\/a>, <a href=\/spells\/players-handbook-v35--6\/miracle--2633\/>miracle<\/a>, <a href=\/spells\/players-handbook-v35--6\/remove-curse--2352\/>remove curse<\/a>, or <a href=\/spells\/players-handbook-v35--6\/wish--2902\/>wish<\/a> spell. Your cursed enemy&#39;s bad fortune is your good fortune. Whenever you successfully use <em>curse of the fatespurned<\/em>, you gain 2 points for your luck pool. You can spend points from your luck pool on a 1-for-1 basis to gain a luck bonus on any attack roll, ability check, skill check, or saving throw you make. You decide how many points you&#39;re spending before you make the roll. You can also use points from your luck pool to power your desperate recall and fate&#39;s proof class features (described below). Unspent points remain in your luck pool for 1 minute. You can&#39;t have more points in your luck pool than your Charisma modifier (minimum 1). You retain the good fortune (and the points in your luck pool) even if your enemy uses remove curse or another spell to remove his or her bad luck.<\/p>\n\n\t<p><strong>Subtle Magic (Su)<\/strong>: The spells you cast often don&#39;t register to divination magic. If a divination is attempted against one of your spells, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 15 + your caster level. The subtle magic class feature covers only your spells; the magic items you possess still register normally to <a href=\/spells\/players-handbook-v35--6\/detect-magic--2489\/>detect magic<\/a> and other spells.<\/p>\n\n\t<p><strong>Lucky Magic (Su)<\/strong>: When you reach 4th level, good fortune infuses the spells you cast. Whenever you cast a spell that has a variable, numeric effect, you can reroll one die out of every five (minimum one reroll). For example, if you cast <a href=\/spells\/players-handbook-v35--6\/enervation--2733\/>enervation<\/a>, you can reroll the 1d4 to determine how many negative levels the spell bestows. If you cast a 15d6 <a href=\/spells\/players-handbook-v35--6\/delayed-blast-fireball--2603\/>delayed blast fireball<\/a>, you can reroll any three of the fifteen dice. You must take the results of the new rolls, even if they&#39;re worse.<\/p>\n\n\t<p><strong>Desperate Recall (Su)<\/strong>: At 4th level and higher, you can recover the energy from a spell you just cast, but doing so costs you a bit of the luck you have accumulated. Once per day, as a move action, you can recall any one spell that you had prepared and then cast (if you prepare spells ahead of time) or the energy from one spell slot (if you cast spells spontaneously). The spell or spell slot is then ready for use again, just as if it had not been cast. At 7th level, you can use desperate recall twice per day, and at 10th level, you can use it three times a day. Whenever you use the desperate recall class feature, you have to pay luck&#39;s cost: 1 point from your luck pool for a 1st- to 3rd-level spell, 2 points for a 4th- to 6th-level spells-, and 3 points for a 7th- to 9th-level spell. If you can&#39;t afford to pay luck&#39;s cost, you can instead lose any luck points you have in your pool and give up a measure of your own personal good fortune: For 1 minute, you take a &#8212;1 penalty on all attack rolls, saves, ability checks, and skill checks, and a &#8212;1 penalty to your Armor Class. This penalty stacks with itself and with penalties from the fate&#39;s proof class feature and the Dallah Thaun&#39;s Luck feat.<\/p>\n\n\t<p><strong>Curse of the Black Cloud (Sp)<\/strong>: At 7th level and higher, you can manipulate the threads of fate itself, causing a thin black cloud to descend over your foes and steal their luck away. This ability functions like the <em>curse of the fatespurned<\/em> class feature, except that the black cloud curses everyone within a 20-foot spread. The cloud doesn&#39;t affect vision, and it naturally disperses a round after you use this class feature. At 10th level, you can use this class feature twice a day. As with <em>curse of the fatespurned<\/em>, you get the good luck that your enemies lose. You gain 2 points for your luck pool for each living creature that suffers the curse of the black cloud. The luck pool&#39;s maximum size is equal to your Charisma modifier (minimum 1). As described in the <em>curse of the fatespurned<\/em> class feature, you can use points from your luck pool to improve your rolls or to use the desperate recall or fate&#39;s proof class features.<\/p>\n\n\t<p><strong>Fate&#39;s Proof (Su)<\/strong>: At 10th level, you have a sense of fate that borders on the precognitive. You gain occasional flashes of insight when you&#39;re in danger. For example, in the middle of a battle you might receive an instantaneous vision of a troll rending you limb from limb. By ducking and evading the troll&#39;s outstretched claws, you&#39;re able to avert a grisly fate. You can use this ability to avoid critical hits, poison attempts, and other particularly dangerous attacks. Three times per day, you can force an opponent to reroll an attack roll, or you can reroll a save you&#39;ve failed. Announce your decision to do so after you know the full effects of your bad fortune: how much damage the attack deals, the consequences of the failed save, or secondary effects such as poison or improved grab. When you use the fate&#39;s proof class feature, the attack begins again from the moment of the attack roll, and the spell or other condition that forced you to make a save begins again from the moment you attempt the save. You must accept the result of the reroll, even if it&#39;s worse than the original result. You can&#39;t use fate&#39;s proof more than once on the same roll. Whenever you use the fate&#39;s proof class feature, you have to pay luck&#39;s cost: 5 points from your luck pool. If you can&#39;t afford to pay luck&#39;s cost, you can instead lose any luck points you have in your pool and give up a measure of your own personal good fortune: For 1 minute, you take a &#8212;2 penalty on all attack rolls, saves, ability checks, and skill checks, and a &#8212;2 penalty to your Armor Class. This penalty stacks with itself and with penalties from the desperate recall class feature and the Dallah Thaun&#39;s Luck feat.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Curse of the fatespurned<\/em>, subtle magic <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Lucky magic, desperate recall 1\/day <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <em>Curse of the black cloud<\/em> 1\/day, desperate call 2\/day <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> _&#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> <em>Curse of the black cloud<\/em> 2\/day, desperate recall 3\/day, fate&#39;s proof 3\/day <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Races of the Wild 118<\/h5>","reference":"Usergen"},{"id":10742,"name":"Ruathar","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Ruathar<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Base Attack Bonus<\/strong>: +6, OR<\/p>\n\n\t<p><strong>Skills<\/strong>: Any skill 9 ranks, OR<\/p>\n\n\t<p><strong>Spells<\/strong>: Ability to cast 3rd-level spells.<\/p>\n\n\t<p><strong>Special<\/strong>: In addition to meeting one of the three requirements given above, you must have performed a great service to an elf community, such as participating in the defeat of a monster of at least CR 10, recovering a valuable elven magic item, or risking death in order to save an elf&#39;s life.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: You receive Martial Weapon Proficiency as a bonus feat. You can choose the longsword, rapier, longbow (including composite longbow), or shortbow (including composite shortbow). Other than that, you gain no proficiency with any type of weapon, armor, or shield.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other class feature a character of that class would have gained. If you had more than one spellcasting class before becoming a ruathar, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Word of Friendship (Sp)<\/strong>: You learn a short magical phrase that identifies you as a ruathar. While anyone can learn to mouth the words of the phrase, only ruathars are taught the magical key that makes the phrase more than just a few words in Elven. This is a sonic, language-dependent effect and is equivalent to a 1st-level spell. The word of friendship does not influence the hearer&#39;s mind in any way, but all elves know that only ruathars are taught it. Elves addressed in such a fashion generally begin with an attitude of friendly or helpful toward you, unless you are obviously engaged in an evil act.<\/p>\n\n\t<p><strong>Gift of the Elves<\/strong>: During the ruathar ceremony, you are traditionally presented with a gift of elven magic to aid you in your travels. This gift takes the form of any one of the following items: <em>boots of elvenkind<\/em>, <em>cloak of elvenkind<\/em>, <em>elven chain<\/em>, a <em>+1 rapier<\/em>, a <em>+1 longsword<\/em>, or a <em>+1 composite longbow<\/em> (Strength bonus up to +4, as appropriate for you). The elves provide whatever gift they deem most useful to you. If the gift is lost or destroyed, you do not receive another one. While you are free to give away or sell the gift, good manners dictate that the gift of the elves should be kept and treasured.<\/p>\n\n\t<p><strong>Low-Light Vision (Ex)<\/strong>: At 2nd level, you gain low-light vision. You can see twice as far as a human in conditions of dim illumination. If you already have low-light vision, you gain improved low-light vision, and you can now see four times as far as a human in conditions of dim illumination.<\/p>\n\n\t<p><strong>Elfwise (Ex)<\/strong>: At 2nd level, you gain the uncanny visual acuity and senses of the elves. You gain a +2 bonus on Search, Spot, and Listen checks. (These bonuses stack with an elf&#39;s racial bonuses.)<\/p>\n\n\t<p><strong>Star Blessing (Su)<\/strong>: At 3rd level, you gain a +1 sacred bonus on attack rolls and saving throws while under the night sky (above ground and outside during nighttime).<\/p>\n\n\t<p><strong>Arvandor&#39;s Grace (Ex)<\/strong>: When you reach 3rd level, the love of the elven folk actually changes you, instilling in you a glimmer of elven agelessness. Your racial life span and the lower limit of each of your age categories increase by 50%. If this change places you in a younger age category than you formerly occupied, you retain any ability score bonuses and penalties you previously gained for aging&#8212;your aging effectively stalls until you cross a threshold into an age category that&#39;s new to you. For example, a human normally reaches middle age at 35, old age at 53, and venerable age at 70, and his maximum age is 2d20 years beyond that. A 3rd-level human ruathar reaches middle age at 52, old age at 79, venerable age at 105, and has a maximum age of 3d20 years beyond that. If a 40-year-old human became a 3rd-level ruathar, his age category would revert to adult. He would retain the &#8212;1 penalty to Strength, Dexterity, and Constitution he took when he previously entered middle age at age 35, as well as the +1 bonus to Intelligence, Wisdom, and Charisma he previously received. He wouldn&#39;t age further until age 79, when he would receive the bonuses and penalties for old age. Even elf ruathars can receive Arvandor&#39;s grace; such characters are astonishingly long-lived.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Word of friendship<\/em>, gift of the elves <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Low-light vision, elfwise <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Star blessing, Arvandor&#39;s grace <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Races of the Wild 122<\/h5>","reference":"Usergen"},{"id":10743,"name":"Skypledged","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Skypledged<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Ability to cast <a href=\/spells\/players-handbook-v35--6\/summon-monster-iv--2444\/>summon monster IV<\/a> or <a href=\/spells\/players-handbook-v35--6\/summon-natures-ally-iv--2453\/>summon nature&#39;s ally IV<\/a><\/p>\n\n\t<p><strong>Special<\/strong>: Flight extraordinary ability.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Skypledge<\/strong>: The skypledged receive much of their power from a conduit to the Elemental Plane of Air. In exchange for this gift, every skypledged must be an exemplar of loyalty to his or her elemental patrons. Upon joining the skypledged, you vow to aid air elementals in their struggles against other primal forces of the universe (such as the other elements). As part of this vow, you voluntarily forego casting any spell with the fire, water, or earth descriptors. If you choose to cast a prohibited spell, it functions normally, but you are considered a pledgebreaker (described below) until you pay for your transgression (often with an <a href=\/spells\/players-handbook-v35--6\/atonement--2304\/>atonement<\/a> spell). Spell completion and spell trigger items that reproduce fire, water, or earth effects are not prohibited. You can use a scroll of wall of fire or a staff of earth and stone normally.<\/p>\n\n\t<p><strong>Divine Spellpool (Su)<\/strong>: The skypledged and their elemental patrons share a magical reservoir of spell energy bound into the fabric of the sky itself. You can tap into this reservoir, called the spellpool, and call spells from this common resource at need.<\/p>\n\n\t<p><em>Calling a Spell<\/em>: Calling a spell from the spellpool can be done at any distance but requires you to have an open, unused spell slot of the appropriate level. When preparingspells for the day, you decide at that time whether to leave some spell slots open. You can call only for a spell of a level that you could normally cast. You can call a number of spells per day whose total levels are equal to or less than half your caster level (round down, minimum one). For example, a 7th-level cleric\/1st-level skypledged can call one 3rd-level spell and one 1st-level spell, or two 2nd-level spells, assuming she has slots available and isn&#39;t considered a pledgebreaker. When you call a spell, you take a full-round action to concentrate (which does provoke attacks of opportunity). The spell appears in your mind at the beginning of your next turn and can be used immediately. However, if you do not cast the called spell within a number of minutes equal to your caster level, it fades from your mind as though cast.<\/p>\n\n\t<p><em>Spell Availability<\/em>: Three stages of access to the spellpool exist. A new skypledged gains divine spellpool I privileges, which grants access to spells of 1st to 3rd level. Starting at 4th level, divine spellpool II allows access to 4th- to 6th-level spells. Starting at 7th level, divine spellpool <span class=caps>III<\/span> grants access to 7th- to 9th-level spells. No 0-level spells are available, but the spellpool can provide any other spell on the cleric or druid spell list in the Player&#39;s Handbook&#8212;even cleric spells to a druid or druid spells to a cleric. The only unavailable spells are those with the fire, earth, or water descriptor, and those cleric spells that appear as domain spells but not on the main cleric spell list.<\/p>\n\n\t<p><em>Spellpool Debt<\/em>: Every time you call a spell, you incur a debt. To pay this debt, you must return spell power to the spellpool, in the form of a spell you have prepared of a level equal to that of the called spell, or a number of spells whose combined levels equal the level of the called spell. For instance, the spellpool debt for a 5th-level spell is five levels, which could be paid off with another 5th-level spell or any combination of spells whose levels total five. Returning a spell&#39;s power to the spellpool is a full-round action, like calling a spell, and depletes a prepared spell slot as if the spell had been cast. The debt must be repaid within a number of days equal to your skypledged class level; otherwise, you become a pledgebreaker (see below) and you cannot access the spellpool again until you repay your debt and atone for your transgression. You must repay this debt as a part of any atonement for being a pledgebreaker. You can&#39;t build up a positive balance with the spellpool by paying off a debt before incurring it.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other class feature a character of that class would have gained. If you had more than one divine spellcasting class before becoming a skypledged, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Beckon Breeze (Sp)<\/strong>: At 2nd level, you gain the ability to ask your elemental patrons to change the wind speed and direction on your behalf once per day. You can change the wind direction as you like, and you can change the wind force by one category in either direction&#8212;for example, from light to moderate or from severe to strong (see Table 3&#8212;24: Wind Effects, page 95 of the Dungeon Master&#39;s Guide). The prevailing winds change everywhere within a 100-foot radius centered on your location at the time you ask the wind lords for aid. The changes you create with this ability last 1 minute per level, and it takes 1d4 rounds for the winds to shift as you&#39;ve beckoned. This ability does not function indoors or underground.<\/p>\n\n\t<p><strong>Instant Supplication (Sp)<\/strong>: Beginning at 3rd level, you can beg the wind-lords to save a falling creature within sight&#8212;often a comrade, but you can seek the boon for the yourself if you&#39;re somehow rendered unable to fly. This effect functions like a <a href=\/spells\/players-handbook-v35--6\/feather-fall--2813\/>feather fall<\/a> spell cast on the targeted creature. This is an immediate action that a skypledged character can use at any time (even on someone else&#39;s turn).<\/p>\n\n\t<p><strong>Beckon Winds (Sp)<\/strong>: When you reach 5th level, this ability replaces the <em>beckon breeze<\/em> class feature. It is identical to that ability, except you can now change the wind force by up to two categories (from light to strong, for example, or from severe to moderate).<\/p>\n\n\t<p><strong>Servant Supplication (Su)<\/strong>: Starting at 6th level, you gain an ally drawn from the primal power of the Elemental Plane of Air. Once per day, as a full-round action, you may call a 15 HD Large air elemental (described on page 131) to serve you loyally and well as long as you avoid pledgebreaker status. The air elemental remains with you for 1 hour, after which it returns to the Elemental Plane of Air. The elemental acts as you command during your turn.<\/p>\n\n\t<p><strong>Beckon Gale (Sp)<\/strong>: At 8th level, this ability replaces the beckon winds class feature. It is identical to that ability, except you can now change the wind force by up to four categories (from light to windstorm, for example, or from hurricane to moderate).<\/p>\n\n\t<p><strong>Assumptive Supplication (Su)<\/strong>: Beginning at 9th level, you can ask the elemental powers to lend you their form for 1 minute once per day. You assume the form of a Huge air elemental; see the 20th-level druid wild shape class feature, page 37 of the Player&#39;s Handbook).<\/p>\n\n\t<p><strong>Cyclonic Doom (Su)<\/strong>: When you attain 10th level, the elemental lords cloak you in the protective power of your own personal cyclone, if you take a standard action to ask for their help. A cyclone of magical wind spins through all spaces adjacent to you. If you are on the ground, anyone in an adjacent square takes 15d6 points of bludgeoning damage from the magically enhanced wind. Those who survive must succeed on a Fortitude save (DC 20 + your Str modifier) or be knocked prone. If you are flying, anyone in an adjacent square takes 15d6 points of bludgeoning damage and must succeed on a Reflex save (DC 20 + your Str modifier) or be ejected 2d6\u00d710 feet directly away from you (as if they had been bull rushed that far). Check to see whether a creature is adjacent to you at the start of that creature&#39;s turn and at any point during that creature&#39;s movement. If you move adjacent to someone, for example, he won&#39;t take damage or attempt a save until the start of his turn. If someone moves adjacent to you, he takes damage and attempts the saving throw immediately. The cyclonic doom ability is usable for 10 rounds per day, split up as desired. You can activate or deactivate your cyclonic doom as a free action, but you can&#39;t do both in the same turn.<\/p>\n\n\t<h4><span class=caps>PLEDGEBREAKERS<\/span><\/h4>\n\n\t<p>Your pledge to forego fire, earth, and water spells is entirely voluntary on your part; you still have access to those spells, and you can prepare and cast them if you so choose. Likewise, you can take spells from the divine spellpool without replenishing the reservoir. However, if you do either of those things, you are considered a pledgebreaker. While a pledgebreaker, you retain your spellcasting ability, but you lose access to other class features until you atone for your breach of the ancient pact between the raptorans and the air elementals. An atonement spell is often a good way to restore your good standing in terms of the pledge. Unless you broke your pledge while under magical compulsion or similar extenuating circumstances, it&#39;ll cost you 500 XP to atone for your misdeed. In particularly egregious cases, the elemental lords may put a geas\/quest on you prior to letting you back into the fold.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Skypledge, divine spellpool I <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Beckon breeze<\/em> <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Instant supplication<\/em> <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Divine spellpool II <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Beckon winds<\/em> <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Servant supplication <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Divine spellpool <span class=caps>III<\/span> <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <em>Beckon gale<\/em> <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Assumptive supplication <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Cyclonic doom <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Races of the Wild 126<\/h5>","reference":"Usergen"},{"id":10744,"name":"Stormtalon","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Stormtalon<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Flight extraordinary ability.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Foot Talons (Ex)<\/strong>: The first lesson a stormtalon learns is how to sharpen his or her foot talons so they become weapons. Such sharpening takes an hour a day to maintain, but it turns your feet into claws that deal 1d6 points of damage plus your Strength modifier. You are considered proficient with these attacks. When you make a full attack, you use your full base attack bonus with any weapons in hand and take a &#8212;5 penalty on your talon attack. The Multiattack feat (see page 304 of the Monster Manual) lessens this penalty to &#8212;2.<\/p>\n\n\t<p>You can use your foot talons only when you&#39;re airborne. They deal both piercing and slashing damage, so they&#39;ll do double damage when you make a dive attack (see page 68). <\/p>\n\n\t<p>The talons are useful as weapons, but they&#39;re not dexterous enough to wield weapons or perform any action requiring fine motor skills.<\/p>\n\n\t<p><strong>Bonus Aerial Feat<\/strong>: At every even-numbered level, you learn a new trick useful to aerial combat. Choose a feat from the following list: <a href=\/feats\/races-of-the-wild--84\/aerial-reflexes--44\/>Aerial Reflexes<\/a>, <a href=\/feats\/races-of-the-wild--84\/aerial-superiority--45\/>Aerial Superiority<\/a>, <a href=\/feats\/races-of-the-wild--84\/born-flyer--259\/>Born Flyer<\/a>, <a href=\/feats\/races-of-the-wild--84\/diving-charge--679\/>Diving Charge<\/a>, <a href=\/feats\/monster-manual-v35--5\/flyby-attack--1153\/>Flyby Attack<\/a>, <a href=\/feats\/monster-manual-v35--5\/hover--1414\/>Hover<\/a>, <a href=\/feats\/races-of-the-wild--84\/improved-flight--1493\/>Improved Flight<\/a>, <a href=\/feats\/monster-manual-v35--5\/multiattack--1997\/>Multiattack<\/a>, <a href=\/feats\/monster-manual-ii--45\/wingover--3151\/>Wingover<\/a>.<\/p>\n\n\t<p><strong>Fast Flight (Ex)<\/strong>: Beginning at 3rd level, you gain a fly speed 10 feet faster than the norm for your race. At 5th level, it&#39;s 20 feet faster, and at 9th level, it&#39;s 40 feet faster. Except that this class feature applies to fly speed rather than land speed, it otherwise functions like the fast movement barbarian class feature described on page 25 of the Player&#39;s Handbook.<\/p>\n\n\t<p><strong>Improved Foot Talons (Ex)<\/strong>: When you reach 7th level, you have become more adept at dealing wicked cuts with your foot talons. Your talons now deal 1d8 points of damage and can be used even when you aren&#39;t flying.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Foot talons <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Bonus aerial feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Fast flight (+10 ft.) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Bonus aerial feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Fast flight (+20 ft.) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bonus aerial feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Improved foot talons <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bonus aerial feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Fast flight (+40 ft.) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus aerial feat <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Races of the Wild 131<\/h5>","reference":"Usergen"},{"id":10745,"name":"Whisperknife","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Whisperknife<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Sneak attack +1d6.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: You gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Rapid Shot<\/strong>: Whenever you are throwing light weapons, you are treated as having the Rapid Shot feat, even if you do not have the normal prerequisites for that feat. Most whisperknives, true to their names, throw daggers in this way.<\/p>\n\n\t<p><strong>Uncanny Dodge (Ex)<\/strong>: You cannot be caught flat-footed and react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized.<\/p>\n\n\t<p>If you already have uncanny dodge from another class, you instead gain improved uncanny dodge (see below), and the levels from that class stack with your levels of whisperknife to determine the minimum level a rogue must be to flank you.<\/p>\n\n\t<p><strong>Sneak Attack (Ex)<\/strong>: Beginning at 2nd level, you deal an extra 1d6 points of damage when you are flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. At 5th level the extra damage increases to 2d6, and at 8th level it increases to 3d6. See the rogue class feature, page 50 of the Player&#39;s Handbook.<\/p>\n\n\t<p><strong>Defensive Throw (Ex)<\/strong>: At 3rd level, you learn special defensive techniques for attacking with thrown weapons. You no longer provoke attacks of opportunity for attacking with a thrown weapon (however, if you attack with a different sort of ranged weapon, such as a bow, you still provoke attacks of opportunity).<\/p>\n\n\t<p><strong>Improved Catch (Ex)<\/strong>: Also at 3rd level, you become so skilled with thrown weapons that you can take better advantage of a weapon with the returning special ability. When you make a ranged attack with a returning weapon, you can move after the attack, and the weapon will still return to you as long as line of sight between you and the weapon exists at the beginning of your next turn.<\/p>\n\n\t<p><strong>Close Defense (Ex)<\/strong>: Beginning at 4th level, you know how to fight in a crowd of larger opponents. If you are adjacent to a Medium or larger foe, you gain a +2 dodge bonus to Armor Class against attacks from all foes adjacent to you. If the Medium or larger foe moves away or falls, you lose the benefit of close defense (although you might be able to move next to the same foe again on your next turn and reestablish it). Enemies making ranged attacks or attacks with reach weapons aren&#39;t affected by close defense.<\/p>\n\n\t<p><strong>Fast Movement (Ex)<\/strong>: At 6th level, you have mastered the art of unusually swift movement. Your land speed is faster than the norm for halflings by 10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying your speed because of any load carried or armor worn.<\/p>\n\n\t<p><strong>Poison Use (Ex)<\/strong>: Starting at 6th level, you are trained in the use of poison and never risk accidentally poisoning yourself when applying poison to a blade.<\/p>\n\n\t<p><strong>Vengeful Strike (Su)<\/strong>: Beginning at 7th level, as a standard action you can execute a single vengeful strike in place of a sneak attack. You coldly whisper the name of your intended victim to your weapon, and then you make a single melee or ranged attack. You gain a +2 morale bonus on the attack roll. If you hit, your foe must make a Fortitude save (DC 10 + your class level + your Dex modifier) or be stunned for 1d4 rounds.<\/p>\n\n\t<p>You must know the victim&#39;s name in order to make a vengeful strike; &quot;that orc over there&quot; is not good enough. Creatures without names (most creatures of Intelligence 2 or lower) are not subject to a vengeful strike. You usually use this ability against a person or creature you know to have harmed halflings.<\/p>\n\n\t<p>You can use this ability once per day at 7th level and three times per day at 10th level.<\/p>\n\n\t<p><strong>Superior Catch (Ex)<\/strong>: When you reach 8th level, your improved catch ability is extended. You can use two returning weapons for two attacks each in a single round, or you can use one returning weapon for three attacks in the same round, as long as your target is no farther away than one range increment. (If your target is farther away than one range increment, you can still use your superior catch ability, but only for a single attack each turn.)<\/p>\n\n\t<p><strong>Improved Uncanny Dodge (Ex)<\/strong>: When you reach 9th level, you can no longer be flanked. See the barbarian class feature, page 26 of the Player&#39;s Handbook.<\/p>\n\n\t<p><strong>Ranged Flank (Ex)<\/strong>: At 9th level, you know how to flank a foe by using a ranged weapon. You must be within 10 feet of the enemy in question, and you flank as if you were wielding a reach weapon (see Reach Weapons, page 137 of the Player&#39;s Handbook). You do not threaten the foe and may not make attacks of opportunity against the foe unless you are actually adjacent to the foe and armed with a melee weapon.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Rapid Shot, uncanny dodge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Sneak attack +1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Defensive throw, improved catch <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Close defense <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sneak attack +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Fast movement, poison use <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Vengeful strike 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Superior catch, sneak attack +3d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Improved uncanny dodge, ranged flank <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Vengeful strike 3\/day <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Races of the Wild 135<\/h5>","reference":"Usergen"},{"id":10746,"name":"Wildrunner","type":"prestige","alignment":"Any good or chaotic","hit_die":"10","full_text":"<div topic='titel'><p><h3>Wildrunner<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any good or chaotic.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: You gain no proficiency with any weapons or armor. If you wear heavy armor, you do not benefit from your fast movement ability.<\/p>\n\n\t<p><strong>Fast Movement (Ex)<\/strong>: Your land speed is faster than the norm for your race by 10 feet while wearing light, medium, or no armor. This increase stacks with similar increases, such as that from the barbarian class. See the barbarian class feature, page 25 of the Player&#39;s Handbook.<\/p>\n\n\t<p><strong>Trackless Step (Ex)<\/strong>: You cannot be tracked in natural surroundings. See the druid class feature, page 36 of the Player&#39;s Handbook.<\/p>\n\n\t<p><strong>Primal Scream (Su)<\/strong>: At 2nd level, you become able to bring forth the power inherent within and release it in a blood-chilling scream. Releasing a primal scream is a free action that does not provoke attacks of opportunity. A primal scream induces a state of feral frenzy that lasts for a number of rounds equal to 3 + your Con modifier (minimum 1). You can use your primal scream ability a number of times per day equal to 3 + your Cha modifier (minimum 1). Using a primal scream always requires you to shout, so you cannot use a primal scream if you cannot speak.<\/p>\n\n\t<p>In this frenzy, you gain a +2 bonus to Strength and a +6 bonus to Dexterity. In addition, your jaw elongates and your teeth become razor-sharp; you gain a bite attack that deals 1d6 points of damage (1d4 if you are Small, or 1d8 if you are Large). You can wield a weapon in one or both hands at your normal attack bonus and make a secondary bite attack, but in that case the bite attack takes a &#8212;5 attack penalty (or &#8212;2 with the Multiattack feat).<\/p>\n\n\t<p>In addition to these effects, a primal scream confers additional benefits as you gain levels, as described below. All effects are cumulative.<\/p>\n\n\t<p><em>Enemies Shaken<\/em>: Starting at 4th level, your primal scream makes enemies within 30 feet shaken when you activate the ability. This is a sonic, mind-affecting fear effect. Creatures in the area must make Will saves (DC 10 + your class level + your Cha modifier). On a failed save, a creature is shaken for a number of rounds equal to your class level. Creatures with more Hit Dice than you are immune to this effect.<\/p>\n\n\t<p>em>Pounce<\/em>: At 6th level, you gain the ability to pounce on an opponent in the round in which you activate your primal scream. If you charge a foe in the same round that you scream, you may make a full attack, instead of the normal single attack allowed after a charge.<\/p>\n\n\t<p><em>Enemies Cower<\/em>: Beginning at 8th level, your primal scream can immobilize enemies with fear when you activate the ability. This is a sonic, mind-affecting fear effect. It functions like the enemies shaken ability described above, except that any enemy with less than half your Hit Dice that fails its Will save is cowering instead of shaken.<\/p>\n\n\t<p><em>Fast Healing<\/em>: At 10th level, when you activate your primal scream you gain fast healing 5 for the duration of your feral frenzy, as long as you have at least 1 hit point.<\/p>\n\n\t<p>If you also have the rage class feature, you can rage and use your primal scream at the same time, gaining the benefits of both abilities.<\/p>\n\n\t<p><strong>Scent (Ex)<\/strong>: At 2nd level, you learn to rely on senses that most other people never even suspect. You gain the scent special ability. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if the opponent is downwind, it drops to 15 feet. You do not detect the exact location of the source&#8212;only its presence somewhere within range. You can take a move action to note the direction of the scent. Whenever you come within 5 feet of the source, you pinpoint the source&#39;s location.<\/p>\n\n\t<p><strong>Endure Elements (Sp)<\/strong>: Starting at 3rd level, you can use <a href=\/spells\/players-handbook-v35--6\/endure-elements--2317\/>endure elements<\/a> on yourself at will. Your caster level is equal to your wildrunner class level.<\/p>\n\n\t<p><strong>Hide in Plain Sight (Ex)<\/strong>: Beginning at 5th level, you can use the Hide skill in natural terrain even while being observed. See the ranger class feature, page 48 of the Player&#39;s Handbook.<\/p>\n\n\t<p><strong>Unfettered Stride (Ex)<\/strong>: At 7th level, you gain the ability to move through or across a variety of terrain features without it affecting your movement or skill checks. This ability applies to bogs, rubble, undergrowth, ice sheets, and natural stone floors. See Chapter 3 of the Dungeon Master&#39;s Guide for the effect of terrain on movement and skill checks.<\/p>\n\n\t<p><strong>Feyheart<\/strong>: At 9th level, your mystic bond with nature changes your very being. Your type becomes fey (augmented humanoid), and you gain damage reduction 2\/cold iron.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Fast movement, trackless step <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Primal scream, scent <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> <em>Endure elements<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Primal scream (enemies shaken) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Hide in plain sight <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Primal scream (pounce) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Unfettered stride <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Primal scream (enemies cower) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Feyheart <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Primal scream (fast healing) <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Races of the Wild 139<\/h5>","reference":"Usergen"},{"id":10747,"name":"Ashworm Dragoon","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Ashworm Dragoon<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Must have ridden an ashworm.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>All of the following are class features of the ashworm dragoon prestige class.<\/p>\n\n\t<p><strong>Ashworm Mount (Ex):<\/strong> You have the service of a loyal ashworm that serves you as a mount. Unlike  the ashworms sold as regular mounts, this ashworm&#39;s poison stinger is not clipped. Moreover, it never  tries to submerge when it reaches open sand, as ashworms sold as mounts do. Finally, your ashworm serves readily as a combat steed. To ride your mount, you need special tack, harness, and  an exotic saddle, all of which costs 70 gp.<\/p>\n\n\t<p>Your ashworm is so loyal to you that it bears you without complaint on the surface of the sand, as well  as on other surfaces found in nonwaste regions, for months or even years at a time.<\/p>\n\n\t<p>Your ashworm is more powerful than a typical representative of its species, and it grows stronger as you gain ashworm dragoon levels. See the table below for details.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Dragoon Level <\/th>\n\t\t\t<th>Bonus HD <\/th>\n\t\t\t<th>Natural Armor Adj. <\/th>\n\t\t\t<th>Str Adj. <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st-2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd-4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th-6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th-8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th-10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>If your ashworm mount is slain, you can obtain a new mount after a day of searching in any appropriate waste area.<\/p>\n\n\t<p><strong>Saddle Bonus (Ex):<\/strong> You gain a competence bonus equal to your class level on all Handle Animal and Ride checks associated with your ashworm while you are mounted.<\/p>\n\n\t<p><strong>Bonus Feat:<\/strong> At 2nd and 9th level, you can choose a bonus feat from the fighter bonus feats given in the Player&#39;s Handbook.<\/p>\n\n\t<p><strong>Heightened Sting (Ex):<\/strong> Wild ashworms, and ashworms chosen as mounts by dragoon characters,  have a poisonous stinger (normal saddle-broken ashworms sold as mounts have their stinger clipped  for the rider&#39;s safety). At 3rd level and higher, you can induce your mount to make a heightened sting attack in conjunction with your regular attacks that round. When making a heightened sting attack, the ashworm&#39;s attack roll modifier is equal to your base attack bonus + the ashworm&#39;s Str modifier. On a  successful hit, the victim&#39;s Fortitude save DC to resist the poison is 10 + 1\/2 your character level +  the ashworm&#39;s Con modifier. This is a special attack, and it can be made only once per round, and a total number of times per day equal to your class level.<\/p>\n\n\t<p>In rounds when you choose not to make a heightened sting attack, the ashworm can make a normal sting at its regular attack bonus, and the DC to resist the poison is determined normally. <\/p>\n\n\t<p><strong>Relentless Shield (Ex):<\/strong> At 4th level and higher, you can make a Ride check after any attack that  successfully strikes your ashworm mount, in an attempt to negate the hit on your ashworm. Normally,  the Mounted Combat feat allows you to make this attempt only once per round. See the Mounted Combat feat, page 98 of the <em>Player&#39;s Handbook<\/em>, for details. In addition, you gain a +2  bonus on Ride checks made to negate an opponent&#39;s attack roll. This ability does not extend to any  other type of mount.<\/p>\n\n\t<p><strong>Stamp into the Sand (Ex):<\/strong> At 5th level, you gain Trample as a bonus feat. Instead of using a hoof,  the ashworm makes one sting attack against the knocked down target. If you already have the  Trample feat (or gain it later), you gain an extra benefit: When mounted on your ashworm, a foe you have knocked down using Trample is so thoroughly flattened that rising from a prone position requires a full-round action instead of a move action. <\/p>\n\n\t<p><strong>Sand Rider (Su):<\/strong> Upon reaching 6th level, you have formed such a close bond with your mount that  you are able to stay with the ashworm when it travels beneath the sand. During these trips, you have learned the trick of tightening your harness, just so, while at the same time guiding your  sandswimming mount in an expert manner that allows you to cling to the ashworm&#39;s back without  being swept off, and without fear of suffocation. This ability does not allow you to remain attached  when the ashworm burrows through solid earth (but see the earth rider class feature, below), and you  can travel in this manner for 1 minute per class level at a time before you and your mount must surface for air. <\/p>\n\n\t<p><strong>Full Mounted Attack (Ex):<\/strong> Beginning at 7th level, you can make a full attack when your mount moves more than 5 feet but no farther than its speed as a single move action. You cannot combine  this full attack with a charge action.<\/p>\n\n\t<p><strong>Spirited Worm (Ex):<\/strong> You gain Spirited Charge as a bonus feat at 8th level. If you already have  Spirited Charge (or gain it later), you gain an extra benefit: When mounted on your ashworm and  using the charge action, you deal an extra 1d6 points of damage (or 2d6 with a lance). This ability  does not extend to any other type of mount. <\/p>\n\n\t<p><strong>Earth Rider (Su):<\/strong> At 10th level, your bond with your mount is so close that you are able to stay with  the ashworm even when it travels beneath packed earth. During these trips, you have learned  the trick of quickly adjusting your harness, while at the same time guiding your burrowing mount in an  expert manner that allows you to cling to the ashworm&#39;s back without being swept off, and without  fear of suffocation. You can travel in this manner for 1 minute per class level at a time before  you and your mount must surface for air. An ashworm cannot burrow through solid rock. If it  is forced to stop burrowing (such as if it is slain) while you are on its back, you are subject to the  normal hazards of being buried alive.<\/p>\n\n\t<h4><span class=caps>DRAGOON<\/span> <span class=caps>PALADINS<\/span><\/h4>\n\n\t<p>Ashworms have a poison attack, but many paladins forswear the use of poison. As such, most paladins who become ashworm dragoons go through a lengthy ritual known as the Consecration of the Sifting Sand. The daylong ritual includes wilderness fasting, prayer, and the removal of the ashworm&#39;s poison-producing glands (followed by cure spells so the ashworm doesn&#39;t suffer).<\/p>\n\n\t<p>When the Consecration of the Sifting Sand is complete, the ashworm has permanently lost its poison attack, but a mystic bond has developed between the ashworm and the paladin\/dragoon. The ashworm gains the benefits of being a paladin&#39;s special mount (as described on page 44 of the Player&#39;s Handbook), and the dragoon can now call the ashworm from the celestial realms in which it now resides (often the white sands of the Mithardir layer of Arborea, despite that plane&#39;s chaotic tendencies).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Ashworm mount, saddle bonus <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Heightened sting <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Relentless shield <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Stamp into the sand <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sand rider <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Full mounted attack<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Spirited worm <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Earth rider <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Sandstorm 66<\/h5>","reference":"Usergen"},{"id":10748,"name":"Lord of Tides","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Lord of Tides<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells:<\/strong> Ability to cast 2nd-level divine spells.<br \/><strong>Special:<\/strong> You must undergo an initiation ritual and return with a relic (see Playing a Lord of Tides, below).<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>All of the following are class features of the lord of tides prestige class.<\/p>\n\n\t<p><strong>Spellcasting:<\/strong> At each level beyond 1st, you gain new spells per day and an increase in caster level  (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you  belonged before adding the prestige class level. You do not, however, gain any other benefit a character  of that class would have gained. If you had more than one spellcasting class before  becoming a lord of tides, you must decide to which class to add each level for the purpose of  determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Locate Potable Water (Su):<\/strong> This ability is similar to the <a href=\/spells\/sandstorm--85\/locate-water--3150\/>locate water<\/a> spell (see page 117), but in  addition to determining the size and distance of water bodies, you can tell whether the water is  drinkable. If it is not drinkable, you can sense the reason, such as salt, poison, infectious organisms,  or magical fouling. The ability takes a fullround action to initiate and lasts for 10 minutes.<\/p>\n\n\t<p><strong>Heat Endurance:<\/strong> You gain Heat Endurance as a bonus feat. If you already have the Heat Endurance  feat, you instead gain Improved Heat Endurance. <\/p>\n\n\t<p><strong>Release the Water Within (Sp):<\/strong> Starting at 2nd level, you can painfully extract water from living  creatures once per day, creating a puddle at their feet. When you use this ability, a living creature you  target within 30 feet must succeed on a Fortitude save (DC 10 + lord of tides level + your Wis  modifier) or take 1d8 points of dessication damage per lord of tides level. This dessication damage cannot be healed (even with cure magic) until the creature drinks at least 1 quart of water. Creatures  that fail their saves take damage and are fatigued until they drink a quart of water. If you kill a living creature with this ability, the puddle of water around the body animates 1 round later into a water  mephit, which you can control for up to 1 minute per lord of tides class level. After the duration has  expired, the mephit collapses back into a puddle of inanimate water. At 4th, 7th, and 10th level, you gain more daily uses of this ability.<\/p>\n\n\t<p><strong>Burrow (Ex):<\/strong> On attaining 3rd level, you gain a burrow speed of 5 feet. This ability allows  movement only through relatively soft materials, such as earth and sand. Many dungeon floors and buildings are made of stone, which you cannot pass through with this ability. You do not gain any  special ability to avoid suffocation. <\/p>\n\n\t<p><strong>Summon Elemental (Sp):<\/strong> Beginning at 6th level, you are able to summon a Large elemental once  per day, which must have the water subtype. The ability is otherwise identical to the <a href=\/spells\/players-handbook-v35--6\/summon-monster-vi--2446\/>summon monster VI<\/a> spell (see page 287 of the Player&#39;s Handbook). When you reach 8th level, this ability improves: You can summon either an elder elemental once per day or a Large elemental three times  per day, which can have the water or fire subtype. The ability is otherwise identical to the <a href=\/spells\/players-handbook-v35--6\/summon-monster-ix--2449\/>summon  monster IX<\/a> spell (see page 288 of the Player&#39;s Handbook). Your effective caster level for this ability  is equal to 10 + your lord of tides class level. <\/p>\n\n\t<p><strong>Elemental Jaunt (Su):<\/strong> At 9th level you gain the ability to shift to an elemental plane for short times,  once per day as a standard action. This ability is similar to the <a href=\/spells\/players-handbook-v35--6\/plane-shift--2423\/>plane shift<\/a> spell (see page 262 of the  Player&#39;s Handbook), but you and up to eight willing creatures remain on the elemental plane for  up to 1 minute per lord of tides class level. This ability grants no protection against the environmental  hazards of the chosen plane. <\/p>\n\n\t<p><strong>Elemental Portal (Su):<\/strong> This ability is the pinnacle of the art embodied in the lord of tides class.  When you reach 10th level, you can create a limited-use portal between the Material Plane and a  location of your choice that you have visited on any elemental plane. The portal appears as a  two-dimensional circular aperture with a radius of 10 feet, which resembles an eddy of colored water standing vertically in the air. The color of the water depends on the plane to which the portal  connects: pale blue for the Elemental Plane of Air, green for the Elemental Plane of Earth, red for the  Elemental Plane of Fire, and deep blue for the Elemental Plane of Water. The portal you bring into  being is usable twice per day and is keyed to a special object you make as part of the creation  process. The possessor of this portal key can activate the portal and pass through it as a standard  action. Any other creatures wishing to pass through must do so within 1 round after the key-holder  opens it. Once the portal is open, touching or passing through it instantly transports a creature to the  elemental plane, provided the creature fits within its physical dimensions. The portal grants no  protection against the environmental hazards of that plane. A solid object at the destination point  prevents the portal&#39;s operation, but not the presence of a creature (the traveler is instead transported  to the closest possible space to the original destination). Unattended objects cannot pass through a  portal, but a traveler can carry up to 850 pounds of equipment.<\/p>\n\n\t<p>To create the portal, you must assemble raw materials (gold dust, precious stones, and refi ned  alchemical substances) costing at least 30,000 gp; this cost is halved if the portal connects to the  Elemental Plane of Water. These materials must include a portion of the substance of an elemental  from the desired plane, which is the main ingredient in the portal key. Crafting the portal takes 1 day  per 500 gp of materials expended, so a portal to the Elemental Plane of Water would require 30 days  to complete, while other portals would take 60 days.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Locate potable water, heat endurance <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Release the water within<\/em> 1\/day <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Burrow 5ft. (earth) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td>  <em>Release the water within<\/em> 2\/day <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <em>Summon elemental<\/em> <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td>  <em>Release the water within<\/em> 3\/day <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <em>Summon elder elemental<\/em> <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Elemental jaunt <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Elemental portal  <em>Release the water within<\/em> 4\/day <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Sandstorm 70<\/h5>","reference":"Usergen"},{"id":10749,"name":"Sand Shaper","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Sand Shaper<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Alignment:<\/strong> Any neutral.<br \/><strong>Spells or Spell-Like Abilities:<\/strong> Arcane caster level 5th.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>All of the following are class features of the sand shaper prestige class.<\/p>\n\n\t<p><strong>Spellcasting:<\/strong> At each level except 1st and 9th, you gain new spells per day and an increase in  caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting  class to which you belonged before adding the prestige class level. You do not, however, gain any other benefi t a character of that class would have gained. If you had more than one arcane  spellcasting class before becoming a sand shaper, you must decide to which class to add each level  for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Dust Magic (Ex):<\/strong> Your magic is more powerful in wastelands environments. When casting arcane  spells in any sort of waste terrain, your caster level is considered to be one level higher than your actual caster level. Even in nonwaste environments, as long as you carry 15 or more pounds of sand as part of your equipment, you gain the benefit of this class feature. <\/p>\n\n\t<p><strong>Desert Insight:<\/strong> As a member of this class, you gain knowledge of additional spells (see the list  below). If you were a caster who previously prepared spells (such as a wizard), you can prepare  these spells like any other spell to which you have access. If you are a spontaneous caster (such as a  sorcerer), these spells are available to you like any other spell you know. You cannot cast a spell of  higher level than the maximum spell level you can cast. These spells become options for you when  you gain access to the appropriate spell level.<\/p>\n\n\t<p><em>1st&#8212;bear&#39;s endurance, bull&#39;s strength, cat&#39;s grace, endure elements, parching touch, speak with  animals, summon desert ally I.<\/em><br \/><em>2nd&#8212;eagle&#39;s splendor, fox&#39;s cunning, heat metal, owl&#39;s wisdom, resist energy, summon desert ally  II, summon swarm.<\/em><br \/><em>3rd&#8212;control sand, desiccate, dispel magic, dominate animal, haboob, slipsand, summon desert ally <span class=caps>III<\/span>, sunstroke, tormenting thirst, wind wall.<\/em><br \/><em>4th&#8212;blast of sand, summon desert ally IV, wall of sand, wither.<\/em><br \/><em>5th&#8212;choking sands, flaywind burst, flesh to salt, summon desert ally V, transmute sand to  stone, transmute stone to sand.<\/em><br \/><em>6th&#8212; awaken sand, mummify, sandstorm, summon desert ally VI.<\/em><br \/><em>7th&#8212;mass flesh to salt, summon desert ally <span class=caps>VII<\/span>.<\/em><br \/><em>8th&#8212;summon desert ally <span class=caps>VIII<\/span>, whirlwind.<\/em><br \/><em>9th&#8212;summon desert ally IX.<\/em><\/p>\n\n\t<p><strong>Sand Shape (Sp):<\/strong> All sand shapers know how to magically sculpt the soil of the waste (generally  desert sand, dust, or gravel) into mundane objects. You can create any solid object you can imagine, provided you have access to a sufficient quantity of the appropriate soil and you can successfully  make a caster level check. The DC of the check is determined by the size and complexity of the item:<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Item size <\/th>\n\t\t\t<th>DC <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1 cu. ft. or less <\/td>\n\t\t\t<td> &#8212;5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1.1&#8212;2.0 cu. ft. <\/td>\n\t\t\t<td>  0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2.1&#8212;4.0 cu. ft. <\/td>\n\t\t\t<td>  5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4.1&#8212;8.0 cu. ft.  <\/td>\n\t\t\t<td> 10 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8.1&#8212;12.0 cu. ft. <\/td>\n\t\t\t<td>  15 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12.1&#8212;16.0 cu. ft. <\/td>\n\t\t\t<td>  20 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16.1&#8212;24.0 cu. ft.  <\/td>\n\t\t\t<td> 25 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 24.1&#8212;30.0 cu. ft.  <\/td>\n\t\t\t<td> 30 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Item Complexity <\/th>\n\t\t\t<th>Modifier <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Fine details  <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Functioning tool <\/td>\n\t\t\t<td>  +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Functioning armor\/weapon  <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Multiple parts <\/td>\n\t\t\t<td>  +5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Masterwork version <\/td>\n\t\t\t<td>  +10 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Moving parts  <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>For example, Osrutek, a 6th-level wizard\/8th-level sand shaper, decides to use his sand shape ability  to create barding for his horse. The DM determines that the total volume of the barding is about 6  cubic feet, and so assigns his attempt a base DC of 10. Because barding is armor (+5), and consists of multiple parts (+5), the DM assigns an additional +10 modifier to the DC, bringing it up to 20. Osrutek&#39;s caster level check bonus is +13, so he must roll a 7 or higher to complete the barding.<\/p>\n\n\t<p>Each attempt to create an item requires a number of minutes equal to the DC. (Osrutek&#39;s attempt to create horse barding would require 20 minutes.) You can take 10 on this check. Created items persist  for 10 minutes per sand shaper level, and can only be solid objects; you cannot use this ability to create liquids, gases, or living matter. The objects created have no magical properties, though they radiate faint transmutation magic.<\/p>\n\n\t<p>You can create and maintain a number of objects equal to your sand shaper level. If you create an  additional item, the item that has been in existence the longest reverts back to sand. Items you create using this ability otherwise persist for the duration of this use of the ability, regardless of their distance from you. If you use the alchemical item shapesand (see page 102) to create an item, you do not count that item against your limit, in addition to the other benefits provided by shapesand.<\/p>\n\n\t<p>All items created in this fashion have hardness 5 and hit points according to their size: Fine 1;  Diminutive 2; Tiny 3; Small 5; Medium 8; Large 10; Huge 15; Gargantuan 20; Colossal 25. <\/p>\n\n\t<p><strong>Sandform (Sp):<\/strong> At 2nd level and higher, you have the ability to transform your body into animated  sand, along with all your gear, once per day for up to 1 minute + 1 round per sand shaper level. This  ability works in all other respects like the spell of the same name (see page 119). <\/p>\n\n\t<p><strong>Sand Stride (Sp):<\/strong> At 3rd level and higher, you can fly as by means of the <em>overland flight<\/em> spell once per day. You must begin and end your flight on a square of waste terrain; if your movement  crosses a different type of terrain, your flight ends immediately, dropping you abruptly (albeit safely) to the ground.<\/p>\n\n\t<p><strong>Improved Sand Shape (Sp):<\/strong> At 4th level, you learn to magically sculpt the soil of the waste  generally desert sand, dust, or gravel) into animate objects. You can create one of the creatures  described below, provided a sufficient quantity of the appropriate soil (3 cubic feet unless otherwise  noted) is available and you can successfully make a caster level check; the DC is based on the specific creature. Every creature you create has damage reduction 5&#8212;, but sand shaped creatures  reduced to 0 hit points are destroyed. <\/p>\n\n\t<p>Each attempt to create a creature requires a number of minutes equal to the DC indicated for the  creature. You can take 10 on this check. Created items persist for 1 minute + 1 round per sand  shaper level.<\/p>\n\n\t<p>You can create and maintain a number of creatures and objects (when using sand shape and  improved sand shape simultaneously) equal to your sand shaper level. If you create an additional  creature or item, the creature or item that has been in existence the longest reverts to sand. Creatures you create using this ability otherwise persist for the duration of this use of the ability  unless otherwise noted), regardless of their distance from you. <\/p>\n\n\t<p>Available creatures include the following.<\/p>\n\n\t<p><em>Desert Eagle (DC 20):<\/em> With its superior vision and ability to range far ahead and above, the desert  eagle is the perfect scout. It responds to your mental commands, and you can, as a full-round action,  see things from the eagle&#39;s perspective (using the eagle&#39;s Spot modifier and point of view). It is in all  other respects identical to a normal eagle (see page 272 of the Monster Manual). <\/p>\n\n\t<p><em>Dust Jackal (DC 15):<\/em> A dust jackal is a master of stealth and cunning; it can creep virtually  undetected into hidden places and enemy encampments, and there either carry out attacks or retrieve  small items. A dust jackal is otherwise the same as an ordinary jackal (see the small dog  entry, page 271 of the Monster Manual).<\/p>\n\n\t<p><em>Golden Camel (DC 15):<\/em> A golden camel is the animal of choice for bearing burdens. It responds  only to your mental commands. Otherwise, it is identical to an ordinary camel (see page 270 of the  Monster Manual). Unlike other creatures created with this ability, a golden camel persists for 10 minutes per sand shaper level. It appears equipped with a saddle, tack, and harness. Creating this sand-shaped creation requires 10 cubic feet of soil. <\/p>\n\n\t<p><em>Mirage Hound (DC 15):<\/em> A mirage hound is a faithful companion that fearlessly guards its creator at  all times. It can be commanded to attack, but it does so only if it can remain within 20 feet of you. A  mirage hound is otherwise the same as an ordinary small dog (see the small dog entry, page 271 of the Monster Manual).<\/p>\n\n\t<p><em>Sand Scorpion (DC 20):<\/em> A sand scorpion is identical to a Tiny monstrous scorpion (see page 287 of  the Monster Manual). You can mentally command it, and it is most often used as a tool of  assassination. Creating this sand-shaped creation requires only 1 cubic foot of soil. <\/p>\n\n\t<p><em>Sun Steed (DC 15):<\/em> A sun steed is a courageous mount that can be ridden into battle as though it  were a light warhorse (see page 274 of the Monster Manual). It appears equipped with a saddle, tack,  and harness. Creating this sand-shaped creation requires 10 cubic feet of soil. <\/p>\n\n\t<p><strong>Improved Dust Magic (Ex):<\/strong> At 5th level, your affinity  with the waste increases, and your spells  grow even more potent. Three times per day, when you cast an arcane spell in any sort of waste  terrain, you can empower, enlarge, extend, silence, or still your spell, as the appropriate metamagic feats. These options have the same general effect as the metamagic feats of the same name, except that they do not use up higher-level spell slots, and even if you prepare spells, you can decide to alter  them with this ability as you cast a spell. <\/p>\n\n\t<p>None of these abilities stack with the benefits of the metamagic feats of the same name&#8212;for example, you cannot use improved dust magic to empower  an empowered fireball. You can, however, maximize a spell already modified by a different  metamagic feat.<\/p>\n\n\t<p>Using this ability with a spontaneously cast spell increases the casting time as described on page 88 of  the Player&#39;s Handbook.<\/p>\n\n\t<p>You gain an additional use of this ability at 7th level and at 9th level. At 9th level and higher, uses of  this ability count as uses of greater dust magic (see below).<\/p>\n\n\t<p><strong>Desert Slumber (Ex):<\/strong> At 7th level and higher, if you lie in the soil of the waste (generally desert  sand, dust, or gravel), you regrow severed body members, mend broken bones, and restore ruined  organs as though a regenerate spell had been cast upon you. The soil must be at least deep enough, and occupy a large enough area, to cover all but your face. You can use this ability once per day. <\/p>\n\n\t<p><strong>Greater Dust Magic (Ex):<\/strong> By 9th level, your affinity with the waste has almost reached its peak. Five times per day, when you cast spells in any sort of waste terrain, you can choose to maximize or widen  your spell. Uses of this ability and of improved dust magic (see above) come from the same  pool, so you can use both abilities a total of five times per day. For example, you could empower four  times per day and maximize once, or widen three times and enlarge two times. These options have  the same general effect as the metamagic feats of the same name, except that they do not use up  higher-level spell slots, and even if you prepare spells, you can decide to alter them with this ability as  you cast a spell. <\/p>\n\n\t<p>None of these abilities stack with the metamagic feats of the same name; that is, you cannot use  greater dust magic to maximize a maximized ice storm, for example. You can, however, maximize a  spell already modified by a different  metamagic feat. You can also combine greater dust magic with improved dust magic&#8212;maximizing an enlarged ice storm, for example.<\/p>\n\n\t<p>Using this ability with a spontaneously cast spell increases the casting time as described on page 88 of  the Player&#39;s Handbook.<\/p>\n\n\t<p><strong>Desert Shroud (Ex):<\/strong> At 10th level, you gain the ability to come back to life under certain consitions.  If the remains of your deceased body lie in the soil of the waste (generally desert sand, dust, or  gravel) for 10 minutes, you are restored to life as though a resurrection spell had been cast upon you, provided you have not been dead for more than one hundred years. The soil must be deep enough, and occupy a large enough area, to cover your entire body (based on your size when the effect is  complete).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Desert insight, dust magic, <em>sand shape<\/em> <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Sandform<\/em> <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sand stride <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td>  <em>Improved sand shape<\/em> <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 \/td>\n\t\t\t<td> Improved dust magic 3\/day <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td>  Desert slumper, improved dust magic 4\/day <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Greater dust magic 5\/day <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Desert shroud <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Sandstorm 76<\/h5>","reference":"Usergen"},{"id":10750,"name":"Scion of Tem-et-nu","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Scion of Tem-et-nu<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Alignment:<\/strong> Lawful good or lawful neutral.<br \/><strong>Special:<\/strong> You must be blessed by Tem-Et-Nu in a ritual held in one of her temples.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>All of the following are class features of the scion of Tem-Et-Nu prestige class.<\/p>\n\n\t<p><strong>Buoyancy (Ex):<\/strong> Upon entering this class, you become buoyant in water, giving you a +4  circumstance bonus on Swim checks. Additionally, your armor has been blessed by a cleric of  Tem-Et-Nu, which means the armor check penalty for your armor is not doubled for the purposes of Swim checks. If you ever lose your armor, or if you want a new suit blessed, a cleric of Tem-Et-Nu can perform the ceremony to bless your armor at any temple devoted to your patron deity. The  blessing is free of charge for scions.<\/p>\n\n\t<p><strong>River Mastery (Ex):<\/strong> As a member of this class, you gain a +1 insight bonus on attack rolls and  damage rolls against river-dwelling aquatic creatures. <\/p>\n\n\t<p><strong>Spellcasting:<\/strong> At each even-numbered level, you gain new spells per day and an increase in caster  level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which  you belonged before adding the prestige class level. You do not, however, gain any other benefit a  character of that class would have gained. If you had more than one spellcasting class before  becoming a scion of Tem-Et-Nu, you must decide to which class to add each level for the purpose of  determining spells per day, caster level, and spells known. <\/p>\n\n\t<p><strong>River&#39;s Vigor (Su):<\/strong> Beginning at 2nd level, you can emulate the vigor and unstoppable power of the  river during a spring flood, gaining 5 temporary hit points per scion class level for 1 minute per scion  class level once per day. From 6th level on, you can use river&#39;s vigor two times per day (the  temporary hit points gained with each use of this ability do not stack). <\/p>\n\n\t<p><strong>River Walk (Sp):<\/strong> At 3rd level and higher, you can tread on river water as though you were affected  by a <em>water walk<\/em> spell. You can use this ability once per day for every three scion of Tem-Et-Nu  levels. Your caster level for this ability is equal to your class level. <\/p>\n\n\t<p><strong>The River&#39;s Life Is Mine (Su):<\/strong> At 3rd level and higher, you gain fast healing 5 whenever you begin  your turn in or adjacent to a square containing a river. <\/p>\n\n\t<p><strong>Smite Evil (Su):<\/strong> Beginning at 4th level, once per day you can attempt to smite evil with one normal  melee attack. You add your Charisma bonus (if any) to your attack roll and deal an extra 1 point of  damage per class level. If you accidentally smite a creature that is not evil, the smite has no effect, but the ability is still used up for the day. You must declare the use of the smite before making the  attack roll. Starting at 8th level, you can smite twice per day. If you have levels in a class that grant a smite evil ability (such as paladin), you gain extra uses of that ability, and the levels of that class stack with your scion of Tem-Et-Nu class levels to determine the power of your smite evil ability. <\/p>\n\n\t<p><strong>Divine Power (Sp):<\/strong> At 5th level, you gain the benefit of divine power, as the spell, once per day.  Your caster level is equal to your class level. If you activate this ability while submerged up to your  waist (or deeper) in a river, the amount of time you benefit from the ability does not count toward the  duration of the effect until you move out of water of this depth. Once the duration begins to count down, however, it does not stop even if you proceed to immerse yourself in waist-deep water. At 10th  level, you can use this ability twice per day. <\/p>\n\n\t<p><strong>Control Water (Sp):<\/strong> Beginning at 6th level, you can use control water, as the spell, three times per  day. Your caster level is equal to your class level. <\/p>\n\n\t<p><strong>Restoring Immersion (Sp):<\/strong> When you attain 7th level, you become able to draw upon the power of  Tem-Et-Nu once per day to benefit from a restoration effect if you immerse yourself completely in  water for a short time. Restoring negative levels requires that you be immersed for 1 minute per  negative level. Curing ability score damage requires 5 rounds per point, and restoring drained ability score points requires 1 minute per point. You can receive more than one benefit during each period   of immersion you undergo. For example, you could restore three negative levels and four drained  ability points by remaining immersed for 7 consecutive minutes.Your caster level for this ability is  equal to your class level. <\/p>\n\n\t<p><strong>Divert River (Sp):<\/strong> At 9th level, you become capable of changing the course of a river for a short  time. With slow-moving rivers, this is the equivalent of casting both versions of control water  simultaneously: lower water downstream of your location, and raise water aimed at where you divert  the river. Water overflows the river&#39;s bank where you specify, rather than following the natural  contours of the river. With fastmoving rivers, the effect is more dramatic: The river downstream is  affected as though the lower water version of control water had been cast, and a flashflood effect, as   the spell (see page 114), originates at the point on the river that you specify. Regardless of the speed of the river, the effect lasts for 2 hours unless you choose to end it sooner. <\/p>\n\n\t<p><strong>Multiclass Note:<\/strong> A paladin who becomes a scion of Tem-Et-Nu may continue advancing as a paladin.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Buoyancy, river mastery <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> River&#39;s vigor 1\/day <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>River walk<\/em>, the river&#39;s life is mine <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Smite evil 1\/day <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Divine power<\/em> 1\/day <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <em>Control water<\/em>, river&#39;s vigor 2\/day <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <em>Restoring immersion<\/em><\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Smite evil 2\/day <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <em>Divert river<\/em> <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> <em>Divine power<\/em> 1\/day <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Sandstorm 82<\/h5>","reference":"Usergen"},{"id":10751,"name":"Scorpion Heritor","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Scorpion Heritor<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 8.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Must have survived the venomous sting of a monstrous scorpion.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>All of the following are class features of the scorpion heritor prestige class.<\/p>\n\n\t<p><strong>Scorpion&#39;s Instincts:<\/strong> You gain <a href=\/feats\/sandstorm--85\/scorpions-instincts--2525\/>Scorpions Instincts<\/a> (see page 53) as a bonus feat.<\/p>\n\n\t<p><strong>Sneak Attack:<\/strong> Beginning at 2nd level, you deal extra damage when you are flanking an opponent  or at any time when the target would be denied its Dexterity bonus to AC. This extra damage applies  to ranged attacks only if the target is within 30 feet. See the rogue class feature, page 50 of the  Player&#39;s Handbook. This damage increases at 4th, 6th, 8th, and 10th level. <\/p>\n\n\t<p><strong>Scorpion Form (Su):<\/strong> Beginning at 3rd level, you can take the form of a Tiny monstrous scorpion  once per day, as if using the <a href=\/spells\/players-handbook-v35--6\/polymorph--2854\/>polymorph<\/a> spell, for up to 1 minute. <\/p>\n\n\t<p><strong>Envenom Blade (Ex):<\/strong> At 5th level, your saliva becomes venomous. As a free action three times per  day, you can envenom your melee weapon, a thrown weapon, or a piece of ammunition for a ranged  weapon. Using this ability does not provoke attacks of opportunity. The Fortitude save DC of the  venom is equal to 15 + your Wis modifier. The venom deals 1d4 points of Constitution damage as its primary and secondary damage. If you already have a bite attack, you can choose to envenom your  bite as a use of this ability.<\/p>\n\n\t<p><strong>Immunity to Scorpion Venom (Ex):<\/strong> At 5th level, you gain immunity to all scorpion poisons (but not  to the poison of other creatures). <\/p>\n\n\t<p><strong>Scorpion&#39;s Sense:<\/strong> At 7th level, you gain Scorpion&#39;s Sense (see page 53) as a bonus feat. <\/p>\n\n\t<p><strong>Tail of the Scorpion (Su):<\/strong> At 9th level, you learn to grow a dark, translucent scorpion&#39;s tail once per  day, which magically emerges from whatever clothing or armor you&#39;re wearing. The stinger on  the end of the tail deals the damage indicated on the table below, + 1\/2 your Strength bonus (if any). The DC for the poison save is 10 + 1\/2 your Hit Dice + your Con modifier.<\/p>\n\n\t<p>You can wield a weapon in one or both hands at your normal attack bonus and make a secondary  natural attack with the tail at a &#8212;5 penalty. <\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Scorpion Heritor Size <\/th>\n\t\t\t<th>Stinger Damage <\/th>\n\t\t\t<th>Poison Damage (initial and secondary) <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Small <\/td>\n\t\t\t<td> 1d3 <\/td>\n\t\t\t<td> 1d2 Con <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Medium <\/td>\n\t\t\t<td> 1d4 <\/td>\n\t\t\t<td> 1d3 Con <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Large <\/td>\n\t\t\t<td> 1d6 <\/td>\n\t\t\t<td> 1d4 Con <\/td>\n\t\t<\/tr>\n\t<\/table><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Scorpion&#39;s instincts <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Sneak attack +1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Scorpion form <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td>Sneak attack +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Envenom blade, immunity to scorpion venom <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sneak attack +3d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Scorpion&#39;s Sence <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6<\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sneak attack +4d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Tail of the scorpion <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sneak attack +5d6 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Sandstorm 86<\/h5>","reference":"Usergen"},{"id":10752,"name":"Walker In the Waste","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Walker In the Waste<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Alignment:<\/strong> Any nongood.<br \/><strong>Spells:<\/strong> Ability to cast at least three spells of the Sand or Thirst domain as divine spells.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>All of the following are class features of the walker in the waste prestige class.<\/p>\n\n\t<p><strong>Spellcasting:<\/strong> At each level except 1st and 10th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class  before becoming a walker in the waste, you must decide to which class to add each level for the  purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Improved Heat Endurance:<\/strong> You gain <a href=\/feats\/sandstorm--85\/improved-heat-endurance--1508\/>Improved Heat Endurance<\/a> (see page 50) as a bonus feat. If  you already have the Improved Heat Endurance feat, you can choose another feat.<\/p>\n\n\t<p><strong>Desiccating Touch (Su):<\/strong> As a touch attack, you can drain moisture from a living creature. At 1st  level, this ability deals 1d6 points of dessication damage, or 1d8 points to plant creatures or  elementals with the water subtype. At every odd-numbered level thereafter, the dessication damage  increases by 1d6 (or 1d8), to a maximum of 5d6 (or 5d8) at 9th level. The touched creature can make Fortitude save (DC 10 + walker in the waste level + your Wis modifier) for half damage. <\/p>\n\n\t<p><strong>The Wasting (Su):<\/strong> On reaching 2nd level, you can transform a handful of dust or sand into a terrible  disease. Once per day, you can blow sand into the face of a living opponent within 20 feet.  Using this ability is a standard action that provokes attacks of opportunity. You can pick up dust from  the ground as a move action or take it from a pouch as a free action. The opponent is entitled to a Reflex save (DC 10 + walker in the waste level + your Wis modifier) to avoid inhaling the dust. On a  success, the dust has no effect and drifts harmlessly to the ground. An opponent who fails this save  contracts the wasting, a supernatural affliction that gradually mummifies its victims (see Disease,  page 21).<\/p>\n\n\t<p><strong>Local Drought (Su):<\/strong> Beginning at 3rd level, you can produce desert conditions in a 20-foot-radius  emanation with you at the center. The temperature band in that area rises by one step or to hot,  whichever produces the hotter result. (See Heat Dangers and the effects of natural dehydration in  Chapter 1.) You can suppress this effect for 1 round as a free action, but it renews automatically on your next turn unless you consciously suppress it again.<\/p>\n\n\t<p><strong>Withered Toughness (Ex):<\/strong> When you attain 4th level, your body becomes inured to the arid  conditions in which you thrive. Your flesh grows leathery and tough, and your natural armor bonus  improves by 2. In addition, you gain immunity to the effects of dehydration (although not the effects of magical dessication damage) and heat dangers (such as heat exhaustion and sunstroke), sun glare,  and sunburn, although fire damage affects you normally.<\/p>\n\n\t<p><strong>Pillar of Salt (Sp):<\/strong> At 5th level and higher, you can use <a href=\/spells\/sandstorm--85\/flesh-to-salt--3172\/>flesh to salt<\/a> once per day, duplicating the  effect of the spell (see page 116). Your caster level for this ability is equal to your class level. <\/p>\n\n\t<p><strong>Create Sand Golem (Ex):<\/strong> At 6th level, you learn the secret of creating a sand golem (see page  82). You do not need the Craft Golem feat to create a sand golem, as you normally would, but you  cannot use this ability to create any other type of golem.<\/p>\n\n\t<p><strong>Create Salt Mummy (Su):<\/strong> At 8th level, you learn a specialized form of the ancient art of mummifi  cation. Invested with the dark power of the waste, you are able to preserve and animate a corpse.  You also add to it the essence of dehydration to produce a horrid salt mummy (see below).<\/p>\n\n\t<p><strong>Greater Drought (Su):<\/strong> Beginning at 9th level, you can produce extreme desert conditions in a  100-foot radius emanation with you at the center. The temperature band in that area rises by two  steps or to severe heat, whichever produces the hotter result. (See Heat Dangers and the effects of  natural dehydration in Chapter 1.) You can suppress this effect for 1 round as a free action, but it  renews automatically on your next turn unless you consciously suppress it again. This effect  supersedes that of the local drought ability.<\/p>\n\n\t<p><strong>Dry Lich:<\/strong> On reaching 10th level, you learn to apply the secrets of waste preservation to your own body, becoming a dry lich. You must undergo the Sere Rite, overseen by another dry lich, which includes preserving your flesh, removing your organs and storing them in special canopic jars, and  imbuing your body with foul magic to make it undying. See the dry lich template, page 155, for more  information. <\/p>\n\n\t<p>As a dry lich, you cannot be permanently killed unless the canopic jars containing your life essence are destroyed.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Desiccating touch 1d6, Improved Heat Endurance <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> The wasting <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Desiccating touch 2d6, local drought <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td>  Withered toughness <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Desiccating touch 3d6, <em>pillar of salt<\/em> <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Create sand golem <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td>  Desiccating touch 4d6 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Create salt mummy <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Desiccating touch 5d6, greater drought <\/td>\n\t\t\t<td>  +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Dry lich <\/td>\n\t\t\t<td> &#8211; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Sandstorm 89<\/h5>","reference":"Usergen"},{"id":10753,"name":"Dread Pirate","type":"prestige","alignment":"Any nonlawful","hit_die":"6","full_text":"<div topic='titel'><p><h3>Dread Pirate<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonlawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: The character must own a ship worth at least 10,000 gp. The method of acquisition-purchase, force of arms, or skullduggery&#8212;makes no difference, as long as he can freely operate it on the high seas.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: A dread pirate is proficient with simple and martial weapons and with light and medium armor. If he is wearing light, medium, or no armor, he can fight with two weapons as if he had the feats Ambidexterity and Two-Weapon Fighting. A dread pirate most often fights with a rapier and either a short sword or a dagger in his offhand. If he has no magical means of swimming in armor, he usually goes unarmored, at least while aboard ship.<\/p>\n\n\t<p><strong>Fearsome Reputation<\/strong>: At 2nd level, the dread pirate is developing a reputation on the high seas. At this point, he must decide whether to adopt the honorable pirate&#39;s code (avoid undue bloodshed and focus on cargo, not mayhem) or take the more bloodthirsty, dishonorable approach. Unless he is going incognito, the dread pirate gains a +2 circumstance bonus on Diplomacy checks (if honorable) or Intimidate checks (if dishonorable). Every two dread pirate levels thereafter, this bonus increases by +2. Failure to live up to his reputation at any point may (at the DM&#39;s discretion) negate these bonuses.<\/p>\n\n\t<p><strong>Rope Swing (Ex)<\/strong>: If a number of overhead ropes or booms are nearby (and on a ship, they almost always are), a dread pirate of 3rd level or higher can grab one and swing up to 20 feet in a straight line as a move-equivalent action or as the movement portion of a charge action. If the dread pirate makes a successful Use Rope check (DC 15), this movement doesn&#39;t provoke attacks of opportunity for moving through threatened squares. A successful Use Rope check (DC 25) allows the character to move up to 20 feet through occupied squares without provoking attacks of opportunity. Failure in either case means the dread pirate swings through the desired area but provokes attacks of opportunity normally. Rope swing can be used on land as well-in a room with a tapestry or chandelier, for example.<\/p>\n\n\t<p>Players using the variant rules for Tumble (see Chapter 2) should apply the same variant to rope swing.<\/p>\n\n\t<p><strong>Wind at Your Back<\/strong>: At 3rd level, the dread pirate has become a master at eking every bit of propulsion out of the prevailing winds. Any ship he captains moves 1 mile per hour faster than normal.<\/p>\n\n\t<p><strong>Leadership Bonus<\/strong>: At 5th level, the dread pirate gains a +2 bonus to his character level for the purpose of acquiring cohorts with the Leadership feat. Every two dread pirate levels thereafter, this bonus increases by +2.<\/p>\n\n\t<p><strong>Shifting Deck<\/strong>: As a free action, a dread pirate of 5th level or higher can attempt a Balance check (DC 15). Success negates any penalties for uneven ground, such as a ship&#39;s deck in rolling seas, and any higher-ground bonuses that opponents might otherwise have. The DM may set a higher DC for checks involving particularly uneven or dangerous ground.<\/p>\n\n\t<p><strong>Come About<\/strong>: The dread pirate&#39;s ability to maneuver a vessel is legendary. At 6th level, he gains a +4 insight bonus on Profession (sailor) checks.<\/p>\n\n\t<p><strong>Concealed Weapon Attack<\/strong>: A dread pirate often hides small daggers up his sleeves or in his boots. At 7th level, a dread pirate who doesn&#39;t already have the sneak attack ability gets it now at a +2d6 damage bonus, but he can use it only to make sneak attacks with concealed weapons. If the character does have the sneak attack ability from a previous class, the damage bonuses stack only for sneak attacks made with concealed weapons.<\/p>\n\n\t<p><strong>Hoist The Black Flag (Sp)<\/strong>: The unique insignia of a dread pirate of 8th level or higher is so well known that when it is displayed on a flag or banner, every ally within 50 feet of it gains a +2 morale bonus on attacks. This bonus lasts for 10 rounds after the flag is revealed, or until it is destroyed or lowered, whichever occurs first. Hoist the black flag may be used three times per day, and the dread pirate must either hoist the flag personally or hand it to an ally who then hoists it.<\/p>\n\n\t<p><strong>Scourge of the Seas<\/strong>: A 10th-level dread pirate&#39;s exploits have become so legendary that hundreds of able sailors are willing to sign on as his crew for no compensation other than a share of the booty. High-level dread pirates can use this influx of sailors to crew pirate fleets of up to a dozen ships. Any small city&#39;s dock district has enough sailors (1st-level warriors and experts) to crew a single ship, and a larger city can provide the crew for an entire fleet. This ability is separate from the Leadership feat; crew members acquired with the scourge of the seas ability don&#39;t count as cohorts or followers.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Fight with two weapons <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Fearsome reputation +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Rope swing, Wind at your back <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Fearsome reputation +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Leadership +2, Shifting deck <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Come about, Fearsome reputation +6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Concealed weapon attack, Leadership +6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Fearsome reputation +8, Hoist the black flag <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Leadership +6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Fearsome reputation +10, Scourge of the seas <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Song and Silence: A Guidebook to Bards and Rogues 5<\/h5>","reference":"Usergen"},{"id":10754,"name":"Dungeon Delver","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Dungeon Delver\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 8.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: To become a dungeon delver, a character must first survive a great trial underground. This usually takes one of three forms:\n\t<ul>\n\t\t<li>A solo dungeon expedition that earns the character one-half of the experience points needed for advancement to the next level. (For example, a 7tlilevel character must earn 3,500 XP on such a solo run.) The character must complete the venture in one week, though he may leave the dungeon and return as often as desired during that time.<\/li>\n\t\t<li>Survival of a cave-in or other collapse (see Cave- Ins and Collapses in Chapter 4 of the Dungeon Master&#39;s Guide).<\/li>\n\t\t<li>Living for a year without seeing the light of the sun, usually among underground denizens such as the deep dwarves or drow.<\/li>\n\t<\/ul><\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Dungeon delvers are proficient with all simple and martial weapons, as well as with light armor.<\/p>\n\n\t<p><strong>Danger Sense<\/strong>: The dungeon delver possesses an uncanny intuition that warns him of impending danger. This grants him a +2 insight bonus on Reflex saves to avoid traps, a +2 dodge bonus to AC against attacks by traps, and a +4 insight bonus on Spot checks made to spot creatures at the beginning of an encounter (see the Encounter Distance rules in Chapter 3 of the Dungeon Master&#39;s Guide). At 6th level, these bonuses increase to +4, +4, and +6, respectively.<\/p>\n\n\t<p><strong>Traps<\/strong>: At 1st level, the dungeon delver acquires the traps ability if he does not already have it from a previous class (see the Rogue section in Chapter 3 of the Player&#39;s Handbook).<\/p>\n\n\t<p><strong>Blindsight (Ex)<\/strong>: At 2nd level, the dungeon delver gains acute sensitivity to sounds, smells, movement, and other disturbances within 20 feet. This enhanced spatial sense enables him to maneuver and fight as well as he can under normal conditions, regardless of the ambient lighting. Invisibility is irrelevant, though the character cannot sense ethereal creatures. Blindsight does not replace normal vision. Activating this ability is a standard action, and the effect lasts for 10 minutes. This ability is not dependent upon hearing, so deafness and similar effects do not negate it. At 8th level, the dungeon delver&#39;s blindsight range increases to 40 feet.<\/p>\n\n\t<p><strong>Stonecunning (Ex)<\/strong>: A 3rd-level dungeon delver gains the stonecunning ability. This functions exactly as it does for dwarves (see Dwarf in Chapter 2 of the Player&#39;s Handbook), except that the check modifiers are competence bonuses rather than racial bonuses.<\/p>\n\n\t<p><strong>Reduce (Sp)<\/strong>: At 4th level, the dungeon delver can squeeze through narrow crevices, half-collapsed passages, prison bars, and other tight spots that would normally block a character of his size and bulk. This ability, usable three times a day, works exactly like a reduce spell cast by a 5th-level sorcerer.<\/p>\n\n\t<p><strong>Darkvision (Sp)<\/strong>: At 5th level, the dungeon delver gains the ability to use darkvision at will, with a range of 60 feet. If he already has darkvision as a class feature or racial ability, the ranges do not stack.<\/p>\n\n\t<p><strong>Treasure Sense (Su)<\/strong>: At 7th level, the dungeon delver can sense an accumulation of treasure worth 1,000 gp or more within a range of 200 feet per dungeon delver level. He does not know the exact composition or nature of the treasure thus located, only its direction and distance from him (with a 10-foot margin of error). All valuables within 10 feet of a given point count as a single treasure, so two piles of gold pieces separated by 5 feet would register as one treasure, not two. Treasure sense always locates the treasure with the greatest market value if more than one accumulation is within range. This ability does not grant any knowledge about the safest path (if any ) between the dungeon delver and the treasure; it merely provides direction and distance.<\/p>\n\n\t<p><strong>Find the Path (Sp)<\/strong>: Three times per day, a dungeon delver of 9th level or higher can find his way into and out of the most confounding mazes and dungeons. This ability functions like a find the path spell cast by a 16th-level sorcerer, except that it affects the user only.<\/p>\n\n\t<p><strong>Phase Door (Sp)<\/strong>: At 10th level, the dungeon delver gains the ability to create a phase door once per day. This enables him to bypass cave-ins, walk through dead ends and immovable obstructions (such as a portcullis welded into place), and make quick escapes through walls. This ability functions exactly like a phase door spell cast by an 15th-level sorcerer, except that the dungeon delver can create an ethereal passage through any nonliving substance, not just wood, plaster, and stone.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Danger sense +2\/+4, traps <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Blindsight 20 ft. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Stonecunning <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Reduce <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Darkvision <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Danger sense +4\/+6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Treasure sense <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Blindsight 40 ft. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Find the path <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Phase door <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Song and Silence: A Guidebook to Bards and Rogues 7<\/h5>","reference":"Usergen"},{"id":10755,"name":"Fang of Lolth","type":"prestige","alignment":"Any nonlawful and nongood","hit_die":"6","full_text":"<div topic='titel'><p><h3>Fang of Lolth<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonlawful and nongood.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>Special: The character must acquire a <a href=\/items\/song-and-silence-a-guidebook-to-bards-and-rogues--48\/fang-scarab--53\/>scarab<\/a> and get it to function with a successful Use Magic Device check (DC 25). This grants her the benefits of the item and fuses it permanently to her neck.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Fangs of Lolth gain no new weapon or armor proficiencies.<\/p>\n\n\t<p><strong>Skill Bonuses<\/strong>: As an extraordinary ability, the fang of Lolth gains a +2 competence bonus on Climb and Jump checks. In addition, the whispers of Lolth provide her with subconscious hints about how magic works, giving her a +4 insight bonus on Use Magic Device checks. This bonus is a supernatural ability.<\/p>\n\n\t<p><strong>Sneak Attack<\/strong>: The fang of Lolth gains the sneak attack ability (see the Rogue section in Chapter 3 o f the Player&#39;s Handbook) at 2nd level if she does not already have it. She gains +1d6 damage with this attack initially, but this rises to +2d6 at 5th level and to +3d6 at 8th level. If she already has the sneak attack ability from a previous class, the damage bonuses stack.<\/p>\n\n\t<p><strong>Spider Bite<\/strong>: The fang of Lolth can unhinge her jaw and bite with her razor-sharp teeth as an attack action. Her bite is a natural attack that deals ld6 points of damage if she is Medium-size, or 1d4 points of damage if she is Small. This attack does not provoke an attack of opportunity from the fang of Lolth&#39;s foe. If she uses a full attack action, she can make normal weapon attacks and use her bite as a secondary natural attack at the standard -5 penalty.<\/p>\n\n\t<p><strong>Climb Speed 20 Feet (Ex)<\/strong>: At 4th level, the fang of Lolth can climb walls and ceilings at a speed of 20 feet, just like the monstrous spider she&#39;s slowly becoming. This ability grants her a +8 racial bonus on Climb checks.<\/p>\n\n\t<p><strong>Natural Armor<\/strong>: At 6th level, the character&#39;s skin toughens, granting her a +2 natural armor bonus. At 10th level, her skin hardens into a chitinous carapace, increasing her natural armor bonus to +4.<\/p>\n\n\t<p><strong>Spider Vision (Ex)<\/strong>: At 6th level, the fang of Lolth gains increased visual acuity in the form of a +4 competence bonus on both Spot and Search checks. She also gains darkvision with a range of 60 feet. If she already has darkvision as a class feature or racial ability, the ranges do not stack.<\/p>\n\n\t<p><strong>Summon Swarm (Sp)<\/strong>: Three times a day, a fang of Lolth of 7th level or higher can summon and direct an army of normal spiders to do her bidding. This ability works exactly like a summon swarm spell cast by a druid of a level equal to the character&#39;s fang of Lolth level, except that the swarm is always composed of spiders. The fang of Lolth can spend a move-equivalent action to direct the swarm, which moves at a speed of 30 feet.<\/p>\n\n\t<p><strong>Spider Limbs (Ex)<\/strong>: At 9th level, the fang of Lolth actually grows two more pairs of limbs, which emerge from her back or the sides of her torso when needed and are fully retractable. Extending or retracting the spider limbs is a move-equivalent action that does not provoke attacks of opportunity. The fang of Lolth&#39;s spider legs are tipped with simple claws that can hold weapons and other items normally, though they are incapable of the fine manipulation required for spellcasting or using Dexterity-based skills such as Open Lock and Pick Pocket. Despite her extra limbs, the fang of Lolth is still limited to one standard action per round. She can, however, make a secondary natural attack with each clawed spider leg at the standard -5 penalty as part of a full attack action. Her claws deal ld4 points of damage if she is Medium-size or 1d3 points of damage if she is Small. The fang of Lolth can acquire the Multiattack, Multidexterity, and Multiweapon Fighting feats if she wishes to use her claws more effectively or wield weapons in multiple limbs. At 10th level, the fang of Lolth&#39;s spider limbs grow long and sturdy enough to propel her forward, if she devotes two of her spider legs entirely to locomotion, her land and climb speeds each increase by 20 feet.<\/p>\n\n\t<p><strong>Vermin Type (Ex)<\/strong>: At 10th level, the fang of Lolth&#39;s creature type changes to vermin, though she retains her previous Intelligence score, Hit Die type, and abilities. As a vermin, she becomes immune to mind-influencing effects (charms, compulsions, phantasms, patterns, and morale effects).<\/p>\n\n\t<p><strong>Physical Changes<\/strong>: With each fang of Lolth level she attains, the character&#39;s body undergoes a metamorphosis. With the exception of the unhinged jaw and the extra spider limbs (both of which allow special attacks as detailed above), all these changes are merely cosmetic, but they are permanent. These spiderlike features do not alter the fang of Lolth&#39;s Charisma score or interpersonal skills, but the DM may choose to impose a circumstance penalty on any checks involving interaction with creatures that find such changes frightening. A clever fang of Lolth may avoid this issue by wearing a hat of disguise or employing some other magic that alters her appearance.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Physical Changes <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Skill bonuses <\/td>\n\t\t\t<td> Skin darkens <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Sneak attack +1d6 <\/td>\n\t\t\t<td> Limbs lengthen <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Spider bite <\/td>\n\t\t\t<td> Jaw unhinges to allow bite attack <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Climb speed 20 ft <\/td>\n\t\t\t<td> Eyes enlarge and become multifaceted <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sneak attack +2d6 <\/td>\n\t\t\t<td> Fingers and toes lengthen <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Natural armor +2, spider vision <\/td>\n\t\t\t<td> Tufts of coarse, black hair cover body, eyes develop spider vision <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Summon swarm <\/td>\n\t\t\t<td> Back hunches <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sneak attack +3d6 <\/td>\n\t\t\t<td> Smallest finger or toe on each limb atrophies away harmlessly <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Spider limbs <\/td>\n\t\t\t<td> Grows extra spiderlike limbs <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Natural armor +4, vermin type <\/td>\n\t\t\t<td> Insect chittin covers skin <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Song and Silence: A Guidebook to Bards and Rogues 8<\/h5>","reference":"Usergen"},{"id":10756,"name":"Outlaw of the Crimson Road","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Outlaw of the Crimson Road<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: An appropriate legal authority must pronounce a writ of outlawry upon the character, though he need not actually be guilty of any of the crimes named therein. In addition, the character must swear to abide by the Outlaw&#39;s Code (see sidebar).<\/p>\n\n\t<h4>The Outlaw&#39;s Code<\/h4>\n\n\t<p>Each outlaw of the crimson road must choose a group (subject to the DM&#39;s approval) that is immune to his depredations. For example, the Pirates of Penzance refused to rob orphans, while Robin Hood spared the poor. Some outlaws refuse to steal from members of the opposite sex, of their own race, or of the clergy. In return, the group granted this immunity idolizes the outlaw and aids him in times of distress. For example, members of the chosen group might provide a hiding place or send pursuers in the wrong direction. An outlaw who knowingly harms a member of his chosen group must atone for his misdeeds (see the atonement spell in the Player&#39;s Handbook). Until he has completed his penance, he loses all class features from the prestige class except for weapon and armor proficiencies.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: An outlaw of the crimson road is proficient with simple weapons, one martial weapon of choice, and one exotic weapon (the net), as well as with light armor.<\/p>\n\n\t<p><strong>Ambush<\/strong>: During a surprise round, the outlaw can make an attack against any target who hasn&#39;t yet acted, If successful, such an attack by a 1st-level outlaw of the crimson road deals +1d6 points of extra damage. This amount increases by +1d6 points for every two additional outlaw levels the attacker has. Creatures immune to sneak attacks (such as undead, constructs, oozes, and plants) are likewise not vulnerable to this special damage. A ranged attack delivers the extra damage only if the target is within 30 feet. If the character already has the sneak attack ability from a previous class, the extra damage for an ambush stacks with his sneak attack damage, but only if conditions are also right for a sneak attack.<\/p>\n\n\t<p><strong>Life on the Crimson Road<\/strong>: The outlaw has learned much from his time on the wrong side of the law. At 2nd level and again at 5th level, he may take one of the following bonus feats: Alertness, Improved Disarm, Improved Trip, Mounted Archery, Mounted Combat, Quick Draw, Ride-By Attack, Spirited Charge, Trample, Weapon Finesse, or Whirlwind Attack. Prerequisites apply normally for these choices.<\/p>\n\n\t<p><strong>Evasion<\/strong>: At 3rd level, the outlaw gains the evasion ability (see the Rogue section in Chapter 3 of the Player&#39;s Handbook) if he does not already have it.<\/p>\n\n\t<p><strong>Fugitive&#39;s Luck<\/strong>: At 4th level, the outlaw of the crimson road gains a +1 luck bonus on all saving throws and a +2 luck bonus on Escape Artist checks. These bonuses increase to +2 and +4 at 6th level, and to +3 and +6 at 9th level.<\/p>\n\n\t<p><strong>Leadership<\/strong>: Also at 4th level, the outlaw gains Leadership as a bonus feat and begins to attract a band of like-minded cohorts and followers. These may range from people he spared in an earlier encounter (see The Outlaw&#39;s Code sidebar) to would be lieutenants drawn by his growing reputation among the homeless commoners he protects. Some of these cohorts and followers may join the outlaw in his hideout and operate openly at his side, while others might help by providing safe houses, alibis, supplies, and possibly even cover identities when needed. After all, an outlaw who enters a town where there&#39;s a price on his head has a better chance of maintaining his cover if he has a good disguise and some innocent-looking companions.<\/p>\n\n\t<p><strong>Improved Evasion<\/strong>: At 6th level, the outlaw gains the improved evasion ability (see the Rogue section in Chapter 3 of the Player&#39;s Handbook) if he does not already have it.<\/p>\n\n\t<p><strong>Ranged Disarm<\/strong>: At 7th level, the outlaw can use ranged attacks to disarm opponents within 30 feet. Doing so doesn&#39;t provoke an attack of opportunity from the defender unless a normal ranged attack would (if the outlaw and the target are adjacent, for instance). Regardless of the ranged weapon the outlaw is using, it counts as a one-handed, Medium-size weapon for the opposed disarm check. The outlaw cannot lose his own weapon during such an attempt.<\/p>\n\n\t<p><strong>Legend<\/strong>: At 8th level, the character&#39;s reputation gains him a +4 circumstance bonus on Bluff, Diplomacy, Gather Information, and Intimidate checks. This bonus applies only when he is interacting openly with others who know his reputation, not when be is in disguise or otherwise unknown to those with whom he is dealing. Furthermore, the outlaw&#39;s status as a legend counts as &quot;great prestige&quot; for purposes of acquiring cohorts and followers with the leadership feat.<\/p>\n\n\t<p><strong>Cheat Death (Ex)<\/strong>: At 10th level, an outlaw of the crimson road gains the extraordinary ability to avoid a fatal blow. This reflects the difficulty inherent in bringing the career of any truly remarkable highwayman to its final close. The cheat death ability functions exactly like the rogue&#39;s defensive roll (see the Rogue section in Chapter 3 of the Player&#39;s Handbook), except that any source of damage (including spells and traps) can be avoided, and the outlaw need not be aware of the attack beforehand. Once per day, he can make a Reflex save (DC = damage dealt) to take half damage from an attack, spell, or effect tha t would otherwise reduce him to 0 or fewer hit points. If the effect directed at him allows a Reflex save for half damage, the outlaw&#39;s improved evasion ability comes into play as it normally would, but improved evasion does not otherwise help him cheat death.<\/p>\n\n\t<p>Of course, an unscrupulous outlaw who knows that someone is about to storm his hideout might use his Disguise skill to switch clothes with a flunky. Then all he has to do is feign death from some relatively minor injury (one that dealt enough damage to kill the flunky) and make a quiet exit as soon as his &quot;killers&quot; are occupied elsewhere. Ruses such as this often help to extend an outlaw&#39;s career.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Ambush +1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Life on the crimson road <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Ambush +2d6, evasion <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Fugitive&#39;s luck, Leadership <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Ambush +3d6, life on the crimson road <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Fugitive&#39;s luck, improved evasion <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Ambush +4d6, ranged disarm <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Legend <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Ambush +5d6, fugitive&#39;s luck <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Cheat death <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Song and Silence: A Guidebook to Bards and Rogues 10<\/h5>","reference":"Usergen"},{"id":10757,"name":"Royal Explorer","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Royal Explorer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: The character must be admitted to the Royal Explorers Society. This requires fulfilling all the requirements listed above and also submitting a verifiable report of a significant exploration to the society&#39;s review council. Such a report should include, at minimum, a detailed map of the area explored, descriptions of native flora and fauna, a narrative of encounters with the area&#39;s inhabitants, and a significant relic (preferably magical) brought back for the society&#39;s museum.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: The royal explorer gains proficiency with one exotic weapon of choice. He gains no other weapon or armor proficiencies.<\/p>\n\n\t<p><strong>Bonus Language<\/strong>: At 1st level and each odd-numbered royal explorer level thereafter, the character gains one bonus language of choice from Table 4-6 in the Player&#39;s Handbook.<\/p>\n\n\t<p><strong>Explorer Lore<\/strong>: A royal explorer has a chance to know almost anything, either from his own experience or from the tales of fellow explorers. This ability functions exactly like bardic knowledge (see the Bard section in Chapter 3 of the Player&#39;s Handbook), except that the check modifier equals the character&#39;s royal explorer level + his Intelligence modifier. Bard levels stack with royal explorer levels for the purpose of determining this modifier.<\/p>\n\n\t<p><strong>Explorer Check<\/strong>: The royal explorer makes a Knowledge (geography) check (DC 15) once per month or whenever he travels to a new culture. Success means he can use his knowledge of the culture he is visiting to his advantage, gaining a +4 circumstance bonus on certain skill checks. At 2nd level, this bonus applies only to Diplomacy checks. For every two royal explorer levels thereafter, the bonus also applies to one additional skill, as shown on Table 1&#8212;5. He retains these circumstance bonuses until his next Knowledge (geography) check. For particularly isolated or far-off cultures, the DM can raise the DC of the Knowledge (geography) check to 20 or higher.<\/p>\n\n\t<p><strong>Track<\/strong>: At 2nd level, the royal explorer gains Track as a bonus feat.<\/p>\n\n\t<p><strong>Brave<\/strong>: A royal explorer of 3rd level or higher gains a +4 morale bonus on Will saves against fear effects.<\/p>\n\n\t<p><strong>Search Bonus<\/strong>: At 5th level, a royal explorer gains a +2 competence bonus on Search and Wilderness lore checks made to find a path, including checks for secret doors and for following tracks.<\/p>\n\n\t<p><strong>Never Lost<\/strong>: A royal explorer of 6th level or higher automatically succeeds at Wilderness lore and Intuit Direction checks made to avoid being lost, and maze spells don&#39;t affect him.<\/p>\n\n\t<p><strong>Skill Mastery<\/strong>: At 7th level and higher, a royal explorer can use his skills reliably even under adverse conditions. When he first qualifies for this ability, select a number of skills equal to 3 + his Intelligence modifier for mastery. When making a check with one of these skills, the character may take 10 even if stress and distractions would normally prevent him from doing so.<\/p>\n\n\t<p><strong>Fearless (Ex)<\/strong>: A royal explorer of 9th level or higher is immune to fear effects.<\/p>\n\n\t<h4>The Minutes of the Royal Explorers Society<\/h4>\n\n\t<p>Because they&#39;re map-intensive and hand-scribed, copies of the Minutes of the Royal Explorers Society are rare. Thus, they are terrific finds for characters seeking adventure (and treasure). Each bimonthly issue contains at least one lengthy report on a far-off land, typically written as a series of journal entries. Relevant maps are included, as is other data collected during the exploration. Shorter reports on explorations in progress appear in a separate &quot;Correspondence from Afield&quot; section.<\/p>\n\n\t<p>The most interesting parts of the Minutes, however, are near the back of each issue. The &quot;Annotations&quot; section offers lively debate as explorers query, dispute, or praise reports from previous issues. The &quot;Order of the Cautionary Tale&quot; section always offers a firsthand account of some misadventure, comic or tragic, suffered by a royal explorer. The Order of the Cautionary Tale isn&#39;t a real knightly order, of course, but many royal explorers take a curious pride in attaining membership. After all, an explorer has to survive to tell a cautionary tale. \u2026<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Bonus language, explorer lore <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Explorer check (Diplomacy), Track <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Bonus language, brave <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Explorer check (Sense Motive) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Bonus language, Search bonus <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Explorer check (Gather Information), never lost <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bonus language, skill mastery <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Explorer check (Disable Device) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus language, fearless <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Explorer check (Use Magic Device) <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Song and Silence: A Guidebook to Bards and Rogues 13<\/h5>","reference":"Usergen"},{"id":10758,"name":"Spymaster","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Spymaster<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 8.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: The character must have 5 ranks in each of two skills from the following list: Diplomacy, Disguise, Forgery, and Sense Motive.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: A spymaster is proficient with light and medium armor and with all simple and martial weapons.<\/p>\n\n\t<p><strong>Cover Identity<\/strong>: A typical spymaster wishes to keep her true profession secret, so she pretends to be a simple rogue, ranger, or the like. In addition to allaying her companions&#39; suspicions, maintaining a cover identity also leads opponents to underestimate the spymaster until it is too late. At 1st level, a spymaster establishes one specific cover identity (such as Murek the tailor from Sumberton). While operating in that identity, she gains a +4 circumstance bonus on Disguise checks and a +2 circumstance bonus on Bluff and Gather Information checks. At 4th level and again at 7th level, the spymaster can maintain one additional cover identity that provides the same circumstance bonuses as the first.<\/p>\n\n\t<p>Should the spymaster wish to &quot;retire&quot; a cover identity and develop a new one, she must spend one week rigorously practicing subtle vocal intonations and body language before she earns the bonuses. Cover identities do not in themselves provide the spymaster with additional skills, proficiencies, or class features that others might expect of the professions pretended, though required ranks (see below) can bolster skills in the chosen areas. However, the spymaster must be careful to choose identities that can withstand regular scrutiny.<\/p>\n\n\t<p><strong>Required Ranks<\/strong>: A spymaster makes it a point to know what she&#39;s doing while she&#39;s pretending to be someone else. At every spymaster level, she must spend at least two skill points on a Craft, Profession, or Knowledge skill relating to one other chosen cover identities. The usual maximum rank limit still applies to these skills.<\/p>\n\n\t<p><strong>Sneak Attack<\/strong>: The spymaster gains the sneak attack ability (see the Rogue section in Chapter 3 of the Player&#39;s Handbook) at 1st level if she does not already have it. She gains +1d6 damage with this attack initially, but this rises to +2d6 at 4th level and to +3d6 at 7th level, if she already has the sneak attack ability from a previous class, the damage bonuses stack.<\/p>\n\n\t<p><strong>Undetectable Alignment (Ex)<\/strong>: The web of different identities and agendas inside the spymaster&#39;s mind makes it impossible to detect her alignment via any form of divination once she reaches 2nd level. This ability functions exactly like an undetectable alignment spell, except that it is always active. Only divinations are confounded; spells that function only against certain alignments, such as protection from evil and holy smite, affect the spymaster normally.<\/p>\n\n\t<p><strong>Quick Change (Ex)<\/strong>: By 3rd level, the spymaster has become adept at quickly switching from one identity to another. She now can don a disguise in one-tenth the normal time (1d3 minutes) and put on or take off armor in one-half the normal time.<\/p>\n\n\t<p><strong>Uncanny Dodge (Ex)<\/strong>: Also at 3rd level, the spymaster gains the uncanny dodge ability (see the Rogue section in Chapter 3 of the Player&#39;s Handbook) if she did not already have it. She gains additional benefits of this ability as her spymaster level increases (see Table 1&#8212;6). If she already had uncanny dodge from one or more previous classes, levels of those classes stack with spymaster levels for the purpose of determining the benefits, but she continues to progress in the ability along whichever track she was originally using for it. For example, if a rogue becomes a spymaster, add together her levels of spymaster and rogue, then refer to Table 3&#8212;15; The Rogue in the Player&#39;s Handbook to determine the benefits of uncanny dodge at her new, combined level.<\/p>\n\n\t<p><strong>Slippery Mind (Ex)<\/strong>: At 5th level, the spymaster gains the slippery mind ability (see the Rogue section in Chapter 3 of the Player&#39;s Handbook) if she does not already have it.<\/p>\n\n\t<p><strong>Spot Scrying (Ex)<\/strong>: Also at 5th level, the spymaster notices the magical sensor created by arcane eye, scrying, a crystal ball, or the like with a successful Spot check (DC 20).<\/p>\n\n\t<p><strong>Deep Cover (Ex)<\/strong>: At 8th level, the spymaster can quiet her mind and completely immerse herself in her cover identity at will. While she is in deep cover, divination spells detect only information appropriate for her cover identity; they reveal nothing relating to her spymaster persona.<\/p>\n\n\t<p><strong>Hear Subharmonics<\/strong>: Also at 8th level, the spymaster can determine the true motives of others by listening carefully to the subtle inflections of their voices. Her ears are so well trained that she gains a +3 insight bonus on Sense Motive checks.<\/p>\n\n\t<p><strong>Detection Damper (Su)<\/strong>: At 9th level, the spymaster can subconsciously create interference that hampers detect magic spells. The aura strengths for all magic items she holds, carries, or wears register as two categories weaker than they normally would. For example, a strong aura becomes faint, and faint or dim auras become completely undetectable.<\/p>\n\n\t<p><strong>Reactive Body Language (Ex)<\/strong>: Also at 9th level, the spymaster learns the silent language of subconscious body movements. By mimicking the body language of those with whom she interacts, she gains a +2 insight bonus on Bluff and Disguise checks.<\/p>\n\n\t<p><strong>Mind Blank (Sp)<\/strong>: At 10th level, the spymaster can become immune to all mind-affecting spells and divinations by rigorously silencing her mind. Using mind blank is a standard action, and the spyrnaster can do it a number of times per day equal to 3 + her Intelligence modifier. This ability works exactly like a mind blank spell cast by a 15th-level sorcerer, except that it affects the spymaster only and its duration is 10 minutes.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Cover identity, required ranks, sneak attack +1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Required ranks, undetectable alignment <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Quick change, required ranks, Uncanny dodge (Dex bonus to AC) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Cover identity, required ranks, sneak attack +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Required ranks, slippery mind, spot scrying <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Required ranks, uncanny dodge (can&#39;t be flanked) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Cover identity, required ranks, Sneak attack +3d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Deep cover, hear subharmonics, required ranks <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Detection damper, reactive body language, required ranks <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Mind blank, Required ranks <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Song and Silence: A Guidebook to Bards and Rogues 14<\/h5>","reference":"Usergen"},{"id":10759,"name":"Temple Raider of Olidammara","type":"prestige","alignment":"Any chaotic","hit_die":"6","full_text":"<div topic='titel'><p><h3>Temple Raider of Olidammara<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any chaotic.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: The character must worship Olidammara and be invited to join the ranks of the temple raiders by at least three current members of that prestige class.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: A temple raider is proficient with all simple weapons and with the rapier. In addition, he is proficient with both light and medium armor.<\/p>\n\n\t<p><strong>Traps<\/strong>: At 1st level, a temple raider gains the traps ability (see the Rogue section in Chapter 3 of the Player&#39;s Handbook) if he does not already have it.<\/p>\n\n\t<p><strong>Spells<\/strong>: A temple raider can cast, a small number of divine spells. His spells are based on Wisdom, so casting any given spell requires a Wisdom score least 10 + the spell&#39;s level. The DC for saving vs against these spells is 10 + spell level + the raider&#39;s Wisdom modifi er. When the table indicates that the temple raider is entitled to 0 spells a given level (such as 0 1st-level spells at 1st level), he gets only those bonus spells that his Wisdom score allows.<\/p>\n\n\t<p>Like a cleric, a temple raider can prepare one domain spell at each spell level in addition to his regular allotment. At the time he becomes a temple raider, the character must choose two domains from the three over which Olidammara holds sway (Chaos, Luck, and Trickery). He thus has access to two domain spells at each spell level and may prepare one or the other each day in his domain spell slot.<\/p>\n\n\t<p>A temple raider must spend 1 hour each night in quiet contemplation and supplication to Olidammara to regain his daily allotment of spells. Time spent resting has no effect on whether he can prepare spells. Unlike clerics, temple raiders do not channel energy to turn or rebuke undead, nor can they spontaneously cast cure or inflict spells. They also gain no granted powers for their domains.<\/p>\n\n\t<p><strong>Sneak Attack<\/strong>: The temple raider gains the sneak attack ability (see the Rogue section in Chapter 3 of the Player&#39;s Handbook) at 2nd level if he does not already have it. He gains +1d6 damage with this attack initially, and this rises by +1d6 per three temple raider levels thereafter. If he already has the sneak attack ability from a previous class, the damage bonuses stack.<\/p>\n\n\t<p><strong>Uncanny Dodge (Ex)<\/strong>: At 3rd level, the temple raider gains the uncanny dodge ability (see the Rogue section in Chapter 3 of the Player&#39;s Handbook) if he did not already have it. He gains additional benefi ts of this ability as his temple raider level increases (see Table 1&#8212;7). If he already had uncanny dodge from one or more previous classes, levels of those classes stack with temple raider levels for the purpose of determining the benefi ts, but he continues to progress in the ability along whichever track he was originally using for it. For example, if a rogue becomes a temple raider, add together his levels of temple raider and rogue, then refer to Table 3&#8212;15: The Rogue in the Player&#39;s Handbook to determine the benefi ts of uncanny dodge at his new, combined level.<\/p>\n\n\t<p><strong>Save Bonus<\/strong>: A little bit of Olidammara&#39;s luck has rubbed off on the temple raider in the form of a luck bonus on all saving throws. This bonus rises from +1 at 4th level to +2 at 7th level to +3 at 10th level.<\/p>\n\n\t<h4>Temple Raider Spell List<\/h4>\n\n\t<p>Temple raiders choose their spells from the following list:<br \/><strong>1st Level<\/strong>&#8212;cure light wounds, detect chaos, detect evil, detect good, detect law, detect secret doors, endure elements, entropic shield, infl ict light wounds, invisibility to undead, obscuring mist, protection from evil, protection from good, protection from law, random action, remove fear, sanctuary, shield of faith, spider climb.<br \/><strong>2nd Level<\/strong>&#8212;augury, cat&#39;s grace, cure moderate wounds, darkness, darkvision, delay poison, fog cloud, hold person, infl ict moderate wounds, knock, lesser restoration, misdirection, resist elements, silence, undetectable alignment.<br \/><strong>3rd Level<\/strong>&#8212;blindness\/deafness, cure serious wounds, dispel magic, infl ict serious wounds, locate object, magic circle against evil, magic circle against good, magic circle against law, magic vestment, negative energy protection, protection from elements, remove curse.<br \/><strong>4th Level<\/strong>&#8212;air walk, cure critical wounds, freedom of movement, infl ict critical wounds, neutralize poison, restoration, spell immunity.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=4>&#8212;Spells per Day*&#8212; <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Class <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Traps <\/td>\n\t\t\t<td> 0+1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sneak attack +1d6 <\/td>\n\t\t\t<td> 1+1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Uncanny dodge (Dex bonus to AC) <\/td>\n\t\t\t<td> 1+1 <\/td>\n\t\t\t<td> 0+1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Save bonus +1 <\/td>\n\t\t\t<td> 1+1 <\/td>\n\t\t\t<td> 1+1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Sneak attack +2d6 <\/td>\n\t\t\t<td> 1+1 <\/td>\n\t\t\t<td> 1+1 <\/td>\n\t\t\t<td> 0+1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Uncanny dodge (Can&#39;t be fl anked) <\/td>\n\t\t\t<td> 1+1 <\/td>\n\t\t\t<td> 1+1 <\/td>\n\t\t\t<td> 1+1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Save bonus +2 <\/td>\n\t\t\t<td> 2+1 <\/td>\n\t\t\t<td> 1+1 <\/td>\n\t\t\t<td> 1+1 <\/td>\n\t\t\t<td> 0+1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Sneak attack +3d6 <\/td>\n\t\t\t<td> 2+1 <\/td>\n\t\t\t<td> 1+1 <\/td>\n\t\t\t<td> 1+1 <\/td>\n\t\t\t<td> 1+1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Uncanny dodge (+1 against traps) <\/td>\n\t\t\t<td> 2+1 <\/td>\n\t\t\t<td> 2+1 <\/td>\n\t\t\t<td> 1+1 <\/td>\n\t\t\t<td> 1+1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Save bonus +3 <\/td>\n\t\t\t<td> 2+1 <\/td>\n\t\t\t<td> 2+1 <\/td>\n\t\t\t<td> 2+1 <\/td>\n\t\t\t<td> 1+1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td colspan=10>*In addition to the stated number of spells per day for 1st- through 4th-level spells, a temple raider gets a domain spell for each spell level. The &quot;+1&quot; on this list represents that. These spells are in addition to any bonus spells for having a high Wisdom. <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Song and Silence: A Guidebook to Bards and Rogues 16<\/h5>","reference":"Usergen"},{"id":10760,"name":"Thief-acrobat","type":"prestige","alignment":"Any nonlawful.","hit_die":"6","full_text":"<div topic='titel'><p><h3>Thief-acrobat<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonlawful..<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Thief-acrobats are proficient with all simple weapons. With the exception of sneak attacks, the thief-acrobat cannot use any other class features while wearing armor bulkier than light.<\/p>\n\n\t<p><strong>Kip Up (Ex)<\/strong>: A thief-acrobat can stand up from a prone position as a free action.<\/p>\n\n\t<p><strong>Unbounded leap (Ex)<\/strong>: A thief-acrobat&#39;s height does not limit her jumping distance (horizontal or vertical).<\/p>\n\n\t<p><strong>Fast Balance (Ex)<\/strong>: At 2nd level, the thief-acrobat gains the ability to balance easily on a precarious surface. A successful Balance check (for DCs, see the Balance skill description in Chapter 4 of the Player&#39;s Handbook) allows her to move her speed rather than half her speed under such conditions.<\/p>\n\n\t<p><strong>Improved Trip<\/strong>: At 2nd level, the thief-acrobat gains Improved Trip as a bonus feat, even if she does not have the Expertise feat prerequisite.<\/p>\n\n\t<p><strong>Improved Evasion (Ex)<\/strong>: At 3rd level, the thief-acrobat gains improved evasion (see the Rogue section in Chapter 3 of the Player&#39;s Handbook) if she does not already have it.<\/p>\n\n\t<p><strong>Slow fall (Ex)<\/strong>: At 3rd level, the thief-acrobat also gains the slow fall ability (see the Monk section in Chapter 3 of the Player&#39;s Handbook). Initially, she takes falling damage as though each fall were 20 feet shorter than it actually is. The falling distance that she can ignore increases by 10 feet for every three thief-acrobat levels she gains. If the character already has the slow fall ability from a previous class, the distances do not stack.<\/p>\n\n\t<p><strong>Defensive Fighting Bonus<\/strong>: The fact that the thief-acrobat is perpetually whirling and spinning makes her a difficult target to hit. When fighting defensively, she gains a +4 dodge bonus to AC rather than the normal +2 bonus or the +3 bonus for having 5 or more ranks in Tumble. When executing the total defense standard action, she gains a +8 dodge bonus to AC rather than the usual +4 bonus or the +6 bonus for having 5 or more ranks in Tumble.<\/p>\n\n\t<p><strong>Sneak Attack<\/strong>: The thief-acrobat gains the sneak attack ability (see the Rogue section in Chapter 3 of the Player&#39;s Handbook) at 4th level if she does not already have it. She gains +1d6 damage with this attack initially, but this rises to +2d6 at 9th level. If she already has the sneak attack ability from a previous class, the damage bonuses stack.<\/p>\n\n\t<p><strong>Cartwheel Charge<\/strong>: By somersaulting and cartwheeling in a straight line toward a foe 10 feet or more away, the thief-acrobat of at least 5th level can make an unusual charge attack, gaining the standard +2 bonus on attack rolls and -2 penalty to AC for a charge. Executing the cartwheel charge requires a Tumble check (DC 20). Success means that the thief-acrobat deals sneak attack damage to her target on a successful hit; failure means she achieves the normal results of a charge but does not get sneak attack damage.<\/p>\n\n\t<p><strong>Fast Climb (Ex)<\/strong>: By 5th level, the thief-acrobat is an expert at climbing. A successful Climb check allows her to move her full speed rather than half her speed in any situation that would normally require such a check. Fast climb counts as a miscellaneous full-round action.<\/p>\n\n\t<p><strong>Prone Defense<\/strong>: By 6th level, the thief-acrobat is accustomed to rolling and spinning on the ground. Opponents who attack her while she&#39;s prone don&#39;t get the +4 attack bonus that they ordinarily would receive.<\/p>\n\n\t<p><strong>Defensive Roll<\/strong>: At 7th level, the thief-acrobat gains the defensive roll ability (see the Rogue section in Chapter 3 of the Player&#39;s Handbook) does not already have it.<\/p>\n\n\t<p><strong>Move Anywhere (Ex)<\/strong>: By 8th level, a thief-acrobat can move normally even while balancing on a precarious surface or climbing. In either case, she moves her speed with each move-equivalent action and can even run if desired, as long as she does so in a straight line. Furthermore, she can take 10 on all Climb and Balance checks unless she&#39;s engaged in melee combat.<\/p>\n\n\t<p><strong>Fight Anywhere (Ex)<\/strong>: By 10th level, the thief-acrobat can fight normally even while climbing or balancing on something. This means, for example, that a thief-acrobat could climb a few steps up a nearby wall to earn the attack bonus for higher ground while engaged in melee. She must, however, keep at least one hand free to climb.<\/p><br\/><h5>Reference: Song and Silence: A Guidebook to Bards and Rogues 18<\/h5>","reference":"Usergen"},{"id":10761,"name":"Vigilante","type":"prestige","alignment":"Any nonevil","hit_die":"6","full_text":"<div topic='titel'><p><h3>Vigilante<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonevil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Profi ciency<\/strong>: Vigilantes are profi cient with all simple and martial weapons, plus the net. They gain no new armor profi ciencies.<\/p>\n\n\t<p><strong>Spells<\/strong>: Beginning at 1st level, a vigilante can cast arcane spells just as a sorcerer does. To cast a particular spell, the vigilante must have a Charisma score of at least 10 + the spell&#39;s level. The character gains bonus spells based on his Charisma score, and the DC for the saving throws against his spells is 10+ the spell&#39;s level + the vigilante&#39;s Charisma modifi er. Like a sorcerer, a vigilante need not prepare his spells ahead of time.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th style=text-align:center; colspan=5>Vigilante Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Vigilante Level <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st \/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Detect Evil (Sp)<\/strong>: Once per day per vigilante level, the character can detect evil just as a paladin does (see the Paladin section in Chapter 3 of the Player&#39;s Handbook).<\/p>\n\n\t<p><strong>Search for Clues<\/strong>: A vigilante of 2nd level or higher who merely passes within 5 feet of a clue to a crime is entitled to a Search check to notice it as if he were actively looking for it. The vigilante must be aware that a crime has occurred, but need not know the specifi cs. The clue cannot be more than a week old.<\/p>\n\n\t<p><strong>Streetwise<\/strong>: Select one city to be the vigilante&#39;s &quot;home turf.&quot; While in that city, he gains a circumstance bonus on Innuendo and Gather Information checks. This bonus is initially +2 at 2nd level, but it increases with class level as given on Table 1-9. If he moves to another city, he must spend a month getting acquainted with the new area before he can use this ability there.<\/p>\n\n\t<p><strong>Incredible Luck<\/strong>: This ability, available to vigilantes of 3rd level or higher, allows you to reroll any roll you have just made after learning the result but before it has taken effect. The rerolled result must be kept. Although this ability is usable more than once per day at higher levels, a vigilante can&#39;t use it more than once for a given check.<\/p>\n\n\t<p><strong>Shadow<\/strong>: At 4th level, the vigilante gains Shadow as a bonus feat. (See Chapter 2 of this book for this feat&#39;s description.)<\/p>\n\n\t<p><strong>Punish the Guilty (Su)<\/strong>: If a vigilante of 5th level higher personally witnesses someone committing an action that the laws of his home turf defi ne as a crime, he  an attempt to punish the miscreant. To do so, he makes one normal attack and adds his Charisma bonus (if any) to the attack roll, along with any other modifiers that would normally apply. If the attack is successful, it deals 1 extra point of damage per vigilante level. This special attack must occur within three days of the crime; otherwise the bonuses no longer apply. Punish the guilty is usable once per day at 5th level, twice per day at 7th level, and three times per day at 10th level. The vigilante can use this ability as many times as desired against the same miscreant and in response to the same incident, as long as all such uses occur within the time limit. Should the vigilante mistakenly try to punish someone who is not actually guilty of the crime witnessed, the bonuses do not apply, but the attempt still counts against the number allowed per day.<\/p>\n\n\t<p><strong>Slippery Mind (Ex)<\/strong>: At 9th level, the vigilante gains the slippery mind ability (see the Rogue section in Chapter 3 of the Player&#39;s Handbook) if he does not already have it.<\/p>\n\n\t<h4>Vigilante Spell List<\/h4>\n\n\t<p>Vigilantes choose their spells from the following list.<br \/><strong>1st Level<\/strong>&#8212;cause fear, change self, detect magic, detect secret doors, identify, light, obscuring mist.<br \/><strong>2nd Level<\/strong>&#8212;darkvision, daylight, detect thoughts, locate object, scare, see invisibility, zone of truth.<br \/><strong>3rd Level<\/strong>&#8212;clairaudience\/clairvoyance, discern lies, dispel magic, emotion, magic circle against evil, speak with dead, tongues.<br \/><strong>4th Level<\/strong>&#8212;arcane eye, detect scrying, dimensional anchor, fear, locate creature, scrying.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=4>&#8212;Spells per Day&#8212; <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Detect evil <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Search for clues, Streetwise +2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Incredible luck 1\/day <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Streetwise +4, Shadow <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Punish the guilty 1\/day <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Streetwise +6 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Incredible luck 2\/day, Punish the guilty 2\/day <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Streetwise +8 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Slippery mind <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Punish the guilty 3\/day <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Song and Silence: A Guidebook to Bards and Rogues 20<\/h5>","reference":"Usergen"},{"id":10762,"name":"Virtuoso","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Virtuoso<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to cast 0-level arcane spells (cantrips).<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Virtuosos gain no new weapon or armor proficiencies.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: Since the virtuoso often uses magic to enhance her performances, it&#39;s important for her to maintain her magical studies. Thus, whenever she gains a new virtuoso level, she gains new spells per day and spells known as if she had gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, new familiar abilities, and so on). This means that she adds her new level of virtuoso to the level of some other spellcasting class she has, than determines spells per day, caster level, and spells known (if formerly a bard or sorcerer) accordingly. If the character had more than one spell-casting class before becoming a virtuoso, she must decide to which class she adds each level of virtuoso for purposes of spells per day and spells known.<\/p>\n\n\t<p><strong>Bardic Music<\/strong>: At 1st level, the virtuoso gains the bardic music ability if she did not already have it from a previous class. All the bardic music effects (countersong, fascinate, inspire competence, inspire courage, inspire greatness, and suggestion) become available to her immediately, subject to their usual Perform skill requirements (see the Bard section in Chapter 3 of the Player&#39;s Handbook). Countersong requires either a musical or a poetic performance; all others can be produced with any performance type. Each bardic music effect except suggestion requires one daily use of either the virtuoso performance ability (see below) or the bardic music ability. Suggestion does not require any uses, but the subject must first be fascinated.<\/p>\n\n\t<p><strong>Virtuoso Performance<\/strong>: With an impassioned soliloquy or a haunting melody, the virtuoso can create magical effects beyond even the capabilities of bardic music. Virtuoso performance can be used onc e per virtuoso level per day. If the virtuoso has bard levels, those stack with virtuoso levels to determine uses per day. Many virtuoso performance effects require more than one of the ability&#39;s allotted daily uses. Although many of the names refer to musical performances, the virtuoso isn&#39;t actually so limited&#8212;for example, an actor could perform a &quot;sustaining soliloquy&quot; rather than a sustaining song.<\/p>\n\n\t<p>As with bardic music, the virtuoso can usually fight while using this ability but cannot cast spells or activate magic items by either spell completion or command word. If the performance forces any target to make a Will save, the only other action the virtuoso can take in the same round is a 5-foot step.<\/p>\n\n\t<p><em>Sustaining Song<\/em>: A 1st-level virtuoso with at least 11 ranks in Perform can sustain her unconscious allies, negating their need for stabilization checks during her performance. Because they&#39;re not making stabilization checks, the affected allies are neither stabilizing nor losing hit points. A sustaining song lasts for 5 minutes or until the virtuoso stops performing, whichever comes first. Sustaining song is a supernatural ability.<\/p>\n\n\t<p><em>Calumny (Su)<\/em>: A 3rd-level virtuoso with at least 13 ranks in Perform has mastered the fine art of slander and can deliver a performance that makes a specific character or group (class, race, nationality, or the like) appear in the worst light possible. Each member of the audience must make a Will save with a DC equal to the virtuoso&#39;s Perform check result. Success negates the calumny effect; failure shifts that individual&#39;s attitude toward the target by one category&#8212;that is, from friendly to indifferent, from indifferent to unfriendly, or from unfriendly to hostile (see Table 5-4: Influencing <span class=caps>NPC<\/span> Attitude in the Dungeon Master&#39;s Guide). Furthermore, each affected creature gains a +2 morale bonus on all opposed social interaction checks against the target. Calumny lingers in the minds of affected audience members for 24 hours per daily use of virtuoso performance applied to the calumny attempt. For example, a 7th-level bard\/3rd-level virtuoso could apply seven daily uses of virtuoso performance to a song of antiduergar sentiment. All who heard it and failed their Will saves would be affected for a week, and the virtuoso would have three virtuoso performance uses lef t that day. Calumny is a supernatural, mind-affecting, language-dependent ability.<\/p>\n\n\t<p><em>Jarring Song (Su)<\/em>: A 4th-level virtuoso with at least 14 ranks in Perform can inhibit spellcasting. Anyone attempting to cast a spell during a jarring song must make a Concentration check (DC 15 + the spell level). Success allows normal completion of the spell; failure means it is lost. A jarring song requires three daily uses of virtuoso performance and is a supernatural, sonic ability.<\/p>\n\n\t<p><em>Sharp Note (Sp)<\/em>: A 5th-level virtuoso with at least 15 ranks in Perform can sharpen the blades of all piercing and slashing weapons within a 10-foot radius. The affected weapons function as if a 6th-level sorcerer had cast a keen edge spell on them, except that the effect lasts only 10 minutes. Sharp note requires three daily uses of virtuoso performance and is a spell-like, transmutation ability.<\/p>\n\n\t<p><em>Mindbending Melody (Sp)<\/em>: A 6th-level virtuoso with at least 16 ranks in Perform can dominate a humanoid that she has already fascinated. This ability functions exactly like a dominate person spell cast by a 9th-level sorcerer. The target can make a Will save (DC 15 + the virtuoso&#39;s Charisma modifier) to negate the effect. A mindbending melody requires two daily uses of virtuoso performance and is a spell-like, mind-affecting, language-dependent, charm ability.<\/p>\n\n\t<p><em>Greater Calumny (Su)<\/em>: A 7th-level virtuoso with at least 17 ranks in Perform can whip her audience into a frenzy of loathing. Greater calumny functions exactly like calumny, except that the audience&#39;s attitude is shifted two categories (indifferent to hostile, for example), and each affected audience member gains a +4 morale bonus on all opposed social interaction checks with the target. Greater calumny is a supernatural, mind-affecting, language-dependent ability.<\/p>\n\n\t<p><em>Magical Melody (Su)<\/em>: An 8th-level virtuoso with at least 18 ranks in Perform can empower allied spellcasters, raising their effective caster levels by +1 each for the purposes of spell effects and spell resistance checks. This effect lasts as long as the performance does. Magical melody requires two daily uses of virtuoso performance per minute maintained. It is a supernatural ability.<\/p>\n\n\t<p><em>Song of Fury (Su)<\/em>: A 9th-level virtuoso with at least 19 ranks in Perform can enrage her allies. This ability functions exactly like barbarian rage on all willing allies within 20 feet, and it lasts as long as the virtuoso continues her performance. Song of fur y requires three daily uses of performance per round maintained. It is a supernatural, mind-affecting ability.<\/p>\n\n\t<p><em>Revealing Melody (Sp)<\/em>: A 10th-level virtuoso with at least 20 ranks in Perform can reveal all things as they actually are. All those who hear the revealing melody are affected as if by a true seeing spell cast by a 17th-level sorcerer. The effect lasts as long as the song does. Revealing melody requires two daily uses of virtuoso performance per round maintained and is a spell-like, divination ability.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day\/Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bardic music, virtuoso performance (sustaining song) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Virtuoso performance (calumny) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Virtuoso performance (jarring song) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Virtuoso performance (sharp note) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Virtuoso performance (mindbending melody) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Virtuoso performance (greater calumny) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Virtuoso performance (magical melody) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Virtuoso performance (song of fury) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Virtuoso performance (revealing melody) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Song and Silence: A Guidebook to Bards and Rogues 22<\/h5>","reference":"Usergen"},{"id":10763,"name":"Cavalier","type":"prestige","alignment":"Lawful","hit_die":"10","full_text":"<div topic='titel'><p><h3>Cavalier<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Equipment<\/strong>: Masterwork heavy armor and masterwork large shield.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: The cavalier is proficient with all simple and martial weapons, all types of armor, and shields.<\/p>\n\n\t<p><strong>Knowledge (Nobility and Royalty)<\/strong>: The cavalier gains this skill automatically at 1st level without having to purchase it with skill points.<\/p>\n\n\t<p><strong>Tall in the Saddle<\/strong>: The cavalier gains a bonus to his Ride skill check whenever he uses the Mounted Combat feat to negate a hit his mount takes in combat.<\/p>\n\n\t<p><strong>Deadly Charge<\/strong>: When mounted and using the charge action, you deal triple damage with a melee weapon (or quadruple damage with a lance), up to the number of times per day indicated. This ability supersedes the Spirited Charge feat.<\/p>\n\n\t<p><strong>Mounted Weapon Bonus<\/strong>: The cavalier gains a bonus to his attack roll when using the designated weapon while mounted.<\/p>\n\n\t<p><strong>Ride Bonus<\/strong>: The cavalier gains a competence bonus to Ride checks.<\/p>\n\n\t<p><strong>Burst of Speed<\/strong>: At 3rd level, the cavalier can urge his mount to greater than normal speeds. This ability doubles the distance of the mount&#39;s normal charge movement. This ability can be used once per day without penalty to the mount. Each additional use of the ability in a single day requires the mount to make a Will save (DC 20) immediately after the conclusion of the additional charge; failure results in the mount taking 2d6 points of damage.<\/p>\n\n\t<p><strong>Full Mounted Attack<\/strong>: At 6th level, the mounted cavalier may attack as a standard action when his mount moves more than 5 feet (assuming an opponent exists to be attacked), rather than as a partial action.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Mounted weapon bonus lance +1, Ride bonus +2, tall in the saddle +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Deadly Charge 1\/day, Mounted weapon bonus sword +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Burst of speed, Mounted weapon bonus lance +2, Tall in the saddle +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Deadly Charge 2\/day, mounted weapon bonus sword +2, Ride bonus +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Mounted weapon bonus lance +3, tall in the saddle +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Deadly Charge 3\/day, full mounted attack, mounted weapon bonus sword +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Mounted weapon bonus lance +4, Ride bonus +6, tall in the saddle +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Deadly Charge 4\/day, mounted weapon bonus sword +5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Mounted weapon bonus lance +5, Ride bonus +8, tall in the saddle +5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Deadly Charge +5 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Sword and Fist: A Guidebook to Monks and Fighters 12<\/h5>","reference":"Usergen"},{"id":10764,"name":"Devoted Defender","type":"prestige","alignment":"","hit_die":"12","full_text":"<div topic='titel'><p><h3>Devoted Defender<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 12.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: The devoted defender is proficient with all simple and martial weapons, all types of armor, and shields.<\/p>\n\n\t<p><strong>Armor Class Bonus<\/strong>: The devoted defender concentrates on defense, both for herself and her charge. She receives this dodge bonus to AC as a result of that focus.<\/p>\n\n\t<p><strong>Harm&#39;s Way<\/strong>: Beginning at 1st level, the devoted defender may elect to place herself in the path of danger in order to protect her single charge. Any time that you are within 5 feet of your charge, and your charge suffers an attack, you may switch places with your charge and receive the attack in his place. You must declare this before the attack roll is made. You select your charge when you roll initiative, and it is a free action to do so. You may not change your charge for the duration of that combat.<\/p>\n\n\t<p><strong>Defensive Strike<\/strong>: You can make an attack of opportunity against any adjacent opponent who attacks your charge in melee. You gain a +1 bonus to this attack for every two levels after 2nd.<\/p>\n\n\t<p><strong>Deflect Attack<\/strong>: Beginning at 3rd level, the devoted defender can attempt to parry a melee attack against her charge. She must be within 5 feet of her charge to attempt this and holding a melee weapon or shield to deflect the attack. Once per round when your charge would normally be hit with a melee weapon, you may make a Reflex saving throw against DC 20. (If the melee weapon has a magic bonus to attack, the DC increases by that amount.) You gain a competence bonus to your Reflex save as indicated on the chart. If you succeed, you deflect the blow as a free action. You must be aware of the attack beforehand and not flat-footed.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>AC Bonus <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Harm&#39;s way <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Defensive strike <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Deflect attack +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Defensive strike +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Deflect attack +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Defensive strike +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Deflect attack +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Defensive strike +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Deflect attack +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Defensive strike +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td colspan=7><strong>AC Bonus<\/strong>: The defensive bonus to the character&#39;s Armor Class, added to the character&#39;s normal AC bonus. This bonus applies only when the devoted defender is actively engaged in protecting her client from an attack; otherwise, use the character&#39;s normal AC bonus. <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Sword and Fist: A Guidebook to Monks and Fighters 13<\/h5>","reference":"Usergen"},{"id":10765,"name":"Drunken Master","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Drunken Master<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Base Unarmed Attack Bonus<\/strong>: +4.<br \/><strong>Other<\/strong>: Evasion ability, must be chosen by existing drunken masters and survive night of revelry among them without being incarcerated, poisoned, or extraordinarily embarrassed.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Drink Like a Demon<\/strong>: Your body handles alcohol differently from other people&#39;s. You can drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol as a move-equivalent action. Every bottle or tankard of alcohol you consume during combat reduces your Dexterity, Wisdom, and Intelligence by 1 point each, but increases your Strength or Constitution (your choice) by 1 point. However, your Reflex save bonus, Dexterity bonus to Tumble, and AC bonus remain at their original levels regardless of your new Dexterity modifier. Your body metabolizes one drink per hour, reducing both the penalties and the bonus accordingly. You only gain the Strength and Constitution bonuses for alcohol drunk during a fight, and the bonuses only last until the end of the combat. (The penalties disappear more gradually.) What quantity of alcohol constitutes a &quot;drink&quot; is deliberately left undefined.<\/p>\n\n\t<p><strong>Bottle Proficiency<\/strong>: You can use bottles and large tankards as weapons using your unarmed base attack bonus, including your more favorable number of attacks per round. Bottles do 1d6 points of bludgeoning damage with their first blow, then 1d4 points of slashing damage thereafter. Tankards do 1d6 points of bludgeoning damage. Furthermore, you can make these attacks without spilling most of the liquid inside.<\/p>\n\n\t<p><strong>Stagger<\/strong>: By tripping, stumbling, and staggering, you can make a charge attack that surprises your opponents. This has two beneficial aspects: First, your charges need not be in straight lines, and you still move up to twice your speed. Second, make a Tumble check (DC 15) when you begin your charge. If you succeed, your movement through threatened squares provokes no attacks of opportunity.<\/p>\n\n\t<p><strong>Swaying Waist<\/strong>: You weave and bob about as you attack. You gain a +2 dodge bonus to AC against any one opponent you choose during your turn. This supersedes the Dodge feat, but functions like it in all other ways.<\/p>\n\n\t<p><strong>Improvised Weapons<\/strong>: You can use furniture, farm implements, or nearly anything else at hand to attack your foes. Anything from a ladder to a haunch of meat to a barstool is a weapon once you imbue it with your ki using this ability. Regardless of the exact item, the weapon does 1d6 points of damage at your more advantageous number of attacks per round. Most items do bludgeoning damage, although shish-kabob skewers, for example, would do piercing damage. Long items (such as ladders) have reach according to their length, and items with many protrusions (such as chairs) give you a +2 bonus on Disarm attempts. Finally, large items with broad, flat surfaces (such as tables) can be upended to become improvised tower shields.<\/p>\n\n\t<p><strong>Drunken Rage<\/strong>: You can rage just as a barbarian does, with a duration equal to your (new) Constitution modifier plus the number of drinks you have consumed. You gain +4 to Strength, +4 to Constitution, a +2 morale bonus on Will saves, and a &#8212;2 penalty to AC. This ability supersedes the Strength and Constitution bonuses from drink like a demon.<\/p>\n\n\t<p><strong>Lurch<\/strong>: Your lurching movements let you make one feinting in combat Bluff check (opposed by Sense Motive) per round as a move-equivalent action. You gain a +4 competence bonus to Bluff checks made for this purpose.<\/p>\n\n\t<p><strong>Drunken Embrace<\/strong>: You can grapple an opponent without provoking an attack of opportunity, and you gain a +4 competence bonus on all opposed grapple checks.<\/p>\n\n\t<p><strong>For Medicinal Purposes<\/strong>: By combining your ki power with alcohol, you can convert an alcoholic drink to a potion of cure moderate wounds up to three times per day. The alcohol activates the ki in your body, so the cure only works on you. Alcohol drunk in this way neither impairs nor improves your ability scores.<\/p>\n\n\t<p><strong>Corkscrew Rush<\/strong>: You leap forward, twisting your body in midair as you head-butt an opponent. This is a charge attack that, in addition to dealing normal damage, automatically initiates a bull rush attack (without provoking an attack of opportunity). Furthermore, you are considered to have the Power Attack feat for the purposes of a corkscrew rush, and if you hit your opponent, you stun your foe unless she makes a Will save (DC 17 + the drunken master&#39;s Wisdom modifier). However, if your attack misses, you land prone in front of your opponent.<\/p>\n\n\t<p><strong>Breath of Flame<\/strong>: You can use your ki to ignite the alcohol within you and spew it forth from your mouth in a breath of flame. Breath of flame deals 3d12 points of fire damage to all within the 20-foot cone (Reflex save DC 18 for half ). Each time you use breath of flame, it consumes one drink&#39;s worth of alcohol within you, reducing both penalties and bonuses to your ability scores.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Speed 50 ft., drink like a demon, bottle proficiency, unarmed damage 1d8 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Stagger <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Speed 60 ft., swaying waist <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> AC bonus +1, improvised weapons <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Drunken rage, unarmed damage 1d10 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Speed 70 ft., lurch <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Drunken embrace <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> For medicinal purposes <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> AC bonus +2, speed 80 ft., corkscrew rush, unarmed damage 1d12 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Breath of flame <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td colspan=7><strong>Base Attack Bonus<\/strong>: Note that, like a monk, a drunken master makes unarmed iterative attacks at a &#8212;3 penalty, not the usual &#8212;5 penalty. <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Sword and Fist: A Guidebook to Monks and Fighters 14<\/h5>","reference":"Usergen"},{"id":10766,"name":"Duelist","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Duelist<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Weapon Proficiency<\/strong>: Rapier<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: The duelist is proficient with all simple and martial weapons, but no type of armor. The only shield they are proficient with is the buckler.<\/p>\n\n\t<p><strong>Canny Defense<\/strong>: When not wearing armor, duelists add their Intelligence bonus (if any) to their Dexterity bonus to modify Armor Class while wielding a melee weapon. If the duelist is caught flatfooted or otherwise denied his Dexterity bonus, he also loses this bonus.<\/p>\n\n\t<p><strong>Precise Strike<\/strong>: At 2nd level, the duelist gains the extraordinary ability to strike precisely with a one-handed piercing weapon, gaining a bonus 1d6 damage added to her normal damage roll. When making a precise strike, the duelist cannot attack with a weapon in her other hand, although she can defend with it (or, if she has the proficiency, a buckler). A duelist&#39;s precise strike only works against living creatures with discernable anatomies. Any creature that is immune to critical hits (including undead, constructs, oozes, plants, and incorporeal creatures) is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits (such as armor with fortification) also protects a creature from a precise strike. Every four duelist levels gained thereafter, she increases the extra damage by +1d6.<\/p>\n\n\t<p><strong>Enhanced Mobility<\/strong>: When unarmored, the duelist gains an additional +4 bonus to AC against attacks of opportunity caused when he moves out of or within a threatened area.<\/p>\n\n\t<p><strong>Grace<\/strong>: At 4th level, the duelist gains an additional +2 competence bonus to all Reflex saving throws. This ability functions for the duelist only when wearing no armor.<\/p>\n\n\t<p><strong>Acrobatic Attack<\/strong>: At 5th level, if the duelist attacks by jumping at least 5 feet toward his opponent, jumping down at least 5 feet onto his opponent or swinging on a rope or similar object into his opponent, he gains a +2 to attack and damage rolls. Make a Jump check; if the result is less than 5 feet, you cannot use this ability on this attack. If the distance is greater than that between the duelist and the opponent, the duelist can limit the distance to that of the opponent as a free action. This is an extraordinary ability.<\/p>\n\n\t<p><strong>Elaborate Parry<\/strong>: At 7th level, if the duelist chooses to fight defensively or use all-out defense in melee combat, she gains an additional +1 dodge bonus to her AC for each class level of duelist she has advanced. This is an extraordinary ability.<\/p>\n\n\t<p><strong>Improved Reaction<\/strong>: At 8th level, the duelist gains a +2 to initiative rolls. This ability stacks with Improved Initiative.<\/p>\n\n\t<p><strong>Deflect Arrows<\/strong>: The duelist gains the Deflect Arrows feat (see the Player&#39;s Handbook) only when he uses his one-handed piercing weapon.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Canny defense <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Precise strike +1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Enhanced mobility <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Grace <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Acrobatic attack <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Precise strike +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Elaborate parry <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Improved reflexes <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Deflect Arrows <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Precise strike +3d6 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Sword and Fist: A Guidebook to Monks and Fighters 17<\/h5>","reference":"Usergen"},{"id":10767,"name":"Fist of Hextor","type":"prestige","alignment":"Lawful evil, neutral evil, or lawful neutral.","hit_die":"10","full_text":"<div topic='titel'><p><h3>Fist of Hextor<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful evil, neutral evil, or lawful neutral..<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Weapon Proficiency<\/strong>: Spiked gauntlet.<br \/><strong>Other<\/strong>: Must worship Hextor, and must survive the ritual ceremony of induction into the Fists of Hextor (see Organizations on page 44 of this book).<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: All Fists of Hextor are proficient with all simple and martial weapons, with all types of armor, and with shields.<\/p>\n\n\t<p><strong>Brutal Strike<\/strong>: The Church of Hextor trains its templars to fight with ruthless efficiency. Every action, the Fist may add this bonus either to one attack roll or one damage roll, but not both. You must declare where the bonus applies at the start of your action.<\/p>\n\n\t<p><strong>Strength Boost<\/strong>: Staring at 2nd level, the Fist can call upon Hextor for a +4 Strength bonus once per day. The Fist may boost his Strength one additional time per day for every three levels above 2nd. This bonus lasts for 4 rounds plus the Fist&#39;s level.<\/p>\n\n\t<p><strong>Frightful Presence<\/strong>: When a Fist of Hextor reaches 3rd level, he gains the extraordinary ability to instill fear in others as a free action once per day. The Fist must make some dramatic action in the round in which he uses the ability, and it only affects those who see (or possibly hear, depending on the dramatic act) the Fist. The ability has a range of 5 feet per level. All those (except for other Fists) within range are frightened for 5d6 rounds. Those who succeed at a Will saving throw are merely shaken. The DC for the Will save is 10 + the Fist&#39;s level + the Fist&#39;s Charisma modifier. This extraordinary ability creates a mind-affecting fear effect. The Fist may use this one additional time per day for every three levels above 3rd.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Brutal strike +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Strength boost 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Frightful presence 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Brutal strike +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Strength boost 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Frightful presence 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Brutal strike +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Strength boost 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Frightful presence 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Brutal strike +4 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Sword and Fist: A Guidebook to Monks and Fighters 18<\/h5>","reference":"Usergen"},{"id":10768,"name":"Ghostwalker","type":"prestige","alignment":"Lawful good, lawful evil, chaotic good, chaotic evil, or true neutral.","hit_die":"10","full_text":"<div topic='titel'><p><h3>Ghostwalker<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful good, lawful evil, chaotic good, chaotic evil, or true neutral..<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: The ghostwalker is proficient with all simple and martial weapons, light and medium types of armor, and shields.<\/p>\n\n\t<p><strong>Painful Reckoning<\/strong>: If the ghostwalker loses more than 50% of his normal hit-point total in one encounter (and survives), he gains this bonus to his AC, attack, and damage rolls when he faces the specific foe(s) that he fought in the initial encounter.<\/p>\n\n\t<p><strong>Resolute Aura<\/strong>: Whether fearful or respectful, humanoids around the ghostwalker typically pause and obey when confronted. Ghostwalkers add their number of ghostwalker levels to all Intimidate checks. Therefore, a 5th-level ghostwalker has a +5 bonus to all Intimidate checks.<\/p>\n\n\t<p><strong>Anonymity<\/strong>: The ghostwalker benefits from anonymity, but should his name ever become known to his foes, his powers are weakened. On those enemies who know his name, his resolute aura no longer functions. If they are hostile, he cannot feign death, become ethereal, or shadow walk in their presence (to a distance of 100 feet), and his painful reckoning bonus, if any, is halved against them.<\/p>\n\n\t<p><strong>Feign Death<\/strong>: Once per day, the ghostwalker can enter a cataleptic state that is impossible to distinguish from actual death&#8212;usually for ending an encounter. The effect lasts for 10 rounds per level of the ghostwalker. Although he can smell, hear, and knows what is going on, no feeling or sight of any sort is possible for the ghostwalker; any wounding of his body is not felt, and any damage taken is only one-half normal. Paralysis, poison, and energy drain do not effect the ghostwalker in this state, but poison injected into the body becomes effective when the effect ends.<\/p>\n\n\t<p><strong>Superior Iron Will<\/strong>: This ability provides an additional +2 bonus to Will saves. It stacks with the Iron Will feat.<\/p>\n\n\t<p><strong>Etherealness<\/strong>: Calling on the obscure, mystic forces that drive him to wander the world, the ghostwalker has the power to become ethereal, as per the spell ethereal jaunt. The effect persists for 1 round per level of the ghostwalker. This is an extraordinary ability.<\/p>\n\n\t<p><strong>Shadow Walk<\/strong>: The ghostwalker can shadow walk, as per the spell. The character travels at a rate of one mile in (11 &#8212; the number of ghostwalker levels) minutes. The maximum time that the ghostwalker can shadow walk is 1 hour per level per day. The ghostwalker can shadow walk three times per day. In addition, while in this state, the ghostwalker heals at the rate of 3 hit points per ghostwalker level. This is an extraordinary ability.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Painful reckoning +1, resolute aura, anonymity <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Feign death, painful reckoning +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Superior Iron Will, painful reckoning +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Etherealness 1\/day, painful reckoning +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Shadow walk, painful reckoning +5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Painful reckoning +6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Etherealness 2\/day, painful reckoning +7 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Painful reckoning +8 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Painful reckoning +9 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Etherealness 3\/day, painful reckoning +10 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Sword and Fist: A Guidebook to Monks and Fighters 20<\/h5>","reference":"Usergen"},{"id":10769,"name":"Gladiator","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Gladiator<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Feats<\/strong>: Must have at least two feats from the list of fighter bonus feats. You do not have to earn them as a fighter, but they must appear on that list.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Improved Feint<\/strong>: The gladiator has learned sneaky tactics such as kicking dirt in a foe&#39;s face, pretending to be badly wounded, or forcing an opponent to stare into the sun. You can use the feinting in combat Bluff technique on page 64 of the Player&#39;s Handbook as a move-equivalent action.<\/p>\n\n\t<p><strong>Study Opponent<\/strong>: You are adept at spotting weaknesses in your foes&#39; fighting styles. If you take a all-out defense action, you gain a dodge bonus to your AC against any opponent who attacks you in melee combat that round. The dodge bonus begins the round after that opponent attacks you and lasts for the duration of the fight.<\/p>\n\n\t<p><strong>Exhaust Opponent<\/strong>: As combat continues, you can tire out your foe. You must attack the same opponent for at least 3 consecutive rounds. After your third set of attacks, your opponent must make a Fortitude save to avoid taking 1d6 subdual damage from exhaustion. The DC for this save starts at 15 and increases by 1 for every round beyond the third you continue to attack the same foe. Many gladiators fight defensively while employing this attack. If you do not attack for one round, the count resets to zero.<\/p>\n\n\t<p><strong>Roar of the Crowd<\/strong>: You can appeal to spectators with flourishes, trash-talking, and fancy moves. As a move-equivalent action, make a Perform check (DC 15). If you succeed, you get a +1 morale bonus to attacks and damage for the duration of the fight. Spectators must be noncombatants, and there must be at least a half-dozen of them.<\/p>\n\n\t<p><strong>Improved Coup de Grace<\/strong>: You dispatch fallen foes quickly, or with great flair. You may use a melee weapon to deliver a coup de grace attack as a standard action. If you are being showy, you take a full-round action to deliver the coup de grace attack, but gain a +2 morale bonus to attack for the rest of the combat.<\/p>\n\n\t<p><strong>Poison Use<\/strong>: You are trained in the use of poison just as assassins are. Ask your DM for details; the poison rules are found in the <span class=caps>DUNGEON<\/span> MASTER&#39;s Guide.<\/p>\n\n\t<p><strong>Make Them Bleed<\/strong>: You are skilled at dealing wounds that cause extra blood loss. When you deal damage with a slashing weapon, the wound bleeds for one point of damage per round thereafter until a Heal check (DC 15) is made, any cure spell is applied, or 10 rounds minus the opponent&#39;s Constitution modifier elapse. Multiple wounds are cumulative, but creatures without discernible anatomies such as constructs, undead, and plants are immune to this effect.<\/p>\n\n\t<p><strong>The Crowd Goes Wild<\/strong>: With each blow you strike, the spectators cheer more loudly. If you have already engaged the spectators with roar of the crowd, you gain a +2 morale bonus to damage on your first successful blow. This bonus increases by +2 for each successive consecutive blow that deals damage to your opponent. The bonus resets to +2 if you miss.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Improved feint <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Study opponent +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Exhaust opponent <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Roar of the crowd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Study opponent +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Improved coup de grace <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Poison use <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Study opponent +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Make them bleed <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> The crowd goes wild <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Sword and Fist: A Guidebook to Monks and Fighters 21<\/h5>","reference":"Usergen"},{"id":10770,"name":"Halfling Outrider","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Halfling Outrider<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: The halfling outrider is proficient with all simple and martial weapons, light armor, and shields.<\/p>\n\n\t<p><strong>Mount<\/strong>: Halfling outriders gain a mount appropriate to the resources of their halfling community at 1st level. Most halfling communities attempt to provide their outriders with warponies, though some have been known to make do with lesser steeds, and a few boast more exotic animals. The outrider is not required to pay for the mount, nor its tack, harness and accoutrements.<\/p>\n\n\t<p><strong>Alertness<\/strong>: The halfling outrider gains a +2 bonus on all Listen and Spot checks.<\/p>\n\n\t<p><strong>Ride Bonus<\/strong>: The halfling outrider gains a +2 competence bonus on all Ride checks.<\/p>\n\n\t<p><strong>Defensive Ride<\/strong>: The nature of the halfling outrider&#39;s responsibilities has taught him the tricks of defensive riding, provided that he does nothing else (he cannot attack when riding defensively). He gains +2 Dexterity and a +4 AC dodge bonus. In addition, his mount gains: \u00d72 speed, a +2 bonus on all Will saves, and a +4 AC dodge bonus.<\/p>\n\n\t<p>A defensive ride lasts for 3 rounds, plus the character&#39;s (newly improved) Dexterity modifier. The outrider may end the defensive ride voluntarily. At the end of the ride, both the outrider and his mount are winded and suffer a &#8212;2 Strength penalty until they are able to rest for at a minimum of 10 minutes. The outrider can only embark on a defensive ride a certain number of times per day (determined by level). Beginning the ride is a free action, but the outrider can only do so on his action.<\/p>\n\n\t<p><strong>Deflect Attack<\/strong>: Beginning at 3rd level, the outrider can attempt to parry a melee attack against his mount. He must be holding a melee weapon or shield to deflect the attack. Once per round when your mount would normally be hit with a melee weapon, you may make a Reflex saving throw against DC 20. (If the melee weapon has a magical bonus to attack, the DC increases by that amount.) You gain a competence bonus to your Reflex save as indicated on the chart. If you succeed, you deflect the blow as a free action. You must be aware of the attack beforehand and not flat-footed.<\/p>\n\n\t<p><strong>Leap from the Saddle<\/strong>: When your mount is moving no faster than twice its Speed, you can dismount with a successful Handle Animal check (DC 20) and land adjacent to your mount as a free action. If an opponent is in an area you threaten (after you dismount), you can make a charge attack against that opponent. This requires the full attack action.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th>AC Bonus <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Alertness, Ride bonus <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Defensive ride 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Deflect attack +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Defensive ride 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Leap from the saddle <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Defensive ride 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Deflect attack +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Defensive ride 4\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Deflect attack +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Defensive ride 5\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td colspan=7><strong>AC Bonus<\/strong>: This is a nonmagical deflection bonus applied to the character&#39;s Armor Class regardless of armor worn only when mounted. <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Sword and Fist: A Guidebook to Monks and Fighters 22<\/h5>","reference":"Usergen"},{"id":10771,"name":"Knight Protector of the Great Kingdom","type":"prestige","alignment":"Lawful","hit_die":"10","full_text":"<div topic='titel'><p><h3>Knight Protector of the Great Kingdom<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Heavy armor proficiency<\/strong>.<br \/><strong>Other<\/strong>: Gain membership in the order.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Knight Protectors are proficient with all simple and martial weapons, with all types of armor, and with shields.<\/p>\n\n\t<p><strong>Defensive Blow<\/strong>: Whenever the Knight Protector is engaged in a melee combat situation where the Knight seeks to protect a creature who is weaker than the Knight Protector (fewer HD or total levels) or who is helpless, the Knight Protector gains the listed morale bonus to his attack and weapon damage rolls.<\/p>\n\n\t<p><strong>Shining Beacon<\/strong>: The Knight Protector is the physical and spiritual embodiment of high ideals. All his allies gain a +4 morale bonus on saves versus fear effects when they stand within 10 feet of the Knight Protector. If the Knight is held, unconscious, or otherwise rendered helpless, his allies lose this bonus.<\/p>\n\n\t<p><strong>Best Effort<\/strong>: The daunting nature of the Knight Protector&#39;s goals often requires special focus of effort. Beginning at 2nd level, a Knight Protector gains a bonus to any one skill check he makes, once per day. You must declare that you are using this ability before you make the skill check.<\/p>\n\n\t<p><strong>Iron Will<\/strong>: At 2nd level, the Knight gains the feat Iron Will.<\/p>\n\n\t<p><strong>Supreme Cleave<\/strong>: Beginning at 3rd level, the Knight can take a 5-foot step between attacks when using the Cleave or Great Cleave feat.<\/p>\n\n\t<p><strong>No Mercy<\/strong>: At 6th level, the Knight Protector gains the ability to make extra attacks of opportunity. The knight protector may make a number of extra attacks of opportunity against opponents equal to the number of the bonus and use the Knight&#39;s full attack bonus.<\/p>\n\n\t<h4>The Code of the Knight Protector<\/h4>\n\n\t<p><strong>Code of Conduct<\/strong>: The Knight Protector must be of a lawful alignment, and must adhere to the order&#39;s Code of Conduct (see below).<\/p>\n\n\t<p><strong>Support<\/strong>: The order supports its own. The Knight Protector can expect to receive normal arms and armor, room and board, a mount and its accoutrements from the order for as long as he remains in its ranks and adheres to the Code.<\/p>\n\n\t<p><strong>The Code<\/strong>: Courage and enterprise in obedience to the Order. Defense of any mission unto death. Respect for all peers and equals; courtesy to all lessers. Combat is glory; battle is the true test of self-worth; war is the flowering of the chivalric ideal. Personal glory above all in battle. Death to those who oppose the Great Kingdom. Death before dishonor.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Defensive blow +2, shining beacon <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Best effort +2, Iron Will <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Supreme Cleave <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Defensive blow +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Best effort+3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> No mercy +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Defensive blow +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Best effort +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> No mercy +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Best effort +5, defensive blow +5 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Sword and Fist: A Guidebook to Monks and Fighters 24<\/h5>","reference":"Usergen"},{"id":10772,"name":"Lasher","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Lasher<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: The lasher must own a whip or whip dagger (see Chapter 5). Usually, a lasher owns both types of whip (and, if wealthy enough, mighty versions of both types).<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: A lasher&#39;s weapon training focuses on the whip. Lashers are proficient with no armor and no shields.<\/p>\n\n\t<p><strong>Whip Sneak Attack<\/strong>: If a lasher catches an opponent unable to defend himself effectively from her attack anywhere within range (up to 15 ft.), she can use a whip or whip dagger to strike a vital spot for extra damage (a lasher does not gain a sneak attack with other weapons). Any time the lasher&#39;s target would be denied his Dexterity bonus to AC (whether he actually has a Dexterity bonus or not), the lasher&#39;s attack deals +1d6 points of damage. This extra damage increases by a +1d6 points every fourth level (+2d6 at 5th level, and +3d6 at 9th level). Should the lasher score a critical hit with a sneak attack, this extra damage is not multiplied. This ability stacks with any other sneak attack ability.<\/p>\n\n\t<p>With a regular whip (but not a whip dagger), the lasher can make a sneak attack that deals subdual damage instead of normal damage (see Wound below).<\/p>\n\n\t<p>A lasher can only sneak attack living creatures with discernible anatomies&#8212;undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical hits is similarly immune to sneak attacks. Also, the lasher must also be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The lasher cannot sneak attack while striking at a creature with concealment or by striking the limbs of a creature whose vitals are beyond reach.<\/p>\n\n\t<p>If a lasher gets a general sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack.<\/p>\n\n\t<p><strong>Close Combat<\/strong>: At 1st level, the lasher can attack an opponent in a threatened square with a whip or whip dagger and not provoke an attack of opportunity.<\/p>\n\n\t<p><strong>Wound<\/strong>: At 1st level, a lasher can use a normal whip to deal regular damage to an opponent, instead of subdual damage, at her option. This allows the lasher to inflict damage on creatures with an armor bonus of +1 or better or a natural armor bonus of +3 or better. If using the whip to deal subdual damage, it deals no damage to creatures with a +1 or more armor bonus or +3 or more natural armor (as usual). Lashers using a whip dagger always deal regular damage to opponents.<\/p>\n\n\t<p><strong>Whip Lash<\/strong>: The lasher can make attacks of opportunity with his whip or whip dagger against foes within 5 feet as if it were a melee weapon.<\/p>\n\n\t<p><strong>Improved Trip<\/strong>: At 2nd level, the lasher gains the Improved Trip feat, if using a whip or whip dagger to perform the trip. She need not have taken the Expertise feat, normally a prerequisite, before this.<\/p>\n\n\t<p><strong>Third Hand<\/strong>: At 2nd level, a lasher&#39;s precision with the whip or whip dagger allows her to use it almost like a third hand&#8212;a third hand at the end of a flexible 15-foot-long arm&#8212;as a standard action. Depositing a lashed object into your hand is a move-equivalent action. Note: A lasher generally uses a normal whip to perform abilities granted by third hand, because a whip dagger deals its damage to the object or individual grasped, while a regular whip does not. Sometimes, this is not a problem, especially if the item grasped has hardness, but other times inflicting damage by using third hand is a bad idea. Thus, most lashers carry two whips. A lasher successfully performs a task if her attack roll equals or exceeds the DC for a given task:\n\t<ul>\n\t\t<li>Punch a button, snuff a candle flame, flick a coin lying along the ground, etc. as a move-equivalent action. Range 15 feet, DC 15.<\/li>\n\t\t<li>Retrieve an unattended object of up to 20 pounds, and deposit into your off hand as a move-equivalent action. Range 15 feet, DC 20.<\/li>\n\t\t<li>Firmly wrap the end of your whip around a pole, spike, or other likely projection up to 15 feet away as a move-equivalent action. The DC is 22. If used to wrap around a projection at the top of a wall, reduce the DC to climb the wall by 5. If the point of attachment is optimal on a ceiling fixture, you could swing over a chasm of up to 25 feet wide. You can also wrap items heavier than 20 pounds, but you cannot automatically flick them into your off hand (but you could drag them). You can unwrap the end of your whip from the entangled object as a free action.<\/li>\n\t\t<li>When the victim of a precipitous fall, you can give up your Reflex save in an attempt to use your whip to snag a likely projection, pillar, rafter, etc., within 15 feet of the edge of the pit, cliff, bridge, etc. Generally, an unattached item (such as a statue, table, etc.) must weight twice as much as you for you to arrest your fall, otherwise you merely pull it after you). You may attempt to snag a friend or foe standing near the edge of the precipice as you fall. You make a ranged touch attack against another creature&#39;s AC (the friend does not apply his Dexterity bonus while an unwilling friend or a foe applies their Dexterity modifier to AC), If you hit, you wrap your whip around the target, who must make a successful Strength check against DC 20 to arrest both you and himself. An unsuccessful Strength check sends both you and your target into the precipice. You can unwrap the end of your whip from the entangled object as a free action.<\/li>\n\t<\/ul><\/p>\n\n\t<p><strong>Crack of Fate<\/strong>: At 3rd level, a lasher can take one extra attack per round with a whip or whip dagger. The attack is at the lasher&#39;s highest base attack bonus, but each attack (the extra one and normal ones) suffers a &#8212;2 penalty. The lasher must use the full attack action to use crack of fate.<\/p>\n\n\t<p><strong>Lashing Whip<\/strong>: At fourth level, the lasher adds a +2 damage bonus to her whip and\/or whip dagger. If using a whip, she adds +2 subdual damage or +2 regular damage, at her option. If the lasher has already gained weapon specialization from another class (fighter, for example), the damage bonus stacks.<\/p>\n\n\t<p><strong>Improved Disarm<\/strong>: At 6th level, the lasher gains the Improved Disarm feat, if using a whip or whip dagger to perform the disarm action. She need not have taken the Expertise feat, normally a prerequisite, before this. If the lasher successfully disarms a foe, she can attempt use her third hand ability to deposit the weapon of up to 20 pounds in her off hand if she makes the appropriate check, as a move-equivalent action. Treat the lasher&#39;s whip as a Medium-size weapon for purposes of disarming an opponent.<\/p>\n\n\t<p><strong>Stunning Snap<\/strong>: A lasher can use a whip or whip dagger to stun a creature instead of inflicting subdual or normal damage. The lasher can use this ability once per round, but no more than once per level per day. The lasher must declare she is using a stun attack before making an attack roll. (A missed attack roll ruins the attempt.) A foe struck by a whip or whip dagger must make a Fortitude saving throw (DC 10 + the lasher&#39;s level + Strength modifier), in addition to receiving normal damage (subdual or standard). If the saving throw fails, the opponent is stunned for one round. A stunned character cannot act and loses any Dexterity bonus to AC, while attackers get a +2 bonus on attack rolls against a stunned opponent. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned by the lasher&#39;s stunning attack.<\/p>\n\n\t<p><strong>Crack of Doom<\/strong>: At 8th level, a lasher can take two extra attacks per round with a whip or whip dagger. This ability supersedes crack of fate (the abilities do not stack). The attack is at the lasher&#39;s highest base attack bonus, but each attack (the extra one and normal ones) suffers a &#8212;4 penalty. The lasher must use the full attack action to use crack of doom.<\/p>\n\n\t<p><strong>Death Spiral<\/strong>: At 10th level, the lasher gains transcendental understanding of her whip or whip dagger. Once per day, she can spin the whip over her head with supernatural speed. All foes within a 15-foot radius of the lasher must make a Reflex save against a DC equal to the lasher&#39;s attack roll. Opponents who fail are stunned for 1d4+1 rounds. Stunned opponents must make a successful Fortitude save (DC 18) or become helpless for 1d4&#8212;1 rounds (minimum 1 round). Allies (as selected by the lasher) in range are spared the effects of the death spiral. The death spiral is a supernatural ability.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Whip sneak attack +1d6, close combat, wound, whip lash <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Improved trip, third hand <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Crack of fate <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Lashing whip <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sneak attack +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Improved Disarm <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Stunning snap <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Crack of doom <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sneak attack +3d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Death spiral <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Sword and Fist: A Guidebook to Monks and Fighters 25<\/h5>","reference":"Usergen"},{"id":10773,"name":"Master of Chains","type":"prestige","alignment":"Any nongood","hit_die":"10","full_text":"<div topic='titel'><p><h3>Master of Chains<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nongood.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Ability Score<\/strong>: Int 13+ (required for Expertise).<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: The master of chains is proficient with no weapons, and no type of armor or shield.<\/p>\n\n\t<p><strong>Scare<\/strong>: By rattling his chains as a standard action, the master can induce fear in a creature as the spell of the same name, using his class level as the caster level (see the Player&#39;s Handbook). The master can use this extraordinary ability only once per day.<\/p>\n\n\t<p><strong>Climb Fighting<\/strong>: If master of chains is climbing on a rope or a chain, he suffers no penalty to attacks and foes gain no bonus to attack him, rather than the master of chains losing his Dexterity modifier while climbing and his enemy gaining a +2 on attack rolls against the master of chains. If the master of chains is hanging from a chain that has the ability to swing more than five feet, he can use that to his advantage and gain a +2 dodge AC bonus.<\/p>\n\n\t<p><strong>Superior Weapon Focus<\/strong>: Stacking on top of any existing Weapon Focus bonus, this ability grants a master of chains an additional +1 to attack rolls with a spiked chain.<\/p>\n\n\t<p><strong>Chain Bind<\/strong>: At 4th level, the master of chains can use his weapon and a quick application of a lock (the whole process requiring a full-round action) to bind a single Small, Medium, or Large creature. This should be treated as an attack with a net, except that the Escape Artist check to escape has a DC of 25, and the burst DC is 30. A chain at least 10 feet long is required to accomplish this. If it is a spiked chain, the entangled creature suffers 1 point of damage per round while entangled unless they remain motionless.<\/p>\n\n\t<p><strong>Chain Armor<\/strong>: At 5th level, a master of chains can wrap himself in chains (as long as he has at least 20 feet of chain) to provide him with a +5 armor bonus to AC. For him, there is only a &#8212;2 maneuver penalty, no max Dex modifier, and a 30% arcane spell failure chance. Speed is not affected.<\/p>\n\n\t<p><strong>Double Chain<\/strong>: At 5th level, the master of chains can choose to use a spiked chain as a double weapon instead of a weapon with reach. (Each round, he can switch how he uses it.)<\/p>\n\n\t<p><strong>Extra Lash<\/strong>: At 6th level, a master of chains inflicts an additional +1d6 points of damage with a spiked chain, slashing the foe with extra slack in the chain. He must use the full attack action to use this ability.<\/p>\n\n\t<p><strong>Deflect Attacks<\/strong>: As a move-equivalent action, a 6th-level master of chains can use a spinning chain to provide a +4 deflection AC bonus against all attacks coming in from a chosen 180-degree arc. This is an extraordinary ability.<\/p>\n\n\t<p><strong>Superior Weapon Specialization<\/strong>: Stacking on top of any existing weapon specialization bonus, this adds an additional +2 to all damage rolls made with a chain or spiked chain.<\/p>\n\n\t<p><strong>Superior Spiked Chain<\/strong>: At 8th level, the master of chains can modify his spiked chain so that it leaves cruel barbs behind in the targets it strikes. Using the chain in this way causes victims to bleed 1 hit point per round until a successful Heal check is used to bind the wounds (DC 15) or until magical healing is applied to them. It costs 25 gp to modify a chain in this manner, and 10 gp to add new spikes once the modified chain has been used five times. (After five uses, the modified chain can be used as a normal spiked chain.) Only 8th level and above masters of chains can make and use these specially modified weapons properly&#8212;in anyone else&#39;s hands they are simply spiked chains.<\/p>\n\n\t<p><strong>Swinging Attack<\/strong>: At 9th level, as a full-round action, the master of chains can wrap the end of his chain around an overhead object (something that can sustain his weight) and swing at any target within 10 feet. The foe so attacked is treated as flat-footed and the master gains a +2 attack bonus and inflicts +3d6 damage with this single attack (only one attack is allowed).<\/p>\n\n\t<p><strong>Chain Mastery<\/strong>: As a supernatural ability, the master of chains can animate a chain (as the spell animate rope, but with chains) of up to 50 feet in length for 10 rounds. The master of chains can use this ability three times per day plus a number of times equal to his Charisma bonus.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Scare <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Climb fighting <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Superior Weapon Focus <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Chain bind <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Chain armor, double chain <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Deflect attacks <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Superior Weapon Specialization <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Superior barbed chain <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Swinging attack <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Chain mastery <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Sword and Fist: A Guidebook to Monks and Fighters 27<\/h5>","reference":"Usergen"},{"id":10774,"name":"Master Samurai","type":"prestige","alignment":"","hit_die":"12","full_text":"<div topic='titel'><p><h3>Master Samurai<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 12.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Master samurai are proficient with all simple and martial weapons, with all types of armor, and with shields.<\/p>\n\n\t<p><strong>Code of Conduct<\/strong>: The master samurai must be of a lawful alignment, and must adhere to the martial code of honor (see sidebar). If the master samurai violates this code, he may be required to atone by performing some arduous or disagreeable task; if the violation was particularly egregious, he may be invited to commit ritual suicide. In some cultures, when a feudal overlord is killed, defeated, or disgraced, his master samurai retainers are expected to follow him into death.<\/p>\n\n\t<p><strong>Support<\/strong>: Master samurai can expect to receive all the necessary requirements of life from their feudal overlord, including room and board, transportation, normal (including masterwork) arms, and armor. Those master samurai who do not serve a lord are called ronin and do not receive the support benefit.<\/p>\n\n\t<p><strong>Tumble<\/strong>: At 1st level, the master samurai gains a +2 competence bonus to Tumble skill checks.<\/p>\n\n\t<p><strong>Great Cleave<\/strong>: At 1st level, the master samurai receives this feat for free.<\/p>\n\n\t<p><strong>Supreme Cleave<\/strong>: At 2nd level, the master samurai gains the ability to take a 5-foot step before making a Cleave or Great Cleave attack.<\/p>\n\n\t<p><strong>Blades of Fury<\/strong>: When a master samurai delays his attack with the katana until after he is attacked in the round, he takes advantage of the opening and can add a +2 bonus to his attack and damage rolls. In other words, you delay your action until after you are attacked in melee combat.<\/p>\n\n\t<p><strong>Blades of Death<\/strong>: When the master samurai fights with the katana two-handed, he adds double his Strength modifier to damage rolls.<\/p>\n\n\t<p><strong>Supreme Mobility<\/strong>: The master samurai gains a +6 dodge bonus to his AC against attacks of opportunity provoked by moving into or out of a threatened area. Note: A condition that makes you lose your Dex bonus to Armor Class (if any) also makes you lose dodge bonuses. This dodge bonus supersedes that of Mobility.<\/p>\n\n\t<p><strong>Ki Strength<\/strong>: Beginning at 5th level, the master samurai learns to channel ki, a source of inner energy and strength shared by all living creatures. You can add +2 to your Strength score for a number of rounds equal to your Wisdom bonus.<\/p>\n\n\t<p><strong>Ki Attack<\/strong>: Beginning at 6th level, the master samurai gains the supernatural ability to imbue his melee attacks with ki energy for one successful attack as a free action. The damage from such an attack can harms even a creature with damage reduction. When using this ability, consider the master samurai&#39;s weapon to be a magic weapon with a bonus equal to the character&#39;s Wis modifier for of harming a creature with damage reduction. Once activated, this bonus remains until the master samurai hits once with the weapon charged with ki.<\/p>\n\n\t<h4>The Master Samurai&#39;s Code<\/h4>\n\n\t<p>The master samurai is obedient to his lord. It is a master samurai&#39;s right to protest against bad judgments or orders from his lord and death is the final protest a master samurai can make. The master samurai is ready to die at any time. There is no failure, only success or death. To die in the service of one&#39;s lord is the greatest service a master samurai can perform. Dishonor to one&#39;s lord or family is dishonor to the master samurai. All debts, of honor or vengeance, are repaid. An enemy deserves no mercy. Cowardice is dishonorable.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Tumble bonus, Great Cleave <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Blades of Fury, Supreme Cleave <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Supreme Mobility <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Blades of death <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Ki strength 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Ki attack 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Ki strength 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Ki attack 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Ki strength 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Ki attack 3\/day <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Sword and Fist: A Guidebook to Monks and Fighters 29<\/h5>","reference":"Usergen"},{"id":10775,"name":"Ninja of the Crescent Moon","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Ninja of the Crescent Moon<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Other<\/strong>: Evasion class feature, must contact Crescent Moon leadership.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Monklike AC Bonuses<\/strong>: When the ninja is wearing no armor or shield, he receives the AC bonus listed in Table 3&#8212;10 in the Player&#39;s Handbook. This bonus stacks with any AC bonus he previously received as a monk. Furthermore, the ninja applies Dexterity and Wisdom bonuses to AC if unarmored.<\/p>\n\n\t<p><strong>Sneak Attack<\/strong>: If a ninja can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage. Any time the ninja&#39;s target would be denied her Dexterity bonus to AC (whether she actually has a Dexterity bonus or not), the ninja&#39;s attack deals +1d6 points of damage. This extra damage increases by an +1d6 points every other level (+2d6 at 3rd level, +3d6 at 5th level, and so on). Should the ninja score a critical hit with a sneak attack, this extra damage is not multiplied. This class ability stacks with any other sneak attack the character possesses.<\/p>\n\n\t<p>It takes precision and penetration to hit a vital spot, so ranged attacks only count as sneak attacks if the target is 30 feet away or less.<\/p>\n\n\t<p>A ninja can only sneak attack living creatures with discernible anatomies&#8212;undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical hits is similarly immune to sneak attacks. Also, the ninja must also be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The ninja cannot sneak attack while striking at a creature with concealment or by striking the limbs of a creature whose vitals are beyond reach. If a ninja gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack.<\/p>\n\n\t<p><strong>Improved Evasion<\/strong>: At 2nd level, a ninja&#39;s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks such as a dragon&#39;s breath weapon or a fireball, but henceforth she only takes half damage on a failed save.<\/p>\n\n\t<p><strong>Kuji-kiri<\/strong>: By making mystical hand gestures as a standard action, the ninja can render opponents helpless as if he would cast hypnotic pattern. The ninja can affect 2d4 +1 per ninja level HD with kuji-kiri, and subjects must make Will saves against DC 12 + the ninja&#39;s Charisma bonus to avoid the effect. The hypnotic pattern lasts as long as the ninja continues to gesture, plus one additional round. The ninja can use this power once daily for each level of ninja.<\/p>\n\n\t<p><strong>Poison Use<\/strong>: Ninjas are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.<\/p>\n\n\t<p><strong>Fast Climb<\/strong>: The ninja can scurry up a wall at unbelievable speed. With each successful Climb check, the ninja can move half his speed as a move-equivalent action or his speed as a full-round action. Furthermore, he retains his Dex bonus to AC while climbing.<\/p>\n\n\t<p><strong>Silencing Attack<\/strong>: If the ninja successfully hits a flat-footed opponent with a melee attack, the opponent is unable to speak for one round. This prevents casting spells with a verbal component and shouting warnings or alarms.<\/p>\n\n\t<p><strong>Fast Sneak<\/strong>: When using Move Silently and Hide, the ninja can move at his normal speed without suffering a penalty to those skills.<\/p>\n\n\t<p><strong>Invisibility<\/strong>: The ninja can turn invisible (as the spell invisibility, but targeting himself only) once daily for each level of ninja.<\/p>\n\n\t<p><strong>Opportunist<\/strong>: Once per round, the ninja can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the ninja&#39;s attacks of opportunity for that round. Even a ninja with the Combat Reflexes feat cannot use the opportunist ability more than once per round.<\/p>\n\n\t<p><strong>Gaseous Form<\/strong>: You can assume gaseous form, as the spell (see the Player&#39;s Handbook), once per day for 1 round per class level. Using this ability requires a full-round action.<\/p>\n\n\t<p><strong>Improved Kuji-kiri<\/strong>: The ninja&#39;s swirling hand gestures are harder to resist. Kuji-kiri now affects 3d6 +1 per ninja level HD of creatures, and the Will save DC is 15 + the ninja&#39;s Charisma bonus.<\/p>\n\n\t<p><strong>Blindsight<\/strong>: Using nonvisual senses, such as sensitivity to vibrations, scent, acute hearing, or echolocation, the ninja maneuvers and fights just as well in darkness as in light. Invisibility and darkness are irrelevant, though the ninja still cannot discern ethereal beings. The ninja&#39;s blindsight extends for 60 feet.<\/p>\n\n\t<p><strong>Always Sneaky<\/strong>: The ninja is always taking 10 on Move Silently and Hide. Unless the ninja wants to be seen or heard, make opposed Spot and Listen checks to detect the ninja&#39;s presence.<\/p>\n\n\t<p><strong>Ethereal Jaunt<\/strong>: By focusing his ki, the ninja can become ethereal for a moment or two. Three times a day as a free action, the ninja can make an ethereal jaunt (as the spell of the same name, except the duration is only 1 round).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Monk-like armor bonuses, sneak attack +1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Improved evasion, kuji-kiri <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Poison use, sneak attack +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> AC bonus +1, fast climb, silencing attack <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Fast sneak, sneak attack +3d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Invisibility, opportunist <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td>  +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Gaseous form, sneak attack +4d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Improved kuji-kiri <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> AC bonus +2, Blindsight, Sneak Attack +5d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Always sneaky, Ethereal jaunt <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Sword and Fist: A Guidebook to Monks and Fighters 30<\/h5>","reference":"Usergen"},{"id":10776,"name":"Order of the Bow Initiate","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Order of the Bow Initiate<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Proficiency<\/strong>: Longbow or shortbow or composite longbow or composite shortbow.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: None.<\/p>\n\n\t<p><strong>Ranged Sneak Attack<\/strong>: Any time the initiate&#39;s target would be denied his Dexterity bonus to AC (regardless of whether he has a Dexterity bonus), the initiate&#39;s ranged sneak attack deals extra damage. The extra damage is +1d6 at 1st level, and +1d6 every two levels after that. Ranged attacks only count as sneak attacks if the target is within 30 feet. The initiate cannot strike with such deadly accuracy beyond that range. In every other way, treat this ability as a rogue&#39;s sneak attack. If the character has the sneak attack ability as a rogue, the bonuses stack.<\/p>\n\n\t<p><strong>Close Combat Shot<\/strong>: At 2nd level, the initiate can attack with a ranged weapon in a threatened area and not provoke an attack of opportunity.<\/p>\n\n\t<p><strong>Superior Weapon Focus<\/strong>: Stacking with any existing Weapon Focus bonus, this adds an additional +1 to all attack rolls with the initiate&#39;s bow.<\/p>\n\n\t<p><strong>Free Attack<\/strong>: Once per round, whenever an ally within line of sight gains an attack of opportunity upon a foe, the initiate can make one ranged attack against the same foe, at his highest attack bonus as a free action.<\/p>\n\n\t<p><strong>Zen Archery<\/strong>: You gain this feat for free (see page 10). If the character already has this feat, then the Wisdom modifier stacks with the Dexterity modifier for ranged attacks.<\/p>\n\n\t<p><strong>Superior Weapon Specialization<\/strong>: This stacks with any existing weapon specialization bonus, and adds an additional +2 to all damage rolls made with a longbow or shortbow.<\/p>\n\n\t<p><strong>Banked Shot<\/strong>: This extraordinary ability allows the initiate to fire an arrow at a target within 20 feet of a wall (but not adjacent to the wall) and treat the target as if flat-footed for purposes of AC and damage inflicted. This is a full-round action, since it is extremely difficult.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Ranged sneak attack +1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Close combat shot <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Ranged sneak attack +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Superior Weapon Focus <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Ranged sneak attack +3d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Free attack, Zen Archery <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Superior Weapon Specialization <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Ranged sneak attack +4d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Banked shot <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Ranged sneak attack +5d6 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Sword and Fist: A Guidebook to Monks and Fighters 32<\/h5>","reference":"Usergen"},{"id":10777,"name":"Ravager","type":"prestige","alignment":"Chaotic evil, chaotic neutral, neutral evil","hit_die":"10","full_text":"<div topic='titel'><p><h3>Ravager<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Chaotic evil, chaotic neutral, neutral evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Other<\/strong>: Must survive the Ravager initiation rites. (See the Ravager organization description on page 50 of this book.)<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: All Ravagers are proficient with all simple and martial weapons, with all types of armor, and with shields.<\/p>\n\n\t<p><strong>Pain Touch<\/strong>: Erythnul teaches that life is pain, and so is the touch of a Ravager. A Ravager can make an unarmed touch attack that causes 1d8 hit points of damage, plus one point per the Ravager&#39;s level. Weapon attacks also transmit the pain of Erythnul, but only at the rate of 1d4 extra points of damage, plus 1 point per the Ravager&#39;s level. The Ravager may make one additional pain touch attack for every three levels above 1st.<\/p>\n\n\t<p><strong>Aura of Fear<\/strong>: Enemies within the stated distance of the Ravager suffer a &#8212;2 morale penalty on all saving throws for as long as they remain within range. This is a supernatural ability, usable a number of times per day as given on the table.<\/p>\n\n\t<p><strong>Cruelest Cut<\/strong>: Your familiarity with pain and fear grants you a cruel precision with your melee attacks. You must declare you are using cruelest cut before making any attack rolls. If you miss all your attack in that round, you lose one use of the cruelest cut. If you strike successfully, you deal 1d4 points of temporary Constitution damage to your target, in addition to normal damage on one attack. You may use cruelest cut once per day for every three levels you have attained.<\/p>\n\n\t<p><strong>Visage of Terror<\/strong>: You have plumbed the true depths of horror and hopelessness. Once per day, you can trigger a spell-like ability similar to the arcane spell phantasmal killer (save DC 14 + the Ravager&#39;s class level) as a standard action. To the foe you select, you seem to take on the visage of what the target fears most. To others including yourself, no effect is discernible. In order for the phantasm to touch the target, the Ravager must make a successful touch attack. In all other respects, this ability functions as the spell in the Player&#39;s Handbook.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Pain touch 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Aura of fear 10\u0002 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Cruelest cut 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Pain touch 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Aura of fear 20\u0002 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Cruelest cut 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Pain touch 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Aura of fear 30\u0002 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Cruelest cut 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Visage of terror <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Sword and Fist: A Guidebook to Monks and Fighters 33<\/h5>","reference":"Usergen"},{"id":10778,"name":"Red Avenger","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Red Avenger<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: The Red Avenger is proficient with all simple weapons, light armor, medium armor, and shields. (Note: Armor heavier than leather carries a penalty on the Red Avenger skills Hide and Move Silently.)<\/p>\n\n\t<p><strong>Ki<\/strong>: At 1st level, the Red Avenger gains a greater understanding of the supernatural ability to control and utilize ki. Ki is an energy source created by and flowing through all living creatures. Much of the Red Avenger&#39;s training is devoted to understanding and learning to focus ki, and the effects she can produce at each level reflect the increasing complexity of their education.<\/p>\n\n\t<p><strong>Stunning Shout<\/strong>: The Red Avenger releases her ki energy in a sonic attack. You can blast ki energy in a cone 30 feet long. The attack stuns all targets in the cone for one round unless they make a successful Fortitude save (DC 15 + Red Avenger&#39;s Wisdom modifier). The attack is a standard action, and requires the Red Avenger to be able to vocalize in order to use the ability.<\/p>\n\n\t<p><strong>Ki Save<\/strong>: At 2nd level, the Red Avenger gains the ability to channel her ki into protecting herself from adverse effects. She gains a bonus equal to her Wisdom bonus on any one saving throw of her choice. You must declare that you are using this ability before you make the saving throw. You can use this once per day per Avenger level.<\/p>\n\n\t<p><strong>Ki Skill<\/strong>: At 3rd level, the Red Avenger gains a bonus to any skill check when using any Red Avenger class skill, equal to her Wisdom bonus. You must declare that you are using this power before you make the skill check. You can use this once per day per Avenger level.<\/p>\n\n\t<p><strong>Ki Healing<\/strong>: At 4th level, the Red Avenger gains the ability to channel ki into healing energy. When she lays her hands on a living creature other than herself, she conducts the ki in such a way that it heals a number of hit points equal to her class level multiplied by her Wisdom bonus. She may choose to divide her ki healing energy among multiple recipients, and she need not use it all at once. Ki healing is a supernatural ability whose use is a standard action. You can use this once per day per Avenger level.<\/p>\n\n\t<p><strong>Deadly Shout<\/strong>: The Red Avenger releases her ki energy in a sonic attack. You can blast ki energy in a cone 30 feet long. The attack deals 3d6 + your Wisdom modifier in damage to all within the cone. A successful Fortitude save (DC 15 + the Avenger&#39;s Wisdom bonus) halves the damage. The attack is a standard action, and requires the Red Avenger to be able to vocalize in order to use the ability.<\/p>\n\n\t<p><strong>Free Ki<\/strong>: The Red Avenger has mastered the use of ki energy and channels it with ease. Whenever using any class ability that is imbued with ki, you may add double your Wisdom bonus.<\/p>\n\n\t<p><strong>Multiclass Note<\/strong>: Monk characters can freely multiclass with this class. In other words, you can give your monk PC a Red Avenger level, then return to the monk class for your next level, take a Red Avenger level after that, and so on.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Stunning shout 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Ki save 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Ki skill 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Ki healing 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Deadly shout 1\/day, stunning shout 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Ki save 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Ki skill 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Ki healing 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Deadly shout 2\/day, stunning shout 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Free ki <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Sword and Fist: A Guidebook to Monks and Fighters 34<\/h5>","reference":"Usergen"},{"id":10779,"name":"Tribal Protector","type":"prestige","alignment":"The same alignment as the majority of the character\u2019s tribe.","hit_die":"10","full_text":"<div topic='titel'><p><h3>Tribal Protector<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> The same alignment as the majority of the character\u2019s tribe..<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race<\/strong>: Any humanoid or monstrous humanoid except dwarf, elf, gnome, halfling, half-elf, or human.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: The tribal protector is proficient with all simple and martial weapons, all types of armor, and shields.<\/p>\n\n\t<p><strong>Bonus Feats<\/strong>: The tribal protector gains a bonus feat at 1st, 5th, and 9th level. These bonus feats must be chosen from the list of bonus feats available to a fighter.<\/p>\n\n\t<p><strong>Tribal Enemy<\/strong>: At first level, a tribal protector declares a specific group of people or monsters as his tribal enemy. This is a much narrower category than a ranger&#39;s favored enemy. Tribal enemies might include the neighboring human nation, members of a specific religion, a rival humanoid tribe, or the drow beneath the mountains. Tribal protectors gain a +3 bonus to Bluff and Sense Motive checks when using these skills against their enemies. They gain the same +3 bonus to weapon damage rolls against these creatures. This damage bonus does not apply to damage against creatures that are immune to critical hits, and the tribal defender does not gain this bonus when using a ranged weapon against a target more than 30 feet distant. A tribal defender who is also a ranger chooses a tribal enemy that is a subset of his favored enemy. The bonuses stack.<\/p>\n\n\t<p><strong>Homeland<\/strong>: Tribal protectors gain a +2 bonus to Hide, Intuit Direction, Move Silently, and Wilderness Lore checks when they are within the terrain type and geographical area of their tribal homeland. Examples of homelands include the County of Urnst, the Adri Forest, or the Vale of the Mage. This bonus reflects the protector&#39;s intimate familiarity with his home terrain.<\/p>\n\n\t<p><strong>Wild Fighting<\/strong>: Similar to a monk attacking with a flurry of blows, a tribal defender of 2nd level or higher can enter a state of wild fighting, attacking in a storm of ferocious assaults. The character gains one extra attack per round, at his highest base attack bonus, but all the character&#39;s attacks in that round suffer a &#8212;2 penalty. This penalty lasts for an entire round, so it also affects any attacks of opportunity the protector might make in that round.<\/p>\n\n\t<p><strong>Terrain AC Bonus<\/strong>: You take great advantage of your homeland&#39;s features and gain the listed deflection bonus to your AC when in your homeland (see above).<\/p>\n\n\t<p><strong>Smite<\/strong>: Beginning at 4th level, a tribal protector gains the supernatural ability to make a single melee attack with a +4 attack bonus and a damage bonus equal to his class level (if he hits) against a member of his tribal enemy. The protector must declare the smite before attacking. At 7h level, the protector can smite twice per day. At 10th level, this increases to three times per day.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Bonus feat, tribal enemy, homeland <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Wild fighting <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Terrain AC bonus +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Smite 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Terrain AC bonus +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Smite 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Terrain AC bonus +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Smite 3\/day <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Sword and Fist: A Guidebook to Monks and Fighters 35<\/h5>","reference":"Usergen"},{"id":10780,"name":"Warmaster","type":"prestige","alignment":"Any nonchaotic, nonevil.","hit_die":"10","full_text":"<div topic='titel'><p><h3>Warmaster<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonchaotic, nonevil..<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Brotherhood<\/strong>: Warmasters are a fraternal organization, and members are generally willing to lend a hand to their fellows. You gain a +4 competence bonus to Diplomacy checks made to influence other warmasters. This is a two-way street: You are expected to treat other warmasters honorably and charitably.<\/p>\n\n\t<p><strong>Leadership Bonus<\/strong>: Warmasters earn bonuses to their leadership level (character level + Cha bonus), enabling them to attract more powerful cohorts and followers when they use the Leadership feat upon earning a new level.<\/p>\n\n\t<p><strong>Battle Cry<\/strong>: When your shout rings across the battlefield, it lifts the spirits of your allies. This ability functions as the bard&#39;s inspire courage ability, found on page 28 of the Player&#39;s Handbook. This bonus lasts a number of rounds equal to your Charisma bonus, and you can shout a battle cry once per day for every level of warmaster you have attained.<\/p>\n\n\t<p><strong>Direct Troops<\/strong>: As a full-round action, you can give compelling directions. You can bestow a +2 competence bonus on either attacks or skill checks to all allies within 30 feet. This bonus lasts a number of rounds equal to your Charisma bonus.<\/p>\n\n\t<p><strong>Tower<\/strong>: An organization affiliated with you (the army or an important lord, for example) has offered to build you a tower in a mutually agreeable location. As long as you uphold the ideals of the organization involved, you can manage the affairs of the tower as you wish, although you are responsible for upkeep costs. A tower is a round or square, three-level building made of stone.<\/p>\n\n\t<p><strong>Rally Troops<\/strong>: Your presence is enough to grant any allies within 30 feet a second saving throw against fear and charm effects that they have already succumbed to. Even if they fail the second saving throw, any fear effects are less severe: panicked characters are only frightened, frightened characters are only shaken, and shaken characters are unaffected.<\/p>\n\n\t<p><strong>Hard March<\/strong>: You can exhort your troops to march faster. Anyone traveling with you gains a +4 morale bonus to Constitution checks required for making a forced march or any other task requiring extended exertion. Animals are not affected.<\/p>\n\n\t<p><strong>Keep<\/strong>: As &quot;Tower&quot; above. A keep is a fortified stone building with fifteen to twenty-five rooms.<\/p>\n\n\t<p><strong>Battle Standard<\/strong>: The mere sight of your coat of arms or other heraldic display is enough to turn the tide of battle. Allies within 30 feet of your standard gain the effects of both Battle Cry and Rally Troops (above) as long as the standard is within range and held by you. If your standard is captured in battle, all allies within range aware of its loss suffer a &#8212;1 morale penalty to attacks and damage until it is recovered in addition to losing the benefits described above.<\/p>\n\n\t<p><strong>Castle<\/strong>: As &quot;Tower&quot; above. A castle is a keep (also above) surrounded by a 15-foot-high stone wall with four towers. The wall is 10\u0002 thick.<\/p>\n\n\t<p><strong>Die for Your Country<\/strong>: Your presence inspires your troops to make the ultimate sacrifice for your cause. Any allies within 30 feet of you can continue to fight while disabled or dying without penalty. They continue until they reach &#8212;10 hit points.<\/p>\n\n\t<p><strong>Huge Castle<\/strong>: As &quot;Tower&quot; above. This large complex has numerous associated buildings (stables, a forge, granaries, etc.), and an elaborate 20-foot-high, 10-foot-thick wall creating bailey and courtyard areas. The wall has six towers.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Brotherhood, Leadership bonus +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Battle cry <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Direct troops, Leadership bonus +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Tower, rally troops <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Hard march, Leadership bonus +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Keep <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Battle standard, Leadership bonus +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Castle <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Die for your country, Leadership bonus +5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Huge castle <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Sword and Fist: A Guidebook to Monks and Fighters 37<\/h5>","reference":"Usergen"},{"id":10781,"name":"Weapon Master","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Weapon Master<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Proficiency<\/strong>: With your weapon of choice.<br \/><strong>Dexterity<\/strong>: 13+.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Ki Damage<\/strong>: After you score a hit with your weapon of choice, you do not roll dice to determine the damage. Instead, you figure the normal maximum damage (not a critical hit) you can inflict with that weapon and do that much damage to the target. Assume you use a longsword, have a base attack bonus of +7, and possess a 17 Strength. A longsword does 1d8 damage, so its maximum damage is 8 points. Your Strength modifier is +3, so add that for a total of 11. Additional damage, such as from using the Power Attack feat (following all the rules for it normally) and the sneak attack ability are determined normally; they are not maximized. This ability cannot be used when you roll a successful critical hit.<\/p>\n\n\t<p><strong>Increased Multiplier<\/strong>: Determine the standard critical multiplier for your weapon of choice. With this ability, you can increase that multiplier by +1. For example, the longsword has a critical multiplier of \u00d72. Using this ability, you can increase that multiplier to \u00d73 (2+1=3) once per day at 2nd level. You must declare the use of this ability before you roll any damage dice.<\/p>\n\n\t<p><strong>Superior Weapon Focus<\/strong>: Stacking with any existing Weapon Focus bonus, this adds an additional +1 to all attack rolls with the weapon master&#39;s weapon of choice.<\/p>\n\n\t<p><strong>Superior Combat Reflexes<\/strong>: This ability lets you make a total number of attacks of opportunity in a round equal to your Dexterity modifier plus your Wisdom modifier.<\/p>\n\n\t<p><strong>Ki Critical<\/strong>: Gain the Improved Critical feat for free. If you already possess this feat, add an additional +2 to your weapon of choice&#39;s threat range for critical hits.<\/p>\n\n\t<p><strong>Ki Whirlwind<\/strong>: You can make a Whirlwind Attack as a standard action rather than a full attack action.<\/p>\n\n\t<p><strong>Multiclass Note<\/strong>: Monk characters can freely multiclass with this class. In other words, you can give your monk PC a weapon master level, then return to the monk class for your next level, take a weapon master level after that, and so on.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Ki damage 1\/day\/level <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Increased multiplier 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Superior Weapon Focus <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Increased multiplier 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Superior Combat Reflexes <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Increased multiplier 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Ki critical <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Increased multiplier 4\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Ki Whirlwind Attack <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Increased multiplier 5\/day <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Sword and Fist: A Guidebook to Monks and Fighters 38<\/h5>","reference":"Usergen"},{"id":10782,"name":"Cannith Wand Adept","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Cannith Wand Adept<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Cannith wand adepts gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Identify Wand (Ex)<\/strong>: A Cannith wand adept can identify the spell stored in a wand by handling and examining the wand for 1 minute and making a successful Spellcraft check (DC 30 + the level of the stored spell). No retry is allowed on this check.<\/p>\n\n\t<p><strong>Wand Focus (Ex)<\/strong>: A Cannith wand adept adds his class level to the saving throw DC and caster level of any wand he uses. This benefit stacks with that of the Wand Mastery feat.<\/p>\n\n\t<p>In addition, a Cannith wand adept gains a +1 bonus on attack rolls made when casting any spell from a wand, regardless of whether the spell is a ray, a touch spell, or a spell that requires a normal attack roll. This bonus stacks with the benefit of Weapon Focus (ray) and similar feats.<\/p>\n\n\t<p><strong>Wand Quick Draw (Ex)<\/strong>: A 2nd-level Cannith wand adept can produce a wand stored at his belt or in a bandolier as a free action, as if he were drawing a weapon using the Quick Draw feat.<\/p>\n\n\t<p><strong>Dual Wand Use (Su)<\/strong>: Also at 2nd level, a Cannith wand adept learns how to activate two wands nearly simultaneously as a full-round action. The adept must hold a wand in each hand in order to activate both wands. Activating two wands in this way is horribly inefficient, and consumes 1d4 charges from each wand rather than just 1 charge. If using this ability would require more charges than the wand has remaining, the wand fails to activate and loses all of its remaining charges.<\/p>\n\n\t<p><strong>Siphon Charge (Su)<\/strong>: At 3rd level, a Cannith wand adept can use charges from a wand in his hand much as if they were a single action point, to improve a single d20 roll used to make an attack, a skill check, an ability check, a level check, or a saving throw. He must make a Use Magic Device check (DC 25) to activate the wand in this way, which he can do as a free action once per round. The wand must have at least 6 charges. With a successful check, the Cannith wand adept drains 1d6 charges from the wand. If the wand holds 1st-level spells, the adept adds 1d6 to his d20 roll, just as if he had spent an action point. Wands that hold higher-level spells allow him to roll more dice, in the same way as a higher-level character rolls more dice when spending an action point. The wand adept rolls a number of dice equal to the spell level contained in the wand and adds the highest result to his d20 roll. If the wand contains 0-level spells, he rolls 1d4 instead.<\/p>\n\n\t<p>A Cannith wand adept cannot use this ability to replicate any other use of an action point.<\/p>\n\n\t<p><strong>Improved Dragonmark<\/strong>: Also at 3rd level, a Cannith wand adept gains Least Dragonmark (Mark of Making) as a bonus feat. If he already has one or more dragonmarks, he can use his least powerful dragonmark one additional time per day.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Identify wand, wand focus <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Wand quick draw, dual wand use <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Siphon charge, improved dragonmark <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Sharn: City of Towers 162<\/h5>","reference":"Usergen"},{"id":10783,"name":"Citadel Elite","type":"prestige","alignment":"Any lawful","hit_die":"8","full_text":"<div topic='titel'><p><h3>Citadel Elite<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any lawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Region of Origin<\/strong>: Breland.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Citadel elites are proficient with all simple and martial weapons, and with all armor and shields.<\/p>\n\n\t<p><strong>Citadel Training<\/strong>: The Citadel Academy is one of the best training facilities in all of Khorvaire. To reflect this, a Citadel elite gains a +2 insight bonus at 1st level on all Diplomacy, Gather Information, Search, and Sense Motive checks.<\/p>\n\n\t<p><strong>Additional Action Points<\/strong>: A Citadel elite&#39;s maximum action points per level increases by 1.<\/p>\n\n\t<p><strong>Combat Sense (Ex)<\/strong>: As a further result of his intensive training, starting at 2nd level, a Citadel elite develops an intuitive ability to avoid danger. The character gains an insight bonus to AC equal to his class level (+2 at 2nd level, +3 at 3rd level, and so on).<\/p>\n\n\t<p>Beginning at 4th level, a Citadel elite applies this same intuitive sense to striking opponents in combat as well as avoiding blows, learning to anticipate where an opponent will move. The character does not gain a bonus on his attack roll, but he can ignore the target&#39;s Dexterity and dodge bonuses to AC, to a maximum of the character&#39;s class level in total bonuses. <\/p>\n\n\t<p><strong>Bonus Feats<\/strong>: At 2nd  level, and again at 4th level, a Citadel elite gains a bonus feat of his choice. At either or both levels, a Citadel elite can choose to increase his e?ective spellcasting ability in another spellcasting class he possesses instead of taking a bonus feat. <\/p>\n\n\t<p><strong>Diplomatic Protection<\/strong>: At 3rd level, a Citadel elite receives a signet (a ring or a brooch) from the King of Breland denoting the agent&#39;s favored connection to Crown and Nation. This connection provides status and a certain level of protection from the law. In Breland, this protection is absolute (though violating the laws of the land can lead to trouble for the agent). In the neighboring lands of Aundair, Thrane, Karrnath, and Zilargo, treaties and long-established agreements protect agents of the Citadel, but agents who push their luck&#8212;meddling in the affairs of government in lands other than Breland, killing wantonly, or otherwise flouting the law at every turn&#8212;are likely to suffer &quot;accidents&quot; that are completely disavowed by authorities in those lands. In other realms, a Citadel elite&#39;s diplomatic protection is meaningless.<\/p>\n\n\t<p><strong>Royal Contact<\/strong>: A Citadel elite has a contact close to the crown that provides information, assistance, and resources on an infrequent basis in exchange for the completion of missions and assignments that personally benefit the Brelish king. The type and degree of assistance this contact can provide is largely in the province of the DM. As a general rule, this contact can perform the same function as a Gather Information check, a bardic knowledge check, any Knowledge skill check, a Profession skill check (to accomplish a specific task, not simply to earn money), or sufficient Craft skill checks to make or repair a single item. Other functions are possible, at the DM&#39;s discretion. A Citadel elite can call upon this royal contact no more than once per adventure.<\/p>\n\n\t<p><strong>Disciplined Mind (Ex)<\/strong>: At 5th level, a Citadel elite represents the pinnacle of the Citadel training. His mind is forged into a bastion of self-discipline, granting him complete immunity to fear effects. He also adds his Wisdom bonus (if any) to all Fortitude saving throws, in addition to his Constitution modifier.<\/p>\n\n\t<p><strong>Focused Smite (Su)<\/strong>: Once per day, beginning at 5th level, a Citadel elite may attempt a focused smite with one normal melee attack. He adds his Wisdom bonus (if any) to his attack roll and deals 1 extra point of damage per character level. He must declare the smite before making the attack roll.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Citadel training, additional action points <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Combat sense (defense), bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Diplomatic protection, royal contact <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Combat sense (attack), bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Disciplined mind, focused smite <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Sharn: City of Towers 163<\/h5>","reference":"Usergen"},{"id":10784,"name":"Sharn Skymage","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Sharn Skymage<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Feats<\/strong>: Any metamagic feat.<br \/><strong>Special<\/strong>: Flight&#8212;The character must have the ability to fly, either by casting a spell (such as fly), or as a natural ability. Using a magic item that grants flight does not meet this requirement. The ability to change shape into a form with a fly speed does meet the requirement.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Sharn skymages gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells Per Day<\/strong>: At 2nd level, and again at 4th level, a Sharn skymage gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds that level of Sharn skymage to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly.<\/p>\n\n\t<p>If a character had more than one spellcasting class before he became a Sharn skymage, he must decide to which class he adds each level of Sharn skymage for the purpose of determining spells per day.<\/p>\n\n\t<p><strong>Natural Flyer (Ex)<\/strong>: A Sharn skymage is considered to have a fly speed for purposes of prerequisites for feats and prestige classes. For example, a skymage could take the Wingover feat (described in the Monster Manual), which has the prerequisite of a fly speed.<\/p>\n\n\t<p><strong>Improved Flight (Ex)<\/strong>: A Sharn skymage adds his class level to his caster level when he casts any spell that grants flight. Thus, a 5th-level wizard\/2nd-level Sharn skymage casts fly with a caster level of 8th (5 for his wizard levels, 1 for his improved spellcasting as a result of being a 2nd-level skymage, and 2 for his skymage levels). Spells in the Player&#39;s Handbook that fall into this category are air walk, alter self*, baleful polymorph*, feather fall, fly, gaseous form, jump, levitate, overland flight, polymorph*, polymorph any object*, reverse gravity, shapechange*, and wind walk. Spells marked with an asterisk (*) apply only when the form assumed has wings.<\/p>\n\n\t<p><strong>Flyby Attack (Ex)<\/strong>: At 2nd level, a Sharn skymage gains Flyby Attack (described in the Monster Manual) as a bonus feat.<\/p>\n\n\t<p><strong>Extend Flight (Su)<\/strong>: Whenever a Sharn skymage of 2nd level or higher casts a spell that grants flight, the spell&#39;s duration is doubled, as if the skymage had applied the Extend Spell feat to the spell.<\/p>\n\n\t<p><strong>Improved Maneuverability (Ex)<\/strong>: When a 3rd-level Sharn skymage gains or grants the ability to fly by any means (including using a magic item), his (or the spell&#39;s target&#39;s) maneuverability is one step better than it would normally be. For example, when a 3rd-level skymage casts fly, the target gains perfect<br \/>maneuverability (since fly normally bestows good maneuverability). When he casts polymorph to take the shape of a wyrmling gold dragon, he gains average maneuverability (since a gold dragon normally has poor maneuverability).<\/p>\n\n\t<p><strong>Tenacious Flight (Su)<\/strong>: When a Sharn skymage of 3rd level or higher casts a spell that grants flight, the DC for another spellcaster to dispel that spell using dispel magic is 15 + the skymage&#39;s caster level.<\/p>\n\n\t<p><strong>Quicken Flight (Su)<\/strong>: A Sharn skymage of 4th level or higher can cast a spell that grants flight as a free action, as if the skymage had applied the Quicken Spell feat to the spell. However, this ability functions only if the spell is targeted on the skymage himself. He cannot, for example, cast polymorph on an ally as a free action.<\/p>\n\n\t<p><strong>Fast Flight (Ex)<\/strong>: At 5th level, when a Sharn skymage gains or grants the ability to fly by any means (including using a magic item), his (or the spell&#39;s target&#39;s) fly speed increases by 10 feet. For example, when a 5th-level skymage casts fly, the target&#39;s speed is 70 feet (since fly normally grants a speed of 60 feet). When he casts polymorph to take the shape of a wyrmling gold dragon, his speed is 210 feet (since a gold dragon normally has a speed of 200 feet).<\/p>\n\n\t<p><strong>Reflexive Flight (Su)<\/strong>: A 5th-level Sharn skymage can cast a spell that grants flight to himself as a free action, even when it is not his turn, if he is falling. Thus, if he falls off a soarsled he could instantly cast fly or even polymorph on himself to stop his fall. The skymage cannot use this reflexive ability in other situations (for example, he could not take the form of a gold dragon when he sees an opponent cast fireball in order to gain immunity to fire), only when he is falling.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells Per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Natural flyer, improved flight <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Flyby Attack, Extend flight <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Improved maneuverability, Tenacious flight <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Quicken flight <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Fast flight, reflexive flight <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Sharn: City of Towers 165<\/h5>","reference":"Usergen"},{"id":10785,"name":"Serene Guardian","type":"prestige","alignment":"Any lawful","hit_die":"8","full_text":"<div topic='titel'><p><h3>Serene Guardian<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any lawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Alignment<\/strong>: The Luminous Order doesn&#39;t tolerate evil members, and evil characters aren&#39;t accepted among the order&#39;s ranks, but nevertheless a serene guardian who falls from grace keeps the powers of the serene guardian class and can still gain levels in the class.<\/p>\n\n\t<p><strong>Special<\/strong>: You must have an affiliation score of 9 or higher within the Luminous Order to become a serene guardian. If your affiliation score drops below 9 after you have become a serene guardian, you retain all class features and the ability to advance in the class.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Resonance (Su)<\/strong>: When you enter the class, you be come able to establish resonanc e in your enemies. Whenever you deal damage to a foe two or more times in a single round, you create 1 point of resonance in that enemy. You usually need to make a full attack to create resonance, but a single attack followed by a successful attack of opportunity before your next turn also allows you to do so.<\/p>\n\n\t<p>To produce an effect, you must release the resonance you have established. You can only release resonance in one target at a rime. When you release resonance in a foe, all the resonance points you have created in that opponent are loosed to produce the effect you choose. The chosen effect only affects the creature from which the resonance was released. Once resonance is released, the target in which it was released returns to 0 resonance points; you have to create resonance in that enemy again before you can produce another effect against it.<\/p>\n\n\t<p>At 5th level, your mastery of resonance increases. If you deal damage to a foe three times or more in a single round, you create 2 points of resonance in that opponent.<\/p>\n\n\t<p><strong>Painful Release (Su)<\/strong>: As a swift action , you can release resonance in the form of searing pain that flows throughout your target&#39;s body. For each point of resonance released, that foe takes a -1 penalty on atack rolls and saving throws for a number of rounds equal to the number of resonance point s released. This ability has no effect on creatures that are immune to extra damage from critical hits.<\/p>\n\n\t<p><strong>Damaging Release (Su)<\/strong>: At 2nd level, you learn how to damage your foe directly with the power of resonance. As a swift action, you can release the resonance you have created within a target to deal that foe 1d6 points of damage per point of resonance released. This damage doesn&#39;t help you create resonance in the target again.<\/p>\n\n\t<p><strong>Monk Advancement or Bonus Feat<\/strong>: Most serene guardians were once monks, fighters, or rangers, because it&#39;s easier for such characters to damage the same enemy twice in the same round. Beginning at 3rd level, if you have levels in monk, you can count half your serene guardian levels as monk levels for calculating your flurry of blows attack bonus, Armor Class bonus, and unarmed damage. If you don&#39;t have monk levels, you can instead choose any bonus feat for which you meet the prerequisites from among the allowed fighter bonus feats (PH 38).<\/p>\n\n\t<p><strong>Staggering Release (Su)<\/strong>: At 4th level, you learn how to slow your enemy by releasing resonance. As a swift action, you can release the resonance you have created within a target to reduce that foe&#39;s speed by 10 feet in all modes per point of resonance released. The effect lasts for a number of rounds l to the number of resonance points released.<\/p>\n\n\t<p><strong>Traumatic Release (Su)<\/strong>: At 6th level, your power over resonance becomes more destructive. As a swift action, you can release the resonance with in a target to deal that foe 2d6 points of damage per point of resonance released. This damage doesn&#39;t help you create resonance in the target again.<\/p>\n\n\t<p><strong>Immune to Fear (Ex)<\/strong>: When you reach 7th level, your mind becomes so serene that fear be comes a mere abstraction. You are immune to fear, magical or otherwise.<\/p>\n\n\t<p><strong>Confounding Release (Su)<\/strong>: At 8th level and higher, the resonance you release can befuddle the mind. As a swift action, you can release the resonance you have created within a target to affect that foe with <a href=\/spells\/players-handbook-v35--6\/confusion--2538\/>confusion<\/a>, as the spell. The effect lasts for a number of rounds equal to the number of resonance points released.<\/p>\n\n\t<p><strong>Unclouded Mind (Ex)<\/strong>: At 9th level and higher, if you fail a Will save, you can make a Concentration check and use that check &#39;s result as your save result.<\/p>\n\n\t<p><strong>Soul Release (Su)<\/strong>: At 10th level, your mastery of resonance is absolute. You can use resonance to separate your enemy&#39;s soul from his body, killing him instantly.To atternpt a soul release, you must have created 1 point of resonance in your target for every 2 Hit Dice that enemy has. Then, as a swift action, you can release that resonance, forcing that foe to succeed on a Fortitude save (DC 10 + your serene guardian level + your Wis modifier) or die. This is a death effect.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Resonance, painful release <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Damaging release <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Monk advancement or bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Staggering release <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Greater resonance <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Traumatic release <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Immune to fear <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Confounding release <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Unclouded mind <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Soul release <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: The Shattered Gates of Slaughtergarde 7<\/h5>","reference":"Usergen"},{"id":10786,"name":"Solar Channeler","type":"prestige","alignment":"Any good","hit_die":"8","full_text":"<div topic='titel'><p><h3>Solar Channeler<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Ability to turn undead as a 6th-level cleric.<\/p>\n\n\t<p><strong>Special<\/strong>: You must have an affiliation score of 9 or higher within the Luminous Order to become a solar channeler. If your affiliation score drops below 9 after you have become a solar channeler, you retain all class features and the ability to advance in the class.<\/p>\n\n\t<p><strong>Special<\/strong>: Must participate in the Ritual of Feathers (see Advancement).<\/p>\n\n\t<p><strong>Advancement<\/strong>: Those who meet the entry requirements and wish to do so are invited to take part in the day long Ritual of Feathers at the Shining Citadel. At the conclusion of this prayer-filled ceremony, an actual solar briefly appears and wordlessly touches you with its sword. From that moment forward, you find that the gates on your ability to channel positive energy have been opened. Taking on the form of a solar requires further practice and greater inner strength.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Channel Healing (Su)<\/strong>: By expending one daily use of your ability to turn undead and channeling that energy toward a willing ally, you can cast any cure spell as a swift action, or you can cast a cure spell on a target up to 30 feet away. You can do both in the same round, but doing so expends two daily uses of your ability to turn undead.<\/p>\n\n\t<p><strong>Turn Undead (Su)<\/strong>: You add your solar channeler level to your effective level for turning undead granted by any other class to determine your effective level for turning undead. For example, if you&#39;re a 7th-level cleric\/1st-level paladin\/1st-level solar channeler, you turn undead as if you were an 8th-level cleric.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: At every level except 1st, 5th, and 10th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the solar channeler level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a solar channeler, you must decide to which class to add each eligible solar channeler level for the purpose of determining spells per day ,caster level, and spells known.<\/p>\n\n\t<p><strong>Lesser Channel Solar (Su)<\/strong>: Beginning at 5th level, you can expend one of your daily uses of your ability to turn undead as an immediate action to transform into a powerful creature that looks like a solar (MM 12). At the beginning of each of your subsequent turns, you must use a swift action to expend one additional daily use of your ability to turn undead. If you do not or cannot do so, you return to your normal form.<\/p>\n\n\t<p>While you are in solar form, your body and gear are replaced by a body and a magic greatsword like those of a solar. You become a Medium creature (if you were of a different size before), and you lose the ability to cast spells and to use the class features of your normal form while you&#39;re in solar form (except that you can expend daily uses of your ability to turn undead in order to maintain the altered form).<\/p>\n\n\t<p>For as long as you maintain solar form, you don&#39; t have access to items worn, held, or carried by your normal form, although your AC remains the same. The greatsword disappears if it leaves your grasp, bur you can spend a move action to make it reappear in your hands. Your attacks, damage, and speed change as described on the following table. All other aspects of your character remain the same.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th>Greatsword Attacks <\/th>\n\t\t\t<th>Speed <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +20\/+15\/+10 (2d6+9\/19-20) <\/td>\n\t\t\t<td> fly 90 ft. (good) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +21\/+16\/+11 (2d6+10\/19-20) <\/td>\n\t\t\t<td> fly 90 ft. (good) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +22\/+17\/+12 (2d6+11\/19-20) <\/td>\n\t\t\t<td> fly 90 ft. (good) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +23\/+18\/+13 (2d6+12\/19-20) <\/td>\n\t\t\t<td> fly 120 ft. (good) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +24\/+19\/+14 (2d6+13\/19-20) <\/td>\n\t\t\t<td> fly 120 ft. (good) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +25\/+20\/+15 (2d6+14\/19-20) <\/td>\n\t\t\t<td> fly 150 ft. (good) <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Greater Channel Solar (Su)<\/strong>: At 10th level, you can remain in solar form for 1 minute for each daily use of your ability to turn undead that you expend.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Channel healing, turn undead <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Lesser channel solar <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td>+1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Greater channel solar <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: The Shattered Gates of Slaughtergarde 9<\/h5>","reference":"Usergen"},{"id":10787,"name":"Dark Scholar","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Dark Scholar<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: Ability to cast 4th-level arcane spells.<\/p>\n\n\t<p><strong>Special<\/strong>: You must have an affiliation score of 9 or higher within the Ebon Cabal to become a dark scholar. If your affiliation score drops be low 9 after you have become a dark scholar, you retain all class features but you can&#39;t advance further in the class.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spells Per Day<\/strong>: At every level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you be longed before adding the dark scholar level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spcllcasting class before becoming a dark scholar, you must decide to which class to add each eligible dark scholar level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Book Mastery (Ex)<\/strong>: At every level but 2nd and 7th, your study results in the masterv of forbidden lore. Choose one book for which you meet the skill prerequisite from the following table. Remember that you gain new skill ranks before you gain class features, so as a 6th-level dark scholar you could potentiully gain your 16th rank in Knowledge (history) and immediately claim mastery of the Lexicon of the Elder Gods.<\/p>\n\n\t<p>The books of forbidden lore, the Knowledge requirement for each one, and the benefits you gain from reading them, are as follows.<\/p>\n\n\t<p><em>Histories of the Mad Empire, Vol. II<\/em>: Knowledge (history) 10 ranks; +2 insight bonus on will saves.<\/p>\n\n\t<p><em>Jarrathak&#39;s Trials, Annotated<\/em>: Knowledge (arcana) 10 ranks; cast divination and illusion spells at +1 caster level.<\/p>\n\n\t<p><em>Arcana of Yorrek<\/em>: Knowledge (arcana) 12 ranks; +1 insight bonus on Reflex and Fortitude saves.<\/p>\n\n\t<p><em>Verses of Al-Vushirak<\/em>: Knowledge (the planes) 12 ranks; +1 to the saving throw DCs of enchantment and necromancy spells.<\/p>\n\n\t<p><em>Book of the Stilled Tongue<\/em>: Knowledge (history) 14 ranks; cast spells two or more levels lower than your maximum spell level with out verbal components.<\/p>\n\n\t<p><em>Codex of the Crimson Trance<\/em>: Knowledge (arcana) 14 rank s; +4 insight bonus on Concentration checks.<\/p>\n\n\t<p><em>Netherion&#39;s Grimoire<\/em>: Knowledge (the planes) 16 ranks; use bestow curse 1\/day as a spell-like ability.<\/p>\n\n\t<p><em>The Thousand Unspeakable Names<\/em>: Knowledge (arcana) 16 ranks; cast conjuration spells at +1 caster level.<\/p>\n\n\t<p><em>Lexicon of the Elder Gods<\/em>: Knowledge (history) 16 ranks; cast evocation spells at +1 caster level.<\/p>\n\n\t<p><em>The Ascendancy Manuscript<\/em>: Knowledge (the planes) 18 ranks; use divine scrolls as if you were a cleric of your arcane caster level.<\/p>\n\n\t<p><em>Tome of Unparalleled Puissance<\/em>: Knowledge (arcana) 18 ranks; 1\/day, all spells you cast within a 10-minute period are at +1 caster level.<\/p>\n\n\t<p><em>Among the Dragons<\/em>: Knowledge (history) 18 ranks; age one year for every two years that pass.<\/p>\n\n\t<p><strong>Scholarly Lore<\/strong>: At 2nd level, you become a storehouse of information beyond the lore contained in your forbidden manuscripts. You can attempt to recall some relevant piece of information about local notable people, legendary items, or noteworthy places as a bard does by using the bardic knowledge class feature (PH 29).You add your dark scholar level and your Intelligence modifier to the lore check.<\/p>\n\n\t<p><strong>Tongues (Su)<\/strong>: At 7th level and higher, you are continually under the effects of <a href=\/spells\/players-handbook-v35--6\/tongues--2519\/>tongues<\/a>, as the spell.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Book mastery <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Scholarly lore <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Book mastery <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Book mastery <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Book mastery <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Book mastery <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <em>Tongues<\/em> <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Book mastery <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Book mastery <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Book mastery <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: The Shattered Gates of Slaughtergarde 11<\/h5>","reference":"Usergen"},{"id":10788,"name":"Twisted Lord","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Twisted Lord<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 8.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: You must have an affiliation score of 9 or higher with in the Ebon Cabal to become a twisted lord. If your affiliation score drops below 9 after you have become a twisted lord , you retain all class features and the ability to advance in the class.<\/p>\n\n\t<p><strong>Special<\/strong>: You must ritualistically consume twistroot (see Advancement).<\/p>\n\n\t<p><strong>Advancement<\/strong>: Anyone who has earned the rank of Ebon master and has shown the ability to manipulate people by guile and coercion is eligible to consume twistroot from the Slaughterscar. If done in ritual fashion, twistroot ingestion turns you into a twisted lord. The process is not only painful, it&#39;s accompanied by horrifying nightmares that a few would-be twisted lords find fatally frightening. The twistroot nightmares leave persistent scars on your psyche that you eventually learn to use as weapons.<\/p>\n\n\t<p>As a twisted lord, you&#39;re probably in great demand as a spy and assassin. Your colleagues in the Eben Cabel are eager to send you off on all sorts of missions involving stealth and skulduggery, and maybe even a few knives in the dark.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Twisted Form (Ex)<\/strong>: When you enter this class. you gain the ability to adopt a twisted form by taking a move action to do so. Your face takes on a sinister, misshapen cast. Your limbs lengthen and bend, and your spine stoops. The symmetry of your body becomes a thing of the past.<\/p>\n\n\t<p>While in your twisted form, you gain a +4 bonus on Bluff checks to feint in combat, a +4 bonus on Intimidate checks to demoralize an opponent, and a +4 bonus on Escape Artist checks. You take a -4 penalty on Diplomacy checks and other attempts to influence an NPC&#39;s attitude.<\/p>\n\n\t<p>You can remain in your twisted form as long as you like. Many twisted lords find it more comfortable than the form they had before they partook of twistroot.<\/p>\n\n\t<p><strong>Sneak Attack<\/strong>: Beginning at 2nd level, you deal extra damage when you are flanking an opponent or at any rime when the target would be denied its Dexterity bonus. This extra damage only app lies to ranged attacks if the target is within 30 feet. See the rogue class feature (PH 50). Your sneak attack damage improves at 5th and 8th level. This extra damage stacks with sneak attack damage from other sources (such as levels in the rogue class).<\/p>\n\n\t<p><strong>Improved Feint<\/strong>: At 3rd level. you gain Improved Feint as a bonus feat.<\/p>\n\n\t<p><strong>Peripheral Invisibility (Su)<\/strong>: Starting at 4th level, you can briefly become invisible if no one&#39;s staring right at you. Doing so takes only a swift action, but you can&#39;t use peripheral invisibility if anyone succeeded on a Spot check against you or attacked you in the previous round. Peripheral invisibility lasts for 1 round. Once you&#39;ve used it, you must wait 1 minute before using it again.<\/p>\n\n\t<p><strong>Improved Demoralize<\/strong>: When you reach 6th level, your misshapen features are particularly unnerving to your enemies. You can attempt to demoralize an opponent (see Intimidate, PH 76) as a move action rather than a standard action.<\/p>\n\n\t<p><strong>Twist Target (Su)<\/strong>: At 7th level, you develop a rudimentary ability to worm your way into an opponent&#39;s mind. If you are adjacent to a shaken foe, you can try to momentarily confuse that enemy by taking a standard action to project the force of your personality. Your target must make a will save (DC 10 + your twisted lord level + your Cha modifier). If the save fails, that foe must make a melee attack at his highest bonus against any adjacent ally at the beginning of his next turn. After that attack, your enemy is no longer shaken. This is a mind-affecting fear effect.<\/p>\n\n\t<p><strong>Twist Perceptions (Su)<\/strong>: At 9th level and higher , you can take a standard action to project the distortions in your body into the perceptions of an adjacent creature th at is shaken. Your target must make a Will save (DC 10 + your twisted lord level + your Cha modifier). If the save fails, your opponent is stunned . After the save attempt. suecessful or not, your foe is no longer shaken. At the end of each of your target&#39;s turns, he can attempt another Will save to shake off the stunned condition. He remains stunned until he succeeds.<\/p>\n\n\t<p><strong>Twist Mind (Su)<\/strong>: At 10th level. you master the ability of twisting others&#39; minds with visions that both repulse and fascinate. If you are adjacent to a shaken foe, by taking a standard action, you can assume control of your enemy. Your target must make a Will save (DC to + your twisted lord level + your Cha modifier). If the save fails, you can control your enemy&#39;s actions on subsequent rounds, taking a standard action each round to do so. At the end of each of your enemy&#39;s turn s, he can attempt another Will save to shake off control. He remains under your command until he succeeds on the will save or until you choose not to spend a standard action controlling him.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Twisted form <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +1d6 sneak attack <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Improved Feint <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Peripheral invisibility <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2d6 sneak attack <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Improved demoralize <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Twist target <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3d6 sneak attack <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Twist perceptions <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Twist mind <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: The Shattered Gates of Slaughtergarde 13<\/h5>","reference":"Usergen"},{"id":10789,"name":"Crinti Shadow Marauder","type":"prestige","alignment":"Any nongood","hit_die":"8","full_text":"<div topic='titel'><p><h3>Crinti Shadow Marauder<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nongood.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>Region: Dambrath.<br \/>Special: The character must either be Crinti or have the official sanction of the nobility of Dambrath. Only those accepted by the Crinti can train as shadow marauders.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Crinti shadow marauders gain no proficiency with any weapons, armor, or shields.<\/p>\n\n\t<p><strong>Shadow Ride (Su)<\/strong>: A Crinti shadow marauder can travel on her mount between shadows as if by means of a dimension door spell. Such supernatural transport must begin and end in an area with at least some shadow. The marauder can ride up to a total of 50 feet per Crinti shadow marauder level per day in this way. The amount can be split up among many rides, but rides of a distance shorter than 25 feet count as 25 feet.<\/p>\n\n\t<p><strong>Sudden Strike (Ex)<\/strong>: Beginning at 2nd level, if a Crinti shadow marauder can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Whenever a Crinti shadow marauder&#39;s target is denied his Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus to AC or not), the marauder deals an extra 1d6 points of damage with her attack. The extra damage increases to 2d6 at 4th level. The extra damage from the sudden strike ability stacks with extra damage from sneak attack whenever both would apply to the same target.<\/p>\n\n\t<p>Ranged attacks count as sudden strikes only if the target is within 30 feet. A Crinti shadow marauder can&#39;t strike with deadly accuracy from beyond that range.<\/p>\n\n\t<p>A Crinti shadow marauder can only use sudden strike against living creatures with discernible anatomies&#8212;undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sudden strike damage. The Crinti shadow marauder must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Crinti shadow marauder cannot make a sudden strike while striking a creature with concealment or striking the limbs of a creature whose vitals are out of reach.<\/p>\n\n\t<p>A Crinti shadow marauder can&#39;t use sudden strike to deliver nonlethal damage. Weapons only capable of dealing nonlethal damage don&#39;t deal extra damage when used as part of a sudden strike.<\/p>\n\n\t<p><strong>Bonus Feat<\/strong>: At 3rd level, the Crinti shadow marauder gains a bonus feat selected from the following list: Mounted Archery, Ride-By Attack, Spirited Charge, Trample. The Crinti shadow marauder must meet the normal prerequisites for the feat.<\/p>\n\n\t<p><strong>Shadow Walk (Sp)<\/strong>: Starting at 3rd level, a Crinti shadow marauder can use shadow walk once per day, affecting only herself and her mount. Her caster level is equal to her Crinti shadow marauder level, and she must be astride her mount to use this<br \/>ability. This ability does not stack with shadow walk spell-like abilities granted by other sources.<\/p>\n\n\t<p><strong>Shadow Pounce (Ex)<\/strong>: At 5th level, a Crinti shadow marauder learns how to attack swiftly from the shadows. Any time she uses an ability, spell, or effect with the teleportation descriptor (for example, her shadow ride ability), she can execute a full attack upon completion of the teleportation. The marauder must have line of sight to her intended target from her original location. Further, the spot to which she teleports must be a place from which she can make a melee attack against the intended target with whatever weapon she had in hand at the beginning of her action.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Shadow ride <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Sudden strike +1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Bonus feat, shadow walk <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sudden strike +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Shadow pounce <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Shining South 23<\/h5>","reference":"Usergen"},{"id":10790,"name":"Great Rift Deep Defender","type":"prestige","alignment":"Any lawful","hit_die":"12","full_text":"<div topic='titel'><p><h3>Great Rift Deep Defender<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 12.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any lawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race<\/strong>: Gold dwarf.<br \/><strong>Region<\/strong>: The Great Rift.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: A Great Rift deep defender is proficient with all simple and martial weapons, light, medium, and heavy armor, and shields (including tower shields).<\/p>\n\n\t<p><strong>AC Bonus (Ex)<\/strong>: The Great Rift deep defender receives a dodge bonus to Armor Class that starts at +1 and improves as the defender gains levels to a maximum of +3 at 5th level.<\/p>\n\n\t<p><strong>Hold the Line<\/strong>: The Great Rift deep defender gains Hold the Line (see page 20) as a bonus feat.<\/p>\n\n\t<p><strong>Uncanny Dodge (Ex)<\/strong>: At 2nd level and higher, a Great Rift deep defender gains the extraordinary ability to react to danger before his senses would normally allow him to even be aware of it. He retains his Dexterity bonus to Armor Class (if any) regardless of being caught flat-footed or struck by an invisible attacker.(He still loses any Dexterity bonus to AC if immobilized).<\/p>\n\n\t<p>If the character gains uncanny dodge from a second class (such as rogue), he automatically gains improved uncanny dodge (see below).<\/p>\n\n\t<p><strong>Uncanny Stability (Ex)<\/strong>: Starting at 3rd level, a Great Rift deep defender improves his racial resistance to being moved from his position. He gains an additional +4 bonus on ability checks made to resist being bull rushed or tripped while standing in a narrow or low space (+8 total, counting the dwarf racial trait). See Subterranean Bulwark below for definitions of narrow and low spaces.<\/p>\n\n\t<p><strong>Improved Uncanny Dodge (Ex)<\/strong>: At 4th level and above, a Great Rift deep defender can no longer be flanked,since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flanking to sneak attack the deep defender. The exception to this defense is that a rogue at least four levels higher than the deep defender can flank him (and thus sneak attack him).<\/p>\n\n\t<p>If the character gains uncanny dodge (see above) from a second class (such as rogue), the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the Great Rift deep defender.<\/p>\n\n\t<p><strong>Subterranean Bulwark (Ex)<\/strong>: When he is in an enclosed area, the Great Rift deep defender can become a stalwart bastion of defense. In a narrow or a low space, he gains DR 3\/&#8212;, as well as a +1 bonus on attack rolls and a +2 bonus on damage rolls. (A narrow space is an area no wider than 5 feet, while a low area is shorter than the deep defender, but at least half of his height.) He cannot move from the spot he is defending without losing the benefits of this ability.<\/p>\n\n\t<p>The deep defender ignores the penalty for hampered melee when fighting in a narrow or low space with light or one-handed melee weapons, and takes only a &#8212;4 circumstance penalty on attack rolls when using a two-handed weapon in such conditions. In a space both narrow and low, the deep defender functions as if only one of those conditions applied. In addition, when fighting in cramped quarters the deep defender does not lose his Dexterity bonus to Armor Class.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>AC Bonus <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Hold the line <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Uncanny dodge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Uncanny stability <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Improved uncanny dodge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Subterranean bulwark <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Shining South 24<\/h5>","reference":"Usergen"},{"id":10791,"name":"Great Sea Corsair","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Great Sea Corsair<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>You can create a Great Sea corsair by adapting the <a href=\/classes\/dread-pirate\/>dread pirate<\/a> prestige class from Complete Adventurer. The prestige class can be used with the following adjustments.<\/p>\n\n\t<p><strong>Patron (Ex)<\/strong>: At 1st level, the Great Sea corsair must designate some merchant or political entity as her patron. This patron is a person or an organization that the corsair has served in some way. For example, if the Great Sea corsair has been hired by a Dambrathan noble to sink his rivals&#39; merchant ships, then the corsair can designate the noble as a patron. The corsair gains a +2 circumstance bonus on Diplomacy checks when dealing with her patron. She gains a +2 circumstance bonus on Intimidate checks when dealing with any of her patron&#39;s adversaries, or anyone she is known to have pirated before (as inconsequential as a single ship and its crew to as daunting as an entire nation). At any point, the corsair can switch to a new patron, in which case the circumstance bonuses change accordingly. If the corsair ever chooses to forgo a patron altogether, she immediately takes a &#8212;2 circumstance penalty on all Diplomacy checks with anyone the DM deems appropriate, until such time as she establishes a new patron. A corsair without a patron is a mere pirate, unworthy of trust.<\/p><br\/><h5>Reference: Shining South 26<\/h5>","reference":"Usergen"},{"id":10792,"name":"Halruaan Elder","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Halruaan Elder<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Feats<\/strong>: Any metamagic feat, any one item creation feat.<br \/><strong>Spells<\/strong>: Able to cast 4th-level arcane spells.<br \/><strong>Region<\/strong>: Halruaa.<br \/><strong>Special<\/strong>: The character must petition for entry into the Halruaan Council of Elders and, after a divinatory background check by current elders, be accepted to that ruling body.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Halruaan elders gain no proficiency in weapons or armor.<\/p>\n\n\t<p><strong>Spells Per Day\/Spells Known<\/strong>: At each level, the Halruaan elder gains new spells per day (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If he had more than one arcane spellcasting class before becoming a Halruaan elder, he must decide to which class to add each level for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Adroit Casting (Ex)<\/strong>: The Halruaan elder has become so skilled at casting his spells with various metamagic feats that utilizing such feats has become easier for him. At 1st level, he picks a metamagic feat he knows. The cost in increased level of spell slots to use that metamagic feat is now permanently reduced by one level, to a minimum total modification of a spell&#39;s original level + 1. For example if a Halruaan elder with adroit casting 1 wishes to prepare an empowered magic missile, that spell takes up a slot only one level higher than its original level (instead of two). At 4th level, and every three levels thereafter, the Halruaan elder can choose another metamagic feat he knows. That feat gains the same benefit; spells altered by that feat take up a slot one level lower than normal (minimum of the spell&#39;s original level + 1). If the Halruaan elder doesn&#39;t have a metamagic feat to apply the ability to when he gains a level that grants adroit casting, or if he&#39;s has previously applied adroit casting to all of the viable metamagic feats he knows (any metamagic feats that require spells to occupt a slot two or more levels higher than normal), he gains no benefit from this ability until he aquires a new metamagic feat that adroit casting can affect. At that time, he can automatically designate that feat as altered by the unused application of adroit casting.<\/p>\n\n\t<p>The elder cannot choose the same metamagic feat more than once with adroit casting. For example, a Halruaan elder who picks Quicken Spell at 4th level, reducing the cost in increased level of spell slots to three, cannot pick Quicken Spell against at 7th or 10th level to reduce the cost again.<\/p>\n\n\t<p>The elder can prepare a spell with multiple metamagic feats altered through the adroit casting ability. For examply, a 10th-level wizard\/10th-level Halruaan elder who has selected Empower Spell and Maximize Spell as two of the metamagic feats altered by adroit casting can prepare 1st-level empowered, maximized spells in 4th-level spell slots, as opposed to 6th-level spell slots (2 &#8212; 1 [empowered] + 3 &#8212; 1 [maximized] = 3 [new spell slot used]).<\/p>\n\n\t<p><strong>Circle Link (Ex)<\/strong>: A Halruaan elder has the ability to participate in Halruaan circle magic through the Halruaan Adept feat, a prerequisite for entry into the class. Circle magic is described fully on page 59 of the Forgotten Realms Campaign Setting and page 194 of the Dungeon Master&#39;s Guide. A Halruaan elder of at least 5th level can be a circle leader. He also goes through a ritual so he can be contacted via Halruaa&#39;s Crystal Orb (see page 59).<\/p>\n\n\t<p><strong>Signature Spell<\/strong>: A Halruaan elder gains Signature Spell as a bonus feat at 2nd, 5th, and 8th levels. He need not meet the prerequisite for the feat, and thus can choose any spell he knows as a signature spell, rather than a spell he has mastered with the Spell Mastery feat. See page 43 of Player&#39;s Guide to Faer\u00fbn for the Signature Spell feat.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day\/Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Adroit casting 1, circle link <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Signature Spell <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Adroit casting 2 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Signature Spell <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Adroit casting 3 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Signature Spell <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Adroit casting 4 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Shining South 27<\/h5>","reference":"Usergen"},{"id":10793,"name":"Halruaan Magehound","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Halruaan Magehound<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Ability to cast 4th-level arcane or divine spells. Ability to cast at least three spells that require Fortitude saves and at least three spells that require Reflex saves. (A spell that deals damage but allows no saving throw can substitute for any of these required spells.)<br \/><strong>Patron Deity<\/strong>: Azuth.<br \/><strong>Region<\/strong>: Halruaa.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: A Halruaan magehound gains no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells Per Day\/Spells Known<\/strong>: At each level except 4th and 8th, a Halruaan magehound gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If she had more than one spellcasting class before becoming a Halruaan magehound, she must decide to which class to add each level for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Improved Saves (Ex)<\/strong>: The Halruaan magehound learns to improve her resistance to the very sorts of spells she uses against others. At 1st level, she gains a +1 resistance bonus on her saves against spells and spell-like abilities. This bonus increases by +1 every two levels above 1st, to a maximum of +5 at 9th level.<\/p>\n\n\t<p><strong>Arcane Sensitivity (Sp)<\/strong>: The Halruaan magehound develops a keen awareness of the presence of arcane magic in any living creature. She can use arcane sensitivity (see page 44) at will as a wizard whose level is equal to her Halruaan magehound level plus her highest spellcaster level.<\/p>\n\n\t<p><strong>Spell Resistance (Ex)<\/strong>: The Halruaan magehound develops resistance to magic. At 4th level, she gains a spell resistance equal to 15 + her Halruaan magehound level.<\/p>\n\n\t<p><strong>Antimagic Field (Sp)<\/strong>: The Halruaan magehound develops a powerful tool to thwart the mages she is hunting. At 10th level, the magehound can use antimagic field once per day as a wizard whose level is equal to her Halruaan magehound level plus her highest spellcaster level.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day\/Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Improved spell saves (+1), arcane sensitivity <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Improved spell saves (+2) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Spell resistance <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Improved spell saves (+3) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Improved spell saves (+4) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Improved spell saves (+5) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Antimagic aura <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Shining South 29<\/h5>","reference":"Usergen"},{"id":10794,"name":"Hand of the Adama","type":"prestige","alignment":"Lawful good or lawful neutral.","hit_die":"8","full_text":"<div topic='titel'><p><h3>Hand of the Adama<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful good or lawful neutral..<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to cast 3rd-level divine spells.<br \/><strong>Patron Deity<\/strong>: The Adama.<br \/><strong>Region<\/strong>: The Golden Water.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>*Weapon and Armor Proficiency: Hands of the Adama gain no weapon or armor proficiency.<\/p>\n\n\t<p><strong>Spells Per Day\/Spells Known<\/strong>: At each level, a hand of the Adama gains new spells per day (and spells known, if applicable) as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If he had more than one divine spellcasting class before becoming a hand of the Adama, he must decide to which class to add each level for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Tongues (Sp)<\/strong>: A hand of the Adama can use tongues as the spell a number of times per day equal to his hand of the Adama level plus his Charisma bonus (minimum once per day) as a caster of a level equal to his hand of the Adama level plus his highest divine spellcaster level.<\/p>\n\n\t<p><strong>Lay on Hands (Su)<\/strong>: A hand of the Adama can heal a total number of hit points of damage equal to his hand of the Adama level \u00d7 his Charisma bonus (if any) by touch. See the paladin class feature on page 44 of the Player&#39;s Handbook. Paladin levels stack with hand of the Adama levels for the purpose of determining how many hit points the hand of the Adama can heal per day.<\/p>\n\n\t<p><strong>Discern Lies (Sp)<\/strong>: Beginning at 2nd level, a hand of the Adama can use discern lies as the spell three times per day as a caster of a level equal to his hand of the Adama level plus his highest divine spellcaster level. The save DC against this ability is 14 + the hand of the Adama&#39;s Wis modifier.<\/p>\n\n\t<p><strong>Remove Disease (Sp)<\/strong>: A hand of the Adama of 2nd level can use remove disease, as the spell, once per week at 2nd level. At 5th level and higher, he can use this ability twice per week.<\/p>\n\n\t<p><strong>Divination Enhancement (Ex)<\/strong>: Beginning at 3rd level, a hand of the Adama adds twice his hand of the Adama level to his percentage chance of success when using divination spells such as augury or divination. If a cleric 11\/hand of the Adama 4 casts divination, his chance of success is 70% (base) + 15% (1% per caster level) +8% (2 \u00d7 his hand of the Adama level), or 93%.<\/p>\n\n\t<p><strong>Pierce Illusion (Su)<\/strong>: At 4th level and above, a hand of the Adama gains the supernatural ability to penetrate illusions and disguises at will. Whenever a hand of the Adama sees an illusion or disguise spell of any sort, he immediately makes a Will save to see through it. The hand of the Adama need not interact with or touch the illusion; visual contact is enough to give the Will save.<\/p>\n\n\t<p><strong>Learn the Truth (Su)<\/strong>: By touching a creature that has lied to him, a hand of the Adama of 5th level can force the creature to tell the truth. The creature can make a Will save (DC 15 + the hand of the Adama&#39;s Cha modifier) to resist this mind-affecting compulsion effect. If the saving throw fails, the creature must speak the true version of the lie it uttered. The hand of the Adama can use this ability at will, but only after casting discern lies (or using his spell-like ability of the same name) on the creature in question.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day\/Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Tongues, lay on hands <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Discern lies, remove disease 1\/week <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Divination enhancement <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Pierce illusion <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Learn the truth, remove disease 2\/week <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Shining South 31<\/h5>","reference":"Usergen"},{"id":10795,"name":"Hin Fist","type":"prestige","alignment":"Lawful good","hit_die":"0","full_text":"<div topic='titel'><p><h3>Hin Fist<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful good.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Patron Deity<\/strong>: Yondalla.<br \/><strong>Region<\/strong>: Luiren.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>You can create a hin fist by adapting the <a href=\/classes\/sacred-fist\/>sacred fist<\/a> prestige class for use in Faer\u00fbn.<\/p><br\/><h5>Reference: Shining South 32<\/h5>","reference":"Usergen"},{"id":10796,"name":"Jordain Vizier","type":"prestige","alignment":"Any lawful","hit_die":"6","full_text":"<div topic='titel'><p><h3>Jordain Vizier<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any lawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 8.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Base Will Save<\/strong>: +6.<br \/><strong>Patron Deity<\/strong>: One of Halruaa&#39;s accepted deities, usually Mystra or Azuth.<br \/><strong>Special<\/strong>: Must be literate and speak Common, Halruaan, and at least two other languages. Must have been raised by House Jordain. Such rearing precludes the practice of arcane magic and the use of many magic items, subject to investigation by a magehound.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: A jordain vizier gains no proficiency with any weapons or armor.<\/p>\n\n\t<p><strong>Arcane Nondetection (Ex)<\/strong>: A jordain vizier undergoes mental and physical training to make him difficult to detect with arcane divination spells and items. This ability functions exactly like the nondetection spell, except that it works only against arcane magic. The DC to overcome this nondetection ability is 15 + the character&#39;s jordain vizier level + his Cha modifier.<\/p>\n\n\t<p><strong>Arcane Spell Resistance (Ex)<\/strong>: A jordain vizier has spell resistance against arcane magic equal to 10 + the character&#39;s jordain vizier level + his Cha modifier.<\/p>\n\n\t<p><strong>Eidetic Memory (Ex)<\/strong>: Jordain viziers are trained so deeply in various forms of mnemonics that their skills become subconscious. They collect knowledge from all disciplines and can process it in a deductive way that defies explanation.This ability has three functions: recollection of knowledge and perceptions, committing specific things to memory, and making accurate conclusions.<\/p>\n\n\t<p>Through years of study, with the intention of becoming of the greatest use to his wizard master, a jordain vizier gains the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. The jordain vizier adds his jordain vizier level + his Int modifier to a lore check, which functions otherwise exactly like a bardic knowledge check. See page 28 of the Player&#39;s Handbook for more information on bardic knowledge. If a jordain vizier has levels in bard, loremaster, or another class that grants an ability similar to bardic knowledge, those class levels stack for the purpose of determining the efficacy of this aspect of eidetic memory. Table 2&#8212;6: Eidetic Memory shows additional example DCs for recalling or knowing a particular fact.<\/p>\n\n\t<p>A jordain vizier can also commit an item to memory with perfect accuracy. He can store a number of items equal to his jordain vizier level + his Int modifier. The jordain vizier can drop older items in favor of new ones. Dropped items can be recalled as if they were other types of memories, using the DCs on Table 2&#8212;6: Eidetic Memory.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th colspan=2>Eidetic Memory <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Type of Memory <\/th>\n\t\t\t<th>DC <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Recall obvious detail or common knowledge; Several noblewomen attended Elder Thebadol&#39;s induction celebration; the gist of a conversation; silver weapons hurt lycanthropes. <\/td>\n\t\t\t<td> 10 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Recall important detail or specialized knowledge; Thebadol&#39;s third daughter was absent; key phrases of a conversation; fiendish creatures have cold resistance. <\/td>\n\t\t\t<td> 15 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Recall noticeable detail or esoteric knowledge; Boryka, a magehound, asked several ball-goers about Thebadol&#39;s daughter; word-for-word recollection of key portions of a conversation; which spells affect a particular kind of golem. <\/td>\n\t\t\t<td> 20 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Trivial detail or obscure knowledge; Thebadol grimaced briefly when Boryka asked about his daughter; word-for-word recollection of an entire conversation; the resistances and immunities of various outsiders. <\/td>\n\t\t\t<td> 25 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>Finally, the jordain vizier can use his honed memory to make lightning-fast deductions based on only the slightest clues, patterns, or scraps of information. He can make reasonable statements about a person, place, or object, from seemingly little knowledge. However, this ability is the result of a rigorously logical process, involving recalling and correlating every possible piece of data with bearing on the topic. The nature of the knowledge the jordain vizier gains is subject to DM discretion, but might include the answer to a riddle, the way out of maze, or even a conclusion concerning a dilemma. An eidetic memory check, with a bonus equal to the character&#39;s jordain vizier level + his Int modifier,must be made to compile the desired information. The DM secretly determines the DC.<\/p>\n\n\t<p><strong>Bonus Language (Ex)<\/strong>: During their laborious studies, jordain viziers learn new languages to access more knowledge and better serve their wizard masters. The jordain vizier can choose a new language at 2nd and 4th level.<\/p>\n\n\t<p><strong>Combat Insight (Ex)<\/strong>: Due to their quick, deductive minds and extensive training, jordain viziers can predict an opponent&#39;s next move to some extent. Jordain viziers gain a +1 insight bonus on attack rolls and a +1 dodge bonus to Armor Class. At 4th level, the bonuses increase to +2.<\/p>\n\n\t<p><strong>Counterspell (Su)<\/strong>: While jordain viziers do not learn to cast spells, beginning at 3rd level, they learn to direct their spell resistance outward. This, combined with their knowledge of wizardry and how to disrupt spells, gives them the ability to prepare to counterspell an arcane spell as a ready action. (For more information on counterspells, see page 170 of the Player&#39;s Handbook.)<\/p>\n\n\t<p>Like a spellcaster, a jordain vizier must select an opponent as the target of the counterspell and ready an action to counter her spell. When the opponent tries to cast a spell, a vizier makes a Spellcraft check (DC 15 + the spell&#39;s level) as a free action to identify the opponent&#39;s spell. Unlike a spellcaster, to complete the action, the jordain vizier must make a special class level check (1d20 + jordain vizier level) that equals or exceeds 5 + the spell&#39;s caster level. If successful, the jordain vizier negates the arcane spell with no other results. The jordain vizier can only counterspell spells of a level equal to or less than his jordain vizier level + his Cha modifier, and he can only attempt to counterspell a number of times per day equal to the same number. This power is Weave-based and can be affected by Shadow Weave feats and magic just as any other Weave magic.<\/p>\n\n\t<p>An ex-jordain vizier who gains the ability to counterspell as a spellcaster must choose, after making his Spellcraft check, to counterspell either as a jordain vizier or as his spellcaster class. The abilities do not stack in any way.<\/p>\n\n\t<p><strong>Aide-de-Camp (Ex)<\/strong>: Jordain viziers eventually become indispensable assistants to their masters. At 5th level, the character doubles his Intelligence and Wisdom bonuses (if any) for the purposes of eidetic memory and all appropriate class skill checks.<\/p>\n\n\t<p><strong>Grace (Ex)<\/strong>: At 5th level, jordain viziers become more resistant to the effects of magic. The character can apply his Charisma bonus (if any) as a bonus on saving throws against supernatural abilities, spells, and spell-like abilities.<\/p>\n\n\t<h4>Code of Conduct<\/h4>\n\n\t<p>Jordain viziers are indoctrinated to never lie, never utilize spells (or magic items that produce spell-like effects), and obey Halruaan wizards, authorities, and laws. The punishment for breaking these rules is usually death. All Jordaini are rendered infertile upon graduation, so no jordain vizier can have children. Jordain viziers seldom handle money on the theory that they are less likely to be corrupted by its lure. They are taught to value the philosophical over the material and rely on their wizard masters to handle most of their material needs.<\/p>\n\n\t<h4>Multiclass Note<\/h4>\n\n\t<p>Most jordain viziers multiclass in expert, monk, and\/or fighter. Jordain viziers can add levels in any of these classes without losing the ability to advance as a monk. This is an exception to the rule in the Ex-Monks section, page 42 of the Player&#39;s Handbook. Violating this expanded limit by multiclassing into a class other than those listed above ends the jordain vizier&#39;s development as a monk, as described in the standard rules. Such multiclassing does not end the jordain vizier&#39;s development as a jordain vizier.<\/p>\n\n\t<p>Some jordain viziers multiclass as rogues or sorcerers, though the latter choice almost assuredly forces them out of the jordain order and makes them fugitives hunted by the deadly magehounds.<\/p>\n\n\t<h4>Ex-Jordain Viziers<\/h4>\n\n\t<p>A jordain vizier who becomes nonlawful cannot gain further levels as a jordain vizier, but he retains all jordain vizier abilities. In addition, a jordain vizier who gets caught violating the code of conduct can be thrown out of the jordain order, thereby preventing him from gaining new levels in this class. Unfortunately, such banishment is more rare than a death sentence.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Arcane nondetection, arcane spell resistance, eidetic memory <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus language, combat insight +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Counterspell <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus language, combat insight +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Aide-de-camp, grace <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Shining South 33<\/h5>","reference":"Usergen"},{"id":10797,"name":"Luiren Marchwarden","type":"prestige","alignment":"Any nonevil","hit_die":"8","full_text":"<div topic='titel'><p><h3>Luiren Marchwarden<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonevil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to cast 1st-level divine spells.<br \/><strong>Region<\/strong>: Luiren<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: A Luiren marchwarden gains no proficiency with any weapons or armor.<\/p>\n\n\t<p><strong>March Bonus (Ex)<\/strong>: A Luiren marchwarden gets a morale bonus on saves and to Armor Class whenever he is within the boundary of his march (see Sanctify March, below). He also gets this bonus on Hide, Knowledge (nature), Listen, Move Silently, Spot, and Survival checks while within his march. This bonus starts at +2 and improves with every odd marchwarden level, until it reaches +4 at 5th level.<\/p>\n\n\t<p><strong>Sanctify March (Ex)<\/strong>: A Luiren marchwarden establishes a territory, called a march, which is his to defend against all threats. This march is an area 5 miles per marchwarden level in a radius from a central point&#8212;usually the center of a village or town, but sometimes an unusual place, such as a sacred grove or a waterfall. To consider a location for his march, a marchwarden must know the terrain exceptionally well (as indicated by the skill requirements for this class). While a marchwarden is within his sanctified march, he gains all the additional abilities and bonuses of the class as specified below.<\/p>\n\n\t<p>If a Luiren marchwarden chooses to establish a new march, he must first create familiarity with the location by living there for a month. Once he has become accustomed to the area, the marchwarden can designate the locale as his march, but the benefits of the march are not fully vested immediately. The first week a Luiren marchwarden occupies his new march, he has only the benefits of a 1st-level marchwarden. During the second week, the benefits due a 2nd-level marchwarden activate, and so on each week, until the maximum benefits of the marchwarden&#39;s own level function. The moment a marchwarden establishes a new march, he loses all benefits in the old one.<\/p>\n\n\t<p><strong>Detect Evil (Sp)<\/strong>: A Luiren marchwarden can use detect evil at will while inside the boundary of his sanctified march.<\/p>\n\n\t<p>Share March Bonus (Ex): Beginning at 2nd level, a Luiren marchwarden can share the morale bonuses he gains from his march bonus ability with a single ally within 30 feet. Sharing the march bonus is a free action that can be performed at will, but a marchwarden must be able to see his ally at the time the ability is activated. The effect lasts until the target is out of range or until the Luiren marchwarden ends it as a free action.<\/p>\n\n\t<p><strong>Easy Trail (Su)<\/strong>: From 2nd level on, any time a Luiren marchwarden is inside the boundary of his sanctified march, he can move through all types of terrain as though under the effects of an easy trail spell. This spell is found on page 46.<\/p>\n\n\t<p><strong>Safe Clearing (Sp)<\/strong>: A 3rd-level and higher marchwarden gains the ability to use the spell safe clearing (see page 48) once per day. The effect is treated as if improved by the Widen Spell metamagic feat. A marchwarden must be within his march to use this ability, and he uses it at a caster level equal to twice his Luiren marchwarden level.<\/p>\n\n\t<p><strong>Dispel Evil (Sp)<\/strong>: Once he reaches 4th level, a Luiren marchwarden inside the boundary of his sanctified march can use dispel evil once per day. His caster level is equal to twice the character&#39;s Luiren marchwarden level.<\/p>\n\n\t<p><strong>Land Womb (Sp)<\/strong>: A 4th-level Luiren marchwarden gains the ability to use the spell land womb once per day, so long as he is inside the boundary of his sanctified march. His caster level is equal to twice the character&#39;s Luiren marchwarden level.<\/p>\n\n\t<p><strong>Commune with March (Sp)<\/strong>: Beginning at 5th level, a marchwarden can gather information about her entire march once per day as if he had cast the commune with nature spell.<\/p>\n\n\t<p><strong>Hide in Plain Sight (Ex)<\/strong>: At 5th level, within the confines of his march, a marchwarden can use the Hide skill even while being observed.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>March Bonus <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sanctify march, detect evil <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Share march bonus, easy trail <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Safe clearing <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Dispel evil, land womb <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Commune with march, hide in plain sight <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Shining South 35<\/h5>","reference":"Usergen"},{"id":10798,"name":"Maquar Crusader","type":"prestige","alignment":"Lawful good or lawful neutral","hit_die":"8","full_text":"<div topic='titel'><p><h3>Maquar Crusader<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful good or lawful neutral.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Patron Deity<\/strong>: The Adama.<br \/><strong>Region<\/strong>: The Golden Water.<br \/><strong>Special<\/strong>: The character must have a reputation as an honorable and dedicated person. He must spend one full month living by the standards of the Maquar crusader&#39;s code of conduct before being admitted into the Maquar.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>Weapon and Armor Proficiency: Maquar crusaders are proficient with all simple and martial weapons, all types of armor, and shields.<\/p>\n\n\t<p><strong>Uncanny Loyalty (Ex)<\/strong>: The Maquar crusader&#39;s unswerving dedication and loyalty to his duty makes him difficult to corrupt or influence. Beginning at 1st-level, he gains a +1 resistance bonus on Will saves against all mind-affecting spells and spell-like abilities; this bonus increases as the crusader gains levels, until it reaches +4 at 10th level.<\/p>\n\n\t<p><strong>Harm&#39;s Way (Ex)<\/strong>: A Maquar crusader can elect to place himself in the path of danger to protect a single ally, called his charge. Anytime the crusader is within 5 feet of his charge, and the charge is subject to an attack, the crusader can elect to switch places with her and take the attack in her place (the two physically switch spaces). The crusader must declare his intent to switch places with his charge before the attack roll is made. A charge can be selected as a free action when the crusader rolls initiative at the beginning of a combat and cannot be changed for the duration of that combat. The Maquar crusader can only use this ability if his charge is one size category larger than he is, or smaller.<\/p>\n\n\t<p><strong>Greater Weapon Focus<\/strong>: Maquar crusaders receive Greater Weapon Focus (falchion) as a bonus feat.<\/p>\n\n\t<p><strong>Smite (Su)<\/strong>: Once per day, a Maquar crusader of 2nd level or higher can make a single melee attack with a +4 attack bonus and a damage bonus equal to his Maquar crusader level. The crusader must declare the smite before making the attack roll, and that smite use is wasted for the day if he misses. At 6th level, the smite is usable two times per day, increasing to three times per day at 9th level.<\/p>\n\n\t<p><strong>Allied Defense<\/strong>: A 3rd-level Maquar crusader gains Allied Defense (see page 19) as a bonus feat.<\/p>\n\n\t<p><strong>Defensive Strike (Ex)<\/strong>: Starting at 4th level, a Maquar crusader can make an attack of opportunity against an adjacent opponent who attacks his charge in melee. The crusader is still limited to one attack of opportunity per round, unless he has the Combat Reflexes feat. He gains a +1 bonus on this attack for every three levels above 4th.<\/p>\n\n\t<p><strong>Deflect Attack(Ex)<\/strong>: Beginning at 5th level, the Maquar crusader can attempt to parry a melee attack against his charge. To attempt this, he must be within 5 feet of his charge, aware of the impending attack, not flat-footed, and holding a melee weapon or shield capable of deflecting the attack. Once per round when his charge would normally be hit with a melee weapon, the crusader can make a Reflex save (DC 20 + attacking weapon&#39;s magic enhancement bonus [if any]). If he succeeds, he deflects the blow as a free action, rendering it harmless. At 8th level, the Maquar crusader gains a +1 competence bonus on this Reflex save.<\/p>\n\n\t<p><strong>Code of Conduct<\/strong>: The Maquar crusader must adhere to a strict code of conduct at all times or risk being expelled from the Maquar and losing his honored status within society. A Maquar cannot own anything other than the clothes he wears, his armor, his sword, and a small amount of personal effects that he can carry himself. (Maquar crusaders hailing from the paladin class can keep their special mounts and the gear required for riding.) He has no home other than the one his rajah supplies him. It is the rajah&#39;s responsibility to provide for a Maquar crusader (one cannot hold a job other than as a crusader), but he is expected to assist the public in a time of need, whether that means defending the rajah from assassins or helping to build a new public building in a small village. A Maquar crusader cannot take payment for his service, whether in coin or other material goods, but he can ask for a single night&#39;s hospitality from any citizen when he is away from his usual quarters. The Maquar are expected to obey the rajah (or a leader he appoints to operate on his behalf) unquestioningly.<\/p>\n\n\t<p><strong>Multiclass Note<\/strong>: A character who was a paladin before joining the Maquar crusader prestige class can freely add levels of Maquar crusader without losing the ability to advance as a paladin, so long as he continues to meet all other requirements for maintaining paladin status. This is an exception to the rule in the Ex-Paladins section, page 44 of the Player&#39;s Handbook. Violating this expanded limit by multiclassing into a class other than Maquar crusader ends the character&#39;s development as a paladin, as described in the standard rules. Such multiclassing does not end the character&#39;s development as a Maquar crusader.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Greater Weapon Focus (falchion), harm&#39;s way, uncanny loyalty +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Smite 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Allied Defense, uncanny loyalty +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Defensive strike <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Deflect attack <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Smite 2\/day, uncanny loyalty +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Defensive strike (+1) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Deflect attack (+1) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Smite 3\/day, uncanny loyalty +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Defensive strike (+2) <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Shining South 38<\/h5>","reference":"Usergen"},{"id":10799,"name":"Scourge Maiden","type":"prestige","alignment":"Lawful evil, lawful neutral, or neutral evil","hit_die":"8","full_text":"<div topic='titel'><p><h3>Scourge Maiden<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful evil, lawful neutral, or neutral evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Gender<\/strong>: Female.<br \/><strong>Patron Deity<\/strong>: Loviatar.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Scourge maidens gain no weapon or armor proficiencies.<\/p>\n\n\t<p><strong>Spells Per Day\/Spells Known<\/strong>: At each odd-numbered level, a scourge maiden gains new spells per day (and spells known, if applicable) as if she had also gained a level in a divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If she had more than one divine spellcasting class before becoming a scourge maiden, she must decide to which class to add each level for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Weapon Focus<\/strong>: A scourge maiden receives Weapon Focus (scourge) as a bonus feat.<\/p>\n\n\t<p><strong>Bane (Sp)<\/strong>: At 2nd level and above, a scourge maiden can fill her enemies with fear and doubt. This ability, usable three times per day, duplicates the effects of the bane spell, with a save DC equal to 11 + the scourge maiden&#39;s Cha modifier.Thecaster level is equal to her divine spellcaster level.<\/p>\n\n\t<p><strong>Crushing Despair (Sp)<\/strong>: A 3rd-level scourge maiden can evoke great sadness. Three times per day, the scourge maiden can use crushing despair, with a save DC equal to 14 + the scourge maiden&#39;s Cha modifier. The caster level is equal to her divine spellcaster level.<\/p>\n\n\t<p><strong>Stunning Strike (Ex)<\/strong>: Beginning at 4th level, a scourge maiden can stun an opponent with a blow from her scourge. She must declare that she is using this ability before she makes her attack roll (thus, a failed attack roll ruins the attempt). This ability forces a foe damaged by the scourge maiden&#39;s attack to make a Fortitude saving throw (DC 10 + 1\/2 the scourge maiden&#39;s character level + the maiden&#39;s Wis modifier), in addition to dealing damage normally. An opponent who fails this saving throw is stunned for 1 round (until just before the scourged maiden&#39;s next action). A stunned character can&#39;t act, loses any Dexterity bonus to AC, and takes a &#8212;2 penalty to AC. A scourge maiden can attempt a stunning attack once per day for every scourge maiden level she has attained, and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.<\/p>\n\n\t<p><strong>Painful Strike (Ex)<\/strong>: At 5th level, the scourge maiden can cause great pain with her scourge attacks. She can spend one of her stunning strike daily uses to subject the target of her scourge to such debilitating pain that he is nauseated for 2 rounds. A successful Fortitude save (DC as stunning strike) negates the effect. Creatures immune to stunning attacks are also immune to this ability.<\/p>\n\n\t<p><strong>Agonizing Strike (Ex)<\/strong>: At 6th level, the scourge maiden can cause crippling pain with her scourge attacks. She can spend one of her stunning strike daily uses to subject the target to such punishing pain that he immediately drops prone and is dazed by the agony for 1d4 rounds. Being prone means the victim gains a +4 bonus to Armor Class against ranged attacks, but takes a &#8212;4 penalty to Armor Class against melee attacks. A successful Fortitude save (DC as stunning strike) negates the effect. Creatures immune to stunning attacks are also immune to this ability.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day\/Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Weapon Focus (scourge) <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bane 3\/day <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Crushing despair 3\/day <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Stunning strike <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Painful strike <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Agonizing strike <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Shining South 40<\/h5>","reference":"Usergen"},{"id":10800,"name":"Ancient Master","type":"prestige","alignment":"Any evil (usually chaotic evil)","hit_die":"8","full_text":"<div topic='titel'><p><h3>Ancient Master<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any evil (usually chaotic evil).<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race:<\/strong> Yuan-ti.<br \/><strong>Special:<\/strong> Access to an extensive magical library,  a  tutor  of  any  race  who  possesses at  least  fourteen  sorcerer  or  wizard  class levels,  or  any  psionic  powers  or  psionic class levels.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Ancient masters gain no proficiency with any weapon, armor, or shield.<\/p>\n\n\t<p><strong>Attraction  (Sp):<\/strong>  An  ancient  master  can  plant  a  compelling attraction in the mind of any subject within 25 feet of her. The attraction can be toward a particular person, object, action, or event. The target takes all reasonable steps to get close to the person, find the object, attend the event, or perform the action designated, though it does not suffer from blind obsession and does not take extreme risks to do so. The subject can recognize danger but does not flee unless the threat is immediate. If the ancient master specifies herself as the object of the attraction, she cannot command the subject indiscriminately, though the subject does listen to her (even if it disagrees). This ability grants the ancient master a +4 bonus on Charisma checks made to influence the subject for the duration of the effect. Attraction  lasts for 1 hour. This ability is usable  once  per  day  at  1st  level  and  an  additional  once  per  day every three ancient master levels thereafter (twice per day at 4th level, three times per day at 7th level, and four times per day at 10th level). This ability is the equivalent of a 1st-level spell.<\/p>\n\n\t<p><strong>Conceal Thoughts (Sp):<\/strong>  At 2nd level, an ancient master can protect her own thoughts (but not those of any other creature) from analysis. She gains a +4 bonus on saving throws against divination  effects  that  reveal  emotions  or  thoughts  and  a  +20 circumstance  bonus  on  Bluff  checks  made  to  oppose  Sense Motive checks. This ability is always active.<\/p>\n\n\t<p><strong>Body Equilibrium (Ex):<\/strong> A 3rd-level or higher ancient master can adjust her body density to match that of any solid or liquid she stands on. Thus, she can walk on water, quicksand, or even a spider&#39;s web without sinking or breaking through. (This ability does not confer any resistance to particularly sticky webs.) She can move at her normal speed, but she cannot run on an unfirm surface without sinking or breaking through. If she falls while using this ability, damage from the impact is halved. This ability is usable at will.<\/p>\n\n\t<p><strong>Levitate (Sp):<\/strong> Upon reaching 4th level, an ancient master can use <a href=\/spells\/players-handbook-v35--6\/levitate--2830\/>levitate<\/a> (caster level equals ancient master level) once per day. She gains one additional use per day of this ability at 7th level and another at 10th level.<\/p>\n\n\t<p><strong>Dimension Door (Sp):<\/strong>  At 5th level, an ancient master can use <a href=\/spells\/players-handbook-v35--6\/dimension-door--2388\/>dimension door<\/a> (caster level equals ancient master level) once per day. She gains one additional use per day of this ability at 8th level.<\/p>\n\n\t<p><strong>Shadow Concealment (Su):<\/strong> At 6th level, an ancient master gains the ability to take on shadow form for 1 minute per ancient master level. While in this state, she becomes incorporeal, appearing as a shadowy image of herself. She gains a +10 circumstance bonus on Hide checks while this ability is in effect. The ancient master gains one additional use per day of this ability at 9th level.<\/p>\n\n\t<p><strong>Baleful Teleport (Sp):<\/strong>  At  7th  level,  an  ancient  master  can disperse miniscule portions of a target creature or object weighing no more than 300 pounds. The target takes 9d6 points of damage from this attack. A successful Will save (DC 10 + ancient  master  level  +  ancient  master&#39;s  Cha  modifier)  halves  the damage. A target under a  dimensional anchor effect is immune to baleful teleport.  This ability is usable once per day at 7th level and twice per day at 10th level. This ability is the equivalent of a 5th-level spell.<\/p>\n\n\t<p><strong>Claws of the Vampire (Sp):<\/strong>  When an ancient master reaches 8th level, she can cause the fingers on both her hands (if she has any) to grow to wicked, 2-inch-long points. She gains a claw attack (base damage 1d8 points) that does not provoke an attack of opportunity. Whenever she uses this attack, she heals one-half the base damage that she deals with claws of the vampire.  She  can  use  this  ability  in  conjunction  with  feats,  abilities,  or spells that allow additional attacks in the same round. This effect lasts for 1 hour per ancient master level and can be used once <br \/>per day. This ability is the equivalent of a 4th-level spell.<\/p>\n\n\t<p><strong>Mind Probe (Sp):<\/strong>  Once per day, a 9th-level or higher ancient master can read the thoughts of any one living creature within 30 feet that fails a Fortitude save (DC 10 + ancient master level + ancient master&#39;s Cha modifier). All the target&#39;s memories and knowledge  are  accessible  to  her,  from  memories  deep  below  the surface to those easily called to mind. She can learn the answer to one question per round, to the best of the target&#39;s knowledge. She can also probe a sleeping target, though it may make a Will save (DC 10 + ancient master level + ancient master&#39;s Cha modifier) to wake after each question. Targets that do not wish to be probed can attempt to move beyond the ability&#39;s range unless somehow hindered.  The  ancient  master  poses  the  questions  telepathically<br \/>and the answers are imparted directly to her mind. She and the target do not need to speak the same language, though less intelligent creatures may yield up only appropriate visual images in answer to her questions. Creatures protected by  mind blank are immune to this ability.  Mind probe lasts for 1 minute per ancient master level. This ability is the equivalent of a 5th-level spell.<\/p>\n\n\t<p><strong>Disintegrate (Sp):<\/strong>  A  10th-level  ancient  master  can  use <a href=\/spells\/players-handbook-v35--6\/disintegrate--2801\/>disintegrate<\/a> (caster level 10th) once per day.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Attraction<\/em>  1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Conceal thoughts<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Body equilibrium<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Attraction<\/em> 2\/day, <em>levitate<\/em> 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Dimension door<\/em> 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <em>Shadow concealment<\/em> 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <em>Attraction<\/em> 3\/day, <em>baleful teleport<\/em> 1\/day, <em>levitate<\/em> 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <em>Claws of the vampire<\/em> 1\/day, <em>dimension door<\/em> 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <em>Mind probe<\/em> 1\/day, <em>shadow concealment<\/em> 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> <em>Attraction<\/em> 4\/day, <em>baleful teleport<\/em> 2\/day, <em>disintegrate<\/em> 1\/day, <em>levitate<\/em> 3\/day <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Serpent Kingdoms 159<\/h5>","reference":"Usergen"},{"id":10801,"name":"Coiled Cabalist","type":"prestige","alignment":"Any evil (usually chaotic evil)","hit_die":"8","full_text":"<div topic='titel'><p><h3>Coiled Cabalist<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any evil (usually chaotic evil).<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race<\/strong>: Yuan-ti.<br \/><strong>Spellcasting<\/strong>: Able to cast 3rd-level arcane spells.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Coiled cabalists gain no proficiency with any weapon, armor, or shield.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: When a new coiled cabalist level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class granted him access to 3rd-level spells before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on), except for an increased effective level of spellcasting. This essentially means that he adds the level of coiled cabalist to the level of whatever other arcane spellcasting class granted him access to 3rd-level spells, then determines spells per day, spells known, and caster level accordingly.<\/p>\n\n\t<p>If a character had more than one arcane spellcasting class that granted access to 3rd-level spells before he became a coiled cabalist, he must decide to which class he adds each level of coiled cabalist for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Handfang (Sp)<\/strong>: At 1st level, a coiled cabalist can use handfang (caster level equals arcane caster level; see Spells in Chapter 11) once per day. The Fortitude save DC for the poison is 10 + coiled cabalist level + coiled cabalist&#39;s Cha modifier.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Coiled Cabalist Level <\/th>\n\t\t\t<th>Handfang Effect <\/th>\n\t\t\t<th>Save <sup>*<\/sup> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> Venom <\/td>\n\t\t\t<td> Fortitude negates (initial and secondary) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> 1d4+1 points of acid damage <\/td>\n\t\t\t<td> None <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> Paralysis for 1d4 rounds <\/td>\n\t\t\t<td> Fortitude negates <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> Unconsciousness for 1d6 <\/td>\n\t\t\t<td> Fortitude negates or until the victim takes hours damage <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> 4d4 points of damage <\/td>\n\t\t\t<td> Fortitude half <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td colspan=3><sup>*<\/sup> The save DC for all effects is 10 + coiled cabalist level + coiled cabalist&#39;s Cha modifier. <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>As he advances in the prestige class, the coiled cabalist can use his handfang ability to deliver venom altered by his magical knowledge to produce other effects instead of poison, according to the table above.<\/p>\n\n\t<p><strong>Spell Turning (Sp)<\/strong>: Three times per day, a 2nd-level coiled cabalist can produce an effect identical to that of the spell turning spell (caster level equals c haracter l evel), except that he can turn back only 1d4 spell levels per round. The number of spell levels he can turn back per round increases to 1d4+2 at 6th level and to 1d4+4 at 10th level.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day\/Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Handfang (venom) <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Spell turning (1d4) <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Handfang (acid) <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Handfang (paralysis) <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Spell turning (1d4+2) <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Handfang (unconsciousness) <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Handfang (damage) <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Spell turning (1d4+4) <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Serpent Kingdoms 161<\/h5>","reference":"Usergen"},{"id":10802,"name":"Fang of Sseth","type":"prestige","alignment":"Any evil (usually chaotic evil)","hit_die":"8","full_text":"<div topic='titel'><p><h3>Fang of Sseth<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any evil (usually chaotic evil).<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race<\/strong>: Yuan-ti, human, Yuan-ti-human c rossbreed, tainted one, or other Yuan-ti-created being.<br \/><strong>Religion<\/strong>: The candidate must worship Sseth and only Sseth.<br \/><strong>Feats<\/strong>: Any two of the following: <a href=\/feats\/players-handbook-v35--6\/alertness--56\/>Alertness<\/a>, <a href=\/feats\/players-handbook-v35--6\/deceitful--542\/>Deceitful<\/a>, <a href=\/feats\/players-handbook-v35--6\/deft-hands--571\/>Deft Hands<\/a>, <a href=\/feats\/players-handbook-v35--6\/investigator--1682\/>Investigator<\/a>, <a href=\/feats\/players-handbook-v35--6\/negotiator--2048\/>Negotiator<\/a>, <a href=\/feats\/players-handbook-v35--6\/nimble-fingers--2059\/>Nimble Fingers<\/a>, <a href=\/feats\/players-handbook-v35--6\/persuasive--2148\/>Persuasive<\/a>, <a href=\/feats\/players-handbook-v35--6\/stealthy--2765\/>Stealthy<\/a>.<br \/><strong>Special<\/strong>: The candidate must have slain in the name of Sseth and aided a Yuan-ti without prearranged payment or reward.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Fangs of Sseth gain no proficiency with any weapon, armor, or shield.<\/p>\n\n\t<p><strong>Enhanced Ranged Attacks (Ex)<\/strong>: At 1st level, the fang of Sseth gains a +1 bonus on attack rolls with all ranged weapons. This bonus increases to +2 at 6th level.<\/p>\n\n\t<p><strong>Sneak Attack (Ex)<\/strong>: This ability functions like the rogue ability of the same name. The extra damage dealt increases by +1d6 at 4th, 7th and 10th levels. If a fang of Sseth gets a sneak attack bonus from another source (such as rogue levels) the bonuses on damage stack. Furthermore, fang of Sseth levels stack with any other appropriate class levels (such as rogue or assassin) for the purpose of overcoming improved uncanny dodge.<\/p>\n\n\t<p><strong>Poison Resistance (Ex)<\/strong>: Because a fang of Sseth trains with all sorts of poisons (not just reptile venoms), she becomes increasingly resistant to their effects. A 1st-level fang of Sseth gains a +1 bonus on saves against all poisons. This bonus increases by +1 for every two additional fang of Sseth levels gained (to +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level).<\/p>\n\n\t<p><strong>Poison Use (Ex)<\/strong>: Fangs of Sseth are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.<\/p>\n\n\t<p><strong>Bonus Feat<\/strong>: At 2nd level, the fang of Sseth gains the Snatch Arrows feat as a bonus feat if she does not already have it. If she already has Snatch Arrows, she instead gains Shot on the Run. If she already has that feat, she instead gains Manyshot. She need not meet the prerequisites to gain her bonus feat. A fang of Sseth who already has all three feats gains no benefit.<\/p>\n\n\t<p><strong>Serpent Shape (Su)<\/strong>: A 3rd-level fang of Sseth gains the psionic ability to change into a Medium viper at will as a fullround action. A fang of Sseth who already possesses this ability (such as a Yuan-ti) instead gains the ability to assume completely human form. This ability functions like a polymorph spell (caster level 19th), except that the fang of S seth regains no lost hit points. When in viper form, a fang of Sseth with a poisonous bite uses either her own venom or that of her viper form, whichever is more potent. She can remain in viper form for as long as she desires and resume her normal form as a full-round action.<\/p>\n\n\t<p><strong>Spider Climb (Su)<\/strong>: A 5th-level or higher fang of Sseth can use spider climb (caster level equals fang of Sseth level) at will.<\/p>\n\n\t<p><strong>Favor of Sseth (Sp)<\/strong>: Upon attaining 8th level, the fang of Sseth receives a visit from Sseth in her dreams, during which the god bites her. His venom imparts a special gift&#8212;the ability to move about without fear of detection by normal means. This ability functions like the greater invisibility spell (caster level equals fang of Sseth level), except that the fang is hidden from hearing and scent as well. She radiates silence to a radius of 5 feet, does not leave a scent, and cannot be detected by the scent ability. This effect lasts for 8 hours, though the fang of Sseth may end it earlier as a free action. This ability is the equivalent of a 6th-level spell.<\/p>\n\n\t<h4>Ex-Fangs of Sseth<\/h4>\n\n\t<p>A fang of Sseth who ceases to be evil, or who betrays Sseth or the Coiled Cabal loses all special abilities of the prestige class and may not progress any farther in levels as a fang of Sseth. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description in the Player&#39;s Handbook), as appropriate.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Enhanced ranged attacks +1, poison resistance +1, poison use, sneak attack +1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Poison resistance +2, serpent shape <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sneak attack +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Poison resistance +3, spider climb <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Enhanced ranged attacks +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Poison resistance +4, sneak attack +3d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Favor of Sseth <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Poison resistance +5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sneak attack +4d6 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Serpent Kingdoms 162<\/h5>","reference":"Usergen"},{"id":10803,"name":"Master of Vipers","type":"prestige","alignment":"Any evil (usually chaotic evil)","hit_die":"8","full_text":"<div topic='titel'><p><h3>Master of Vipers<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any evil (usually chaotic evil).<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race<\/strong>: Yuan-ti.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Masters of vipers gain no proficiency with any weapon, armor, or shield.<\/p>\n\n\t<p><strong>Handfang (Sp)<\/strong>: At 1st level, a master of vipers can use handfang (caster level equals master of vipers level; see Spells in Chapter 11) three times per day. The Fortitude save DC for the poison is 10 + master of vipers level + master of vipers&#39;s Cha modifier.<\/p>\n\n\t<p><strong>Poison Immunity (Ex)<\/strong>: A master of vipers is immune to all poisons.<\/p>\n\n\t<p><strong>Hold Serpent (Sp)<\/strong>: At 2nd level, a master of vipers gains the ability to paralyze a serpent as if with a <a href=\/spells\/players-handbook-v35--6\/hold-animal--2555\/>hold animal<\/a> spell (caster level equals master of vipers level), except that the effect works only on serpents and lasts for 1 round per master of vipers level. Any subject with an Intelligence score of 3 or higher may attempt a Will save (DC 10 + master of vipers level + master of vipers&#39;s Cha modifier) to negate the effect.<\/p>\n\n\t<p><strong>Ward Serpents (Su)<\/strong>: Beginning a t 3rd level, a master of vipers can hold serpents at bay. This ability functions like a <a href=\/spells\/players-handbook-v35--6\/protection-from-evil--2348\/>protection from evil<\/a> spell (caster level equals master of vipers level), except that the deflection and resistance bonuses apply to attacks from serpents, and summoned serpents cannot touch the master of vipers. This ability is usable once per day at 3rd level and one additional time per day for every two master of vipers levels gained thereafter (twice per day at 5th level, three times per day at 7th level, and four times per day at 9th level).<\/p>\n\n\t<p><strong>Charm Serpent (Sp)<\/strong>: At 4th level, a master of vipers can use a limited form of <a href=\/spells\/players-handbook-v35--6\/charm-animal--2532\/>charm animal<\/a> (caster level equals master of vipers level) that affects only serpents. Any subject with an Intelligence score of 3 or higher may attempt a Will save (DC 10 + master of vipers level + master of vipers&#39;s Cha modifier) to negate the effect. This ability is usable one additional time per day for every two master of vipers levels gained (twice per day at 6th level, three times per day at 8th level, and four times per day at 10th level).<\/p>\n\n\t<p><strong>Serpent Dart (Sp)<\/strong>: At 5th level, a master of vipers can produce serpentlike darts from his pointing fingers. This ability functions like the <a href=\/spells\/players-handbook-v35--6\/magic-missile--2631\/>magic missile<\/a> spell (caster level equals master of vipers level), except that the missiles produced are Tiny vipers that deliver poison (injury, Fortitude DC 10 + master of vipers level + master of vipers&#39;s Con modifier, initial and secondary damage 1d6 Con) in addition to the spell&#39;s damage. The serpent darts vanish after striking their targets. This ability is usable three times per day at 5th level, four times per day at 7th level, and five times per day at 9th level.<\/p>\n\n\t<p><strong>Serpent Reach (Ex)<\/strong>: Three times per day, a 5th-level or higher master of vipers can transform his wrist into a flexible, serpentine form that can expand 2 feet per master of vipers level. This effect lasts for 2 rounds per master of vipers level. This ability enables the master of vipers to deliver touch spells at a distance and, when combined with handfang, to bite distant opponents. However, the serpentine wrist lacks the strength to constrict or entwine a foe. The master of vipers can expand or retract his wrist as a free action.<\/p>\n\n\t<p><strong>Summon Serpents (Sp)<\/strong>: At 6th level, a master of vipers can call any sort of serpent he has previously seen to fight or work for him. Two serpents of the same kind appear and obey the character&#39;s commands. For each new master of vipers level attained, an additional snake appears (three at 7th level, four at 8th level, five at 9th level, and six at 10th level). The summoned serpents are all the same kind. This ability otherwise functions like a <a href=\/spells\/players-handbook-v35--6\/summon-natures-ally-i--2450\/>summon nature&#39;s ally<\/a> spell.<\/p>\n\n\t<p><strong>Viper Swarm (Sp)<\/strong>: Once per day, a 7 th-level or higher master of vipers can summon a viper swarm (see Fiend Folio page 172) that moves as he directs. Use of this ability instantly ends any ward serpents, charm serpent, or summon serpents abilities that the character may have active.<\/p>\n\n\t<p><strong>Great Serpent (Su)<\/strong>: At 8th level, a master of vipers gains the chameleon power and scent abilities of a yuan-ti half-blood if he did not already have them. Furthermore, his alternate form ability is no longer limited to the shapes of vipers. He can now take the form of any Huge or smaller serpent that he has seen before.<\/p>\n\n\t<p><strong>Swarm Shape (Su)<\/strong>: When the master of vipers reaches 9th level, his alternate form ability expands to allow the form of a viper swarm (see Fiend Folio page 172). This ability enables the master of vipers to move through tiny holes where a foe cannot follow, as well as attack as a swarm.<\/p>\n\n\t<p><strong>Translocate Serpent (Sp)<\/strong>: At 10th level, a master of vipers can use a limited form of teleportation either to move a Medium or smaller serpent to a desired location, or to move himself to any spot within 5 feet of a serpent or the physical remains of one. This ability otherwise functions like the <a href=\/spells\/players-handbook-v35--6\/dimension-door--2388\/>dimension door<\/a> spell.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Handfang, poison immunity <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Hold serpent <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Ward serpents 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Charm serpent 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Serpent dart 3\/day, serpent reach, ward serpents 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Charm serpent 2\/day, summon serpents <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Serpent dart 4\/day, viper swarm, ward serpents 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Charm serpent 3\/day, great serpent <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Serpent dart 5\/day, swarm shape, ward serpents 4\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Charm serpent 4\/day, translocate serpent <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Serpent Kingdoms 163<\/h5>","reference":"Usergen"},{"id":10804,"name":"Naga Overlord","type":"prestige","alignment":"Any evil","hit_die":"8","full_text":"<div topic='titel'><p><h3>Naga Overlord<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race<\/strong>: Naga.<br \/><strong>Spellcasting<\/strong>: Able to cast <a href=\/spells\/players-handbook-v35--6\/dominate-person--2547\/>dominate person<\/a> as a spell.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Naga overlords gain no proficiency with any weapon, armor, or shield.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: When a new naga overlord level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class he had (or could cast spells as) before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on), except for an increased effective level of spellcasting. This essentially means that he adds the level of naga overlord to the level of whatever other arcane spellcasting class he had, then determines spells per day, spells known, and caster level accordingly.<\/p>\n\n\t<p>If a character had more than one arcane spellcasting class before he became a naga overlord, he must decide to which class he adds each level of naga overlord for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Enslave (Su)<\/strong>: A naga overlord can attempt to enslave any one living creature within 30 feet. The target must succeed on a Will save (DC 10 + 1\/2 naga overlord&#39;s character level + naga overlord&#39;s Cha modifier) or be affected as though by a dominate person spell (caster level equals naga overlord&#39;s arcane caster level). An enslaved creature obeys the naga overlord&#39;s telepathic commands until freed by remove curse, and it can attempt a new Will save every 24 hours to break free. The control is also broken if the naga overlord dies or travels more than 1 mile from its slave.<\/p>\n\n\t<p>This ability is usable once per day at 1st level, twice per day at 4th level, and three times per day at 7th level.<\/p>\n\n\t<p><strong>Augment Followers I (Su)<\/strong>: The naga overlord can augment the abilities of its followers. The following spells automatically function as if affected by the Extend Spell feat when cast by a 2nd-level or higher naga overlord: bear&#39;s endurance, bull&#39;s strength, cat&#39;s grace, eagle&#39;s splendor, fox&#39;s cunning, mass bear&#39;s endurance, mass bull&#39;s strength, mass cat&#39;s grace, mass eagle&#39;s splendor, mass fox&#39;s cunning, mass owl&#39;s wisdom, and owl&#39;s wisdom. These spells do not occupy higher spell slots or require additional casting time.<\/p>\n\n\t<p><strong>Tap Slave (Su)<\/strong>: At 3rd level, a naga overlord can leech the lifeforce of any one enslaved follower within 1 mile as if using the vampiric touch spell (caster level equals naga overlord&#39;s arcane caster level), except that he need not actually touch the target. This ability is usable once per day at 3rd level, twice per day at 6th level, and three times per day at 9th level. Augment Followers II (Su): The range of the following spells automatically becomes close (25 ft. + 5 ft.\/2 levels) when they are cast by a 5th-level or higher naga overlord: bear&#39;s endurance, bull&#39;s strength, cat&#39;s grace, eagle&#39;s splendor, fox&#39;s cunning, mass bear&#39;s endurance, mass bull&#39;s strength, mass cat&#39;s grace, mass eagle&#39;s splendor, mass fox&#39;s cunning, mass owl&#39;s wisdom, and owl&#39;s wisdom.<\/p>\n\n\t<p><strong>Augment Followers <span class=caps>III<\/span> (Su)<\/strong>: The following spells automatically function as if affected by the Extend Spell feat when cast by an 8th-level or higher naga overlord: bear&#39;s endurance, bull&#39;s strength, cat&#39;s grace, eagle&#39;s splendor, fox&#39;s cunning, mass bear&#39;s endurance, mass bull&#39;s strength, mass cat&#39;s grace, mass eagle&#39;s splendor, mass fox&#39;s cunning, mass owl&#39;s wisdom, and owl&#39;s wisdom. These spells do not occupy higher spell slots or require additional casting time.<\/p>\n\n\t<p><strong>Enslave Monster (Su)<\/strong>: A t 10th level, a naga overlord&#39;s enslave ability functions like dominate monster rather than dominate person.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day\/Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Enslave 1\/day <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Augment followers I <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Tap slave 1\/day <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Enslave 2\/day <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Augment followers II <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Tap slave 2\/day <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Enslave 3\/day <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Augment followers <span class=caps>III<\/span> <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Tap slave 3\/day <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Enslave monster <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Serpent Kingdoms 165<\/h5>","reference":"Usergen"},{"id":10805,"name":"Serpent Slayer","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Serpent Slayer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to cast arcane or divine spells.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Serpent slayers gain no proficiency with any weapon, armor, or shield. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble, and double the normal armor check penalty applies to Swim checks.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: When a new serpent slayer level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever spellcasting class he had before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on), except for an increased effective level of spellcasting. This essentially means that he adds the level of serpent slayer to the level of whatever other spellcasting class he had, then determines spells per day, spells known, and caster level accordingly.<\/p>\n\n\t<p>If a character had more than one spellcasting class before he became a serpent slayer, he must decide to which class he adds each level of serpent slayer for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Venomguard (Ex)<\/strong>: A serpent slayer gains a +4 bonus on saving throws against the venom of all Scaled Ones.<\/p>\n\n\t<p><strong>Detect Poison (Sp)<\/strong>: At 2nd level, a serpent slayer gains the psionic ability to use <a href=\/spells\/players-handbook-v35--6\/detect-poison--2490\/>detect poison<\/a> (caster level equals serpent slayer level) at will.<\/p>\n\n\t<p><strong>Poison Immunity (Ex)<\/strong>: At 3rd level, a s erpent s layer becomes immune to all poisons.<\/p>\n\n\t<p><strong>Locate Serpent (Sp)<\/strong>: A 4th-level serpent slayer gains the ability to sense Scaled Ones nearby. This ability functions like the locate creature spell (caster level equals serpent slayer level), except that it detects only Scaled Ones. The serpent slayer can determine the kind of Scaled One detected, but a specific individual can be distinguished only if the serpent slayer has previously touched her. This ability is usable twice per day at 4th level, and one additional time per day for every two serpent slayer levels thereafter (three times per day at 6th level, four times per day at 8th level, and five times per day at 10th level.<\/p>\n\n\t<p><strong>Neutralize Poison (Sp)<\/strong>: At 5th level, a serpent slayer can use <a href=\/spells\/players-handbook-v35--6\/neutralize-poison--2413\/>neutralize poison<\/a> (caster level equals serpent slayer level) three times per day.<\/p>\n\n\t<p><strong>Ward Serpents (Su)<\/strong>: Beginning at 6th level, a serpent slayer can hold serpents at bay. This ability functions like a <a href=\/spells\/players-handbook-v35--6\/protection-from-evil--2348\/>protection from evil<\/a> spell (caster level equals serpent slayer level), except that the deflection and resistance bonuses apply to attacks from serpents, and summoned serpents cannot touch the serpent slayer. This ability is usable once per day at 6th level and one additional time per day for every two serpent slayer levels gained thereafter (twice per day at 8th level and three times per day at 10th level).<\/p>\n\n\t<p><strong>Witherscales (Su)<\/strong>: At 7th level, a serpent slayer can deal 2d4 points of damage to any Scaled One with a melee touch attack.<\/p>\n\n\t<p><strong>Strike of the Serpent (Sp)<\/strong>: Once per day, an 8th-level serpent slayer can use <a href=\/spells\/players-handbook-v35--6\/true-strike--2521\/>true strike<\/a> (caster level equals serpent slayer level) to augment an attack against any Scaled One. He gains another daily use of this ability at 10th level.<\/p>\n\n\t<p><strong>Smite Serpent (Su)<\/strong>: Once per day, a 9th-level or higher serpent slayer can attempt to smite a Scaled One with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals one extra point of damage per serpent slayer level. If the serpent slayer accidentally smites a Scaleless One, the smite has no effect, but the ability is still used up for that day.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day\/Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Venomguard <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Detect poison <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Poison immunity <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Locate serpent 2\/day <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Neutralize poison <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Locate serpent 3\/day, ward serpents 1\/day <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Witherscales <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Locate serpent 4\/day, strike of the serpent 1\/day, ward serpents 2\/day <\/td>\n\t\t\t<td> +1 level existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Smite serpent <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Locate serpent 5\/day, strike of the serpent 2\/day, ward serpents 3\/day <\/td>\n\t\t\t<td> 1 level existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Serpent Kingdoms 166<\/h5>","reference":"Usergen"},{"id":10806,"name":"Giant-killer","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Giant-killer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Silver Marches 109<\/h5>","reference":"Usergen"},{"id":10807,"name":"Hordebreaker","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Hordebreaker<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Silver Marches 110<\/h5>","reference":"Usergen"},{"id":10808,"name":"Knight-errant of Silverymoon","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Knight-errant of Silverymoon<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Silver Marches 112<\/h5>","reference":"Usergen"},{"id":10809,"name":"Orc Scout","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Orc Scout<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Silver Marches 114<\/h5>","reference":"Usergen"},{"id":10810,"name":"Peerless Archer","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Peerless Archer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>Proficiency: Longbow, shortbow, composite longbow, or composite shortbow<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> A peerless archer gains no proficiency with any weapon or type of armor.<\/p>\n\n\t<p><strong>Expert Bowyer:<\/strong> A peerless archer understands her weapon on a fundamental level that most trained soldiers never achieve. At 1st level, an archer gains a +3 bonus on all <a href=\/skills\/craft\/>Craft (bowmaking)<\/a> skill checks.<\/p>\n\n\t<p><strong>Ranged Sneak Attack (Ex):<\/strong> When wearing light armor or no armor, a peerless archer can draw and fire in a split second, catching her targets unawares. She loses this special ability when fighting in medium or heavy armor. At 1st level, a peerless archer gains the ability to execute a ranged sneak attack if she catches an opponent unable to defend himself from attack. Any time the peerless archer&#39;s opponent would be denied his Dexterity bonus to Armor Class (whether he actually has a Dexterity bonus or not), the peerless archer&#39;s ranged attack deals +1d6 points of extra damage. This extra damage increases to +2d6 at 4th level, +3d6 at 7th level, and +4d6 at 10th level. Should the peerless archer score a critical hit with a sneak attack, this extra damage is not multiplied. It takes precision and penetration to hit a vital spot, so her ranged attacks can only count as sneak attacks if the target is no farther than 30 feet away. A peerless archer can only sneak attack living creatures with discernible anatomies&#8212;undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to strike. Additionally, any creature immune to critical hits is similarly immune to sneak attacks. The peerless archer must be able to see the target well enough to pick out a vital spot. The peerless archer cannot sneak attack while striking at a creature with concealment (unless her sharp shooting ability overcomes the concealment; see below) or by striking at the limbs of a creature whose vitals are not in her line of sight. If the peerless archer gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack.<\/p>\n\n\t<p><strong>Sharp Shooting (Ex):<\/strong> A peerless archer&#39;s skill with her bow allows her to strike accurately at foes, even  when they are attempting to take advantage of cover or concealment. Beginning at 2nd level, a  peerless archer&#39;s targets receive cover or concealment one step worse than they should. For example,  a target with three-quarters cover is treated as if he had one-half cover. At 5th level, a peerless archer  ignores two steps of cover or concealment, so the same target would be treated as if he had one- quarter cover instead of three quarters cover. At 9th level, a peerless archer ignores three steps of cover or concealment. This ability has no effect against foes with total cover.<\/p>\n\n\t<p><strong>Fletching (Su):<\/strong> At 2nd level, a peerless archer gains the ability to create magic arrows (and only arrows) with a +1 enhancement bonus, as if she possessed the <a href=\/feats\/players-handbook-v35--6\/craft-magic-arms-and-armor--462\/>Craft Magic Arms and Armor<\/a> feat and  met all other requirements for the arrow she wishes to make. At 4th, 6th, 8th, and 10th levels, the bonus of the arrows she can create with this ability increases to +2, +3, +4, and +5, respectively. <\/p>\n\n\t<p><em>Crafting Arrows:<\/em> Crafting a masterwork arrow requires 5 gp in materials, a workshop of some kind, and two days per arrow (this is an approximation of average results of the Craft skill; if you wish to calculate exactly how long it takes, refer to the Craft skill description).<\/p>\n\n\t<p><em>Enhancing Arrows:<\/em> In addition to the arrows to be crafted, a peerless archer must use materials and spend XP to create arrows with an enhancement bonus, as shown below.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>1st <\/td>\n\t\t\t<td>+1 <\/td>\n\t\t\t<td>+2 <\/td>\n\t\t\t<td>+0 <\/td>\n\t\t\t<td>+0 <\/td>\n\t\t\t<td>Expert bowyer, ranged sneak attack +1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>2nd <\/td>\n\t\t\t<td>+2 <\/td>\n\t\t\t<td>+3 <\/td>\n\t\t\t<td>+0 <\/td>\n\t\t\t<td>+0 <\/td>\n\t\t\t<td>Sharp shooting 1, fletching +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>3rd <\/td>\n\t\t\t<td>+3 <\/td>\n\t\t\t<td>+3 <\/td>\n\t\t\t<td>+1 <\/td>\n\t\t\t<td>+1 <\/td>\n\t\t\t<td>Power shot <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>4th <\/td>\n\t\t\t<td>+4 <\/td>\n\t\t\t<td>+4 <\/td>\n\t\t\t<td>+1 <\/td>\n\t\t\t<td>+1 <\/td>\n\t\t\t<td>Ranged sneak attack +2d6, fletching +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>5th <\/td>\n\t\t\t<td>+5 <\/td>\n\t\t\t<td>+4 <\/td>\n\t\t\t<td>+1 <\/td>\n\t\t\t<td>+1 <\/td>\n\t\t\t<td>Sharp shooting 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>6th <\/td>\n\t\t\t<td>+6 <\/td>\n\t\t\t<td>+5 <\/td>\n\t\t\t<td>+2 <\/td>\n\t\t\t<td>+2 <\/td>\n\t\t\t<td>Fletching +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>7th <\/td>\n\t\t\t<td>+7 <\/td>\n\t\t\t<td>+5 <\/td>\n\t\t\t<td>+2 <\/td>\n\t\t\t<td>+2 <\/td>\n\t\t\t<td>Ranged sneak attack +3d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>8th <\/td>\n\t\t\t<td>+8 <\/td>\n\t\t\t<td>+6 <\/td>\n\t\t\t<td>+2 <\/td>\n\t\t\t<td>+2 <\/td>\n\t\t\t<td>Threaten, fletching +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>9th <\/td>\n\t\t\t<td>+9 <\/td>\n\t\t\t<td>+6 <\/td>\n\t\t\t<td>+3 <\/td>\n\t\t\t<td>+3 <\/td>\n\t\t\t<td>Sharp shooting 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td>10th<\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td>+7 <\/td>\n\t\t\t<td>+3 <\/td>\n\t\t\t<td>+3 <\/td>\n\t\t\t<td>Ranged sneak attack +4d6, fletching +5 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Silver Marches 115<\/h5>","reference":"Usergen"},{"id":10811,"name":"Wild Scout","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Wild Scout<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Silver Marches 117<\/h5>","reference":"Usergen"},{"id":10812,"name":"Fist of Dal Quor","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Fist of Dal Quor<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race<\/strong>: Chosen, Inspired, or kalashtar.<br \/><strong>Feats<\/strong>: Any one psionic feat.<br \/><strong>Special<\/strong>: Proficiency with any martial or exotic weapon. For the purpose of this prerequisite, a mind blade is con\u00adsidered an exotic weapon.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Sudden Strike (Su)<\/strong>: If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Whenever your target is denied a Dexterity bonus to Armor Class (whether the target has a Dexterity bonus or not), you deal an extra 1d6 points of damage with your attack. The extra damage increases by 1d6 points for every two fist of Dal Quor levels thereafter. You can&#39;t use sudden strike when flanking an opponent unless that opponent is denied its Dexterity bonus to AC.<\/p>\n\n\t<p>This damage also applies to ranged attacks against targets up to 30 feet away. Creatures that have conceal\u00adment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sudden strike. You can&#39;t make a sudden strike while striking the limbs of a creature whose vitals are out of reach.<\/p>\n\n\t<p>You can&#39;t use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don&#39;t deal extra damage when used as part of a sudden strike.<\/p>\n\n\t<p>The extra damage from the sudden strike ability stacks with the extra damage from sneak attack whenever both would apply to the same target.<\/p>\n\n\t<p><strong>Stunning Strike (Su)<\/strong>: As part of a melee attack, you can attempt to stun a foe. This ability functions like the Stunning Fist feat (PH 101), except that you can stun opponents with your weapon attacks in addition to your unarmed attacks. You can attempt a stunning strike a number of times per day equal to your class level.<\/p>\n\n\t<p>Whenever you make a stunning strike, you can increase the save DC by 1 per 4 power points spent. The number of power points you expend on a single attack cannot exceed your class level.<\/p>\n\n\t<p>If you already have the Stunning Fist feat, you gain the ability to make a stunning attack with weapons in addition to unarmed attacks. Furthermore, you gain one additional use of the feat per day for each class level. If you are a monk who has taken Stunning Fist as a bonus feat, levels in this prestige class stack with monk levels for the purpose of determining how many times per day you can use your improved Stunning Fist attack.<\/p>\n\n\t<p><strong>Resilient Mind (Ex)<\/strong>: Your single-minded dedica\u00adtion to combat makes it harder to sway you from your purpose. At 2nd level, you gain a +2 bonus on saves against mind-affecting spells, powers, and abilities.<\/p>\n\n\t<p><strong>Resilient Soul (Ex)<\/strong>: As your training continues, the essence of Dal Quor protects you from powers of the mind. At 4th level, you gain a +2 bonus on saves against psionic powers and psi-like abilities. This bonus stacks with the bonus on saves against mind-affecting spells, powers, and abilities granted by your resilient mind ability.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sudden strike 1d6, stunning strike 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Resilient mind, stunning strike 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sudden strike 2d6, stunning strike 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Resilient soul, stunning strike 4\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Sudden strike 3d6, stunning strike 5\/day <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Secrets of Sarlona 119<\/h5>","reference":"Usergen"},{"id":10813,"name":"Haztaratain","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Haztaratain<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race<\/strong>: Any non-Inspired.<br \/><strong>Spellcasting or Psionics<\/strong>: Ability to cast expeditious retreat, jump, or longstrider, and levitate or spider climb, or the ability to manifest skate or stone mind\u2020, and earth walk\u2020 or psionic levitate.<br \/><strong>Special<\/strong>: Flurry of blows class feature. Must visit the Haztaratain Monastery, gain approval and guidance from the masters there, and undertake a pilgrimage to Ahdryatmin. The spirit&#39;s token is required as proof of success.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Ki Strike (Su)<\/strong>: Your unarmed strikes are treated as magic weapons.<\/p>\n\n\t<p><strong>Monk Abilities<\/strong>: Your Haztaratain levels stack with your monk levels for determining your unarmed dam\u00adage, flurry of blows attacks, AC bonus, and unarmored speed bonus. They also stack with your monk levels for determining your slow fall distance and the number of uses of the Stunning Fist feat you get each day.<\/p>\n\n\t<p><strong>Energize (Su)<\/strong>: At 2nd level, you gain the ability to heal more quickly when you meditate or sleep while resting on natural earth or stone or under an open sky. Each hour spent meditating in this way heals a number of points of damage equal to your Wisdom bonus. Using this ability, you can only heal a number of points per day equal to two times your Haztaratain class level. This healing is in addition to natural healing (PH 146).<\/p>\n\n\t<p><strong>Endure Elements (Su)<\/strong>: Beginning at 2nd level, you act as if constantly affected by the <a href=\/spells\/players-handbook-v35--6\/endure-elements--2317\/>endure elements<\/a> spell.<\/p>\n\n\t<p><strong>Cliff Walker (Su)<\/strong>: Starting at 3rd level, you can use earth walk (see page 130) for a number of minutes per day equal to your level. You do not have to use this time consecutively.<\/p>\n\n\t<p><strong>Lightning Blow (Su)<\/strong>: At 4th level, you can expend one of your uses of the Stunning Fist feat as a swift action to add an extra 1d6 points of electricity damage with your unarmed strikes. Once activated, this ability lasts for the rest of your turn.<\/p>\n\n\t<p><strong>Resistance to Electricity (Su)<\/strong>: Accustomed to the storms of Adar, you gain resistance to electricity 5 at 4th level. At 8th level, your resistance to electricity increases to 10.<\/p>\n\n\t<p><strong>Peak Leap (Su)<\/strong>: Beginning at 5th level, you treat your Jump checks as if they were made with a 20-foot running start (lowering the DC accordingly).<\/p>\n\n\t<p><strong>Breatharian (Ex)<\/strong>: At 6th level, you have tran\u00adscended the need for food and water. You acquire sus\u00adtenance from spiritual breathing techniques, and no longer need to eat or drink.<\/p>\n\n\t<p><strong>Mountain Form (Su)<\/strong>: Beginning at 7th level, while outwardly you appear normal, you gain earth elementa-llike toughness: you become immune to poison and dis\u00adease, and you gain damage reduction 2\/-.<\/p>\n\n\t<p><strong>Earth Glide (Su)<\/strong>: As a demonstration of your mas\u00adtery over the land, at 9th level you gain the ability to earth glide for a number of rounds per day equal to your level. You do not have to use this time consecutively, but each use consumes at least one round of the duration. When you&#39;re using earth glide, you can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. This burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of your presence.<\/p>\n\n\t<p><strong>Control Weather (Sp)<\/strong>: At 10th level, in homage to your mastery of the air, you can use <a href=\/spells\/players-handbook-v35--6\/control-weather--2797\/>control weather<\/a> once per day. Caster level equals your character level.<\/p>\n\n\t<p><strong>Multiclass Note<\/strong>: As a Haztaratain, you can continue advancing interchangeably in the monk class and in the spellcasting or manifesting class that allowed you to qualify to be a Haztaratain. You still take any XP penalty for multiclassing that you normally would.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Ki<\/em> strike (magic), monk abilities <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Energize, endure elements <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Cliff walker <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Lightning blow<\/em>, resistance to electricity 5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Peak leap <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Breatharian <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Mountain form <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Resistance to electricity 10 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Earth glide <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> <em>Control weather<\/em> 1\/day <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Secrets of Sarlona 122<\/h5>","reference":"Usergen"},{"id":10814,"name":"Emancipated Spawn","type":"prestige","alignment":"","hit_die":"12","full_text":"<div topic='titel'><p><h3>Emancipated Spawn<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 12.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>*Race: Intelligent undead created by another undead using its create spawn ability.\n*Must have been created as a spawn by an undead creature that has since been destroyed.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>All of the following are class features of the emancipated spawn prestige class.<\/p>\n\n\t<p><strong>Weapon and Armor Proficiency:<\/strong> Emancipated spawn are proficient with all simple weapons, and otherwise neither gain nor lose any weapon, armor, or shield proficiencies by gaining levels of this class. <\/p>\n\n\t<p><strong>Turn Resistance (Ex):<\/strong> An emancipated spawn gains an additional +2 turn resistance at each level. This stacks with any inherent turn resistance of the undead creature; for example, an emancipated ghoul at 1st level would benefit from a total turn resistance of +4 (+2 for being a ghoul and +2 for the prestige class).<\/p>\n\n\t<p><strong>Recall Feats (Ex):<\/strong> At 1st level, an emancipated spawn remembers several aspects of her former existence. She regains all the feats she had as a living character, provided she meets their prerequisites. These remembered feats are in addition to any feats gained for advancing a level.<\/p>\n\n\t<p><strong>Recall Class Features (Ex):<\/strong> At 2nd level, an emancipated spawn remembers more of her former existence. She now can use all the class features of one former class, as a character of that former class&#39;s level. If the former class was a spellcasting class, the emancipated spawn is able to cast one spell of each level avail- able to the character (if she was a wizard, she must still consult her spellbook, or learn from scrolls if her spellbook was lost when she became a spawn). If the character had a familiar, the empathic link between her and the familiar is reestablished.<\/p>\n\n\t<p><strong>Rediscovery (Ex):<\/strong> At 3rd level, the emancipated spawn comes fully into her heritage. She recalls all her former class features and abilities, regains her former base attack bonus, base saving throw bonuses gained from class levels, hit points, and all other class benefits, and can now advance again in any of her former classes. This applies even if a former character class does not normally allow free multiclassing, provided the character did not leave the path prior to her transformation into an undead spawn. Thus, a former paladin could continue to gain levels as a paladin (effectively multiclassing as a monster\/paladin), but if she had left the path of paladinhood before her transformation, she is still ineligible to return to that class.<\/p>\n\n\t<p>In addition, a 3rd-level emancipated spawn receives the benefit of a sudden jump in <span class=caps>ECL<\/span>. If a character takes all three levels of the emancipated spawn prestige class, its <span class=caps>ECL<\/span> becomes the sum of its monster <span class=caps>ECL<\/span> + its three levels of emancipated spawn + the character&#39;s former class levels.<\/p>\n\n\t<p>For example, Yvine was a 10th-level fighter who became a ghoul spawn and then was freed. He adventures as an <span class=caps>ECL<\/span> 5 character and then takes one level of emancipated spawn, becoming <span class=caps>ECL<\/span> 6. His next level is also emancipated spawn, making his <span class=caps>ECL<\/span> 7. When he next takes the 3rd level of emancipated spawn, his <span class=caps>ECL<\/span> becomes 18 (5 for ghoul + 3 for emancipated spawn + 10 for fighter).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 turn resistance, recall feats <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 turn resistance, recall class abilties <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 turn resistance, rediscover <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Savage Species 75<\/h5>","reference":"Usergen"},{"id":10815,"name":"Illithid Savant","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Illithid Savant<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race:<\/strong> Mind flayer<br \/><strong>Special:<\/strong> Must have consumed the brain of a creature of CR 9 or greater.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>All of the following are class features of the illithid savant prestige class.<\/p>\n\n\t<p><strong>Weapon and Armor Proficiency:<\/strong> Illithid savants neither gain nor lose proficiency with any weapons, armor, or shields by gaining levels in this class.<\/p>\n\n\t<p><strong>Acquire Skill (Ex):<\/strong> At 1st level, an illithid savant can acquire one skill known by a creature whose brain he has consumed, chosen at the time of consumption. He permanently gains all of the creature&#39;s ranks in that skill (but not racial or ability score bonuses to the skill modifier) even if his new total is more ranks than the illithid savant&#39;s current character level would normally allow. This skill becomes a class skill for the illithid savant, and he may buy more ranks in the skill if the new ranks do not cause him to exceed his maximum ranks in the skill.<\/p>\n\n\t<p>At 4th, 6th, and 8th level, the illithid savant can acquire and use one additional skill from a brain.<\/p>\n\n\t<p><strong>Lore (Ex):<\/strong> At 1st level, an illithid savant gains the ability to make a special lore check twice per day to recall esoteric information from the brains of those he has consumed. Just as with a bardic knowledge check (see Chapter 3 of the <em>Player&#39;s Handbook<\/em> for more on this ability and typical check DCs), the illithid savant adds his level in this prestige class and his Intelligence modifier as bonuses on any attempt to learn something unusual.<\/p>\n\n\t<p>At 2nd, 5th, and 9th level, the illithid savant can make a special lore check two additional times per day.<br \/><strong>Acquire Feat (Ex):<\/strong> At 2nd level, an illithid savant permanently acquires one of the feats of a consumed creature, provided he meets that feat&#39;s prerequisites. At 4th, 6th, and 8th level, the illithid savant can acquire and use one additional feat from a consumed brain.<\/p>\n\n\t<p><strong>Acquire Class Feature (Ex):<\/strong> At 3rd level, an illithid savant permanently gains one class feature of a consumed brain&#39;s owner, as a character of that creature&#39;s level in that class. If the former character was a spellcaster, the illithid savant is able to cast one spell of each level available to the character (if the victim was a wizard, the mind flayer must still consult a spellbook or learn from scrolls), as well as any bonus spells provideded by the illithid savant&#39;s ability scores. If the illithid savant already has spellcasting levels, these spells are in addition to those granted by the illithid savant&#39;s spellcasting class levels.<\/p>\n\n\t<p>At 7th level and again at 10th level, the illithid savant can gain another class feature from a consumed brain.<\/p>\n\n\t<p><strong>Acquire Special Attack or Special Quality (Ex):<\/strong> At 5th level, the illithid savant permanently gains one special attack or special quality of a consumed brain&#39;s owner. The chosen ability must not rely on a physical feature of the consumed creature, such as a gaze attack, a breath weapon, flight, or a natural attack with an appendage not possessed by the mind flayer. If the ability allows a saving throw, the illithid savant uses his own ability score modifier to determine the DC.<\/p>\n\n\t<p>At 9th level, the illithid savant can gain another special attack or special quality from a consumed brain.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Acquire skill 1. lore 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Acquire feat 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Acquire class feature 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Acquire skill 2, Acquire feat 2<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Acquire special attack or special quality 1, love 6\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Acquire skill 3,Acquire feat 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Acquire class feature 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Acquire skill 4, Acquire feat 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Acquire special attack or special quality 2, love 8\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Acquire class feature 3 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Savage Species 77<\/h5>","reference":"Usergen"},{"id":10816,"name":"Master of Flies","type":"prestige","alignment":"Any nongood","hit_die":"8","full_text":"<div topic='titel'><p><h3>Master of Flies<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nongood.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>*Special: Must possess the ability to change form, such as from alternate form ability, the shapechanger subtype, or a <em>wild shape<\/em> ability<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> A master of flies neither gains nor loses proficiency with any weapons, armor, or shields by gaining levels of this class.<\/p>\n\n\t<p><strong><em>Summon Swarm<\/em> (Sp):<\/strong> A master of flies can use <a href=\/spells\/players-handbook-v35--6\/summon-swarm--2459\/><em>summon swarm<\/em><\/a>C as a sorcerer of her character level. She can use this ability once per day per level she has attained in this prestige class. The creatures summoned must be vermin; roll 1d20 on the following table.<\/p>\n\n\t<p>|_. d20 |_. Swarm Type |_. \n| 1-6 | Spiders (vermin, poisonous | \n| 7-13 | Centipedes (vermin, poisonous | \n| 14-20 | Flying beetles (vermin) | <\/p>\n\n\t<p><strong><em>Swarm Shape<\/em> (Su):<\/strong> Beginning at 2nd level, a master of flies can take the form of a swarm of vicious little vermin and return to her own form. This effect is similar to that of a <a href=\/spells\/players-handbook-v35--6\/summon-swarm--2459\/><em>summon swarm<\/em><\/a> spell, except that the swarm is of the same size category as the caster (and it has the same face statistic as the caster). The master of flies can choose the type of vermin from the table above. In swarm shape, she can move at a speed of 15 feet, or up to 45 feet if the swarm flies (poor maneuverability).<\/p>\n\n\t<p>The swarm has the same number of hit points as the original creature and can be damaged by fire and area-effect spells and abilities. If the swarm is dispersed (by gust of wind, for example), the master of flies must return to her own shape. To do so, the dispersed creatures must first coalesce (at the swarm&#39;s speed); the master of flies must take a standard action on the following round to transform.<\/p>\n\n\t<p>A master of flies can use this ability once per day at 2nd level and more times per day at 3rd, 4th, 6th, 7th, and 9th level, as shown on Table 7&#8212;3: The Master of Flies.<\/p>\n\n\t<p>At 5th level, a master of flies is able to take the shape of a swarm identical to that produced by an <a href=\/spells\/players-handbook-v35--6\/insect-plague--2402\/><em>insect plague<\/em><\/a> spell, except that the swarm can be no more than one size larger than the master of flies (you can choose the face if more than one is available). This swarm can move at half the master of flies&#39; normal speed and can fly at the same speed (clumsy maneuverability).<\/p>\n\n\t<p>At 8th level, a master of flies is able to take the shape of a swarm identical to that produced by a <a href=\/spells\/players-handbook-v35--6\/creeping-doom--2377\/><em>creeping doom<\/em><\/a> spell, except that the swarm can be no more than two size categories larger than the master of flies (you can choose the face statistic if more than one is possible). This mass of vermin can only move at 10 feet per round and cannot fly.<\/p>\n\n\t<p>In all other respects, the swarm shape ability is identical to the druid&#39;s <em>wild shape<\/em> ability (see Chapter 3 of the <em>Player&#39;s Handbook<\/em>).<\/p>\n\n\t<p><strong>Pied Piper (Su):<\/strong> At 3rd level, a master of flies is able to influence vermin to a limited extent. She can use this ability once per day per level in this prestige class to charm a number of Hit Dice of vermin equal to or less than her character level, starting with the lowest Hit Dice vermin within range and moving up in Hit Dice until the limit is reached. The range of this effect is 10 feet \u00d7 the master of flies&#39; level. The vermin are allowed Will saves against this effect (DC 14 + Cha modifier), and any that make their save cannot be affected again by the pied piper ability of that master of flies for one day.<\/p>\n\n\t<p>Charmed vermin move toward the master of flies at their land speed, taking the most direct path available. If the path leads into a dangerous area, the creatures get another saving throw. Charmed vermin can take no actions other than to defend themselves. If the master of flies moves, the charmed vermin follow. This effect lasts for as long as the master of flies concentrates. Once concentration is broken, those vermin cannot be affected again by the pied piper ability of that master of flies for one day.<\/p>\n\n\t<p><strong><em>Insect Plague<\/em> (Sp):<\/strong> Beginning at 5th level, a master of flies can use the spell-like ability <a href=\/spells\/players-handbook-v35--6\/insect-plague--2402\/><em>insect plague<\/em><\/a> as a sorcerer of her class level. She can use this ability once per day per level in this prestige class.<\/p>\n\n\t<p><strong>Flyblown (Su):<\/strong> At 7th level, a master of flies can shift to a swarm shape and back as a free action.<\/p>\n\n\t<p><strong><em>Creeping Doom<\/em> (Sp)<\/strong>: Beginning at 8th level, a master of flies can use the spell-like ability <a href=\/spells\/players-handbook-v35--6\/creeping-doom--2377\/><em>creeping doom<\/em><\/a> as a sorcerer of her class level. She can use this ability once per day per level in this prestige class.<\/p>\n\n\t<p><strong><em>Awaken Vermin<\/em><\/strong> (Sp): At 9th level, a master of flies gains the ability to awaken humanlike sentience in a vermin. She can use this ability once per week. This ability is identical to the 5th-level druid spell <a href=\/spells\/players-handbook-v35--6\/awaken--2780\/><em>awaken<\/em><\/a>, except that only vermin can be affected and there is no XP cost.<\/p>\n\n\t<p><strong>Swarm Leap (Su):<\/strong> At 10th level, a master of flies becomes completely attuned to the throb and hum of vermin swarms, gaining the supernatural ability to instantaneously transport herself over great distances through that medium. Once per day as a standard action, she can enter any swarm of mundane vermin whose size equals or exceeds her own and travel to another such swarm in a single round, regardless of distance. The master of flies merely designates a distance and direction (&quot;a swarm 50 miles south of here&quot;), and the swarm leap ability transports her to a destination swarm as close as possible to the desired location. She can attempt to name a specific swarm (&quot;a beehive in an apiary just outside the city of Greyhawk&quot;), but if no such target exists, the ability fails and the master of flies is ejected from the entry swarm. Both the entry swarm and the destination swarm must be alive, but they can be either naturally occurring or summoned. A master of flies in swarm shape cannot use herself as the entry point, but she could enter through an insect plague she created in a previous round. She could even use another master of flies in swarm shape as the entry or destination swarm. When exiting a swarm, the master of flies must choose an adjacent 5-foot-by-5-foot space in which to appear (or a correspondingly larger space if it is larger than Medium-size).<\/p>\n\n\t<p>Except as noted here, this ability functions like the 6th-level druid spell <a href=\/spells\/players-handbook-v35--6\/transport-via-plants--2464\/><em>transport via plants<\/em><\/a>.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Summon swarm<\/em><\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Swarm shape 1\/day<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Swarm shape 2\/day, pied piper <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Swarm shape 3\/day<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Swarm shape (plague), <em>insect plague<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Swarm shape 4\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Swarm shape 5\/day, flyblown <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Swarm shape (doom), <em>creeping doom<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Swarm shape 6\/day, <em>awaken vermin<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7<\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Swarm leap <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Savage Species 80<\/h5>","reference":"Usergen"},{"id":10817,"name":"Scaled Horror","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Scaled Horror<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race:<\/strong> Character must have either the aquatic or the reptilian subtype.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>Weapon and Armor Proficiency: The Scaled Horror proficient with all simple and martial weapons, shields, and light armor. Otherwise they neither gain nor lose weapon, armor, or shield proficiency by taking levels in this class.<\/p>\n\n\t<p><strong>Improved Grab (Ex):<\/strong> If a scaled horror hits with its natural weapons or unarmed attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The ability works only against opponents of the same size or smaller. The scaled horror has the option to conduct the grapple normally, or simply use its natural weapons or unarmed attack to hold the opponent. Each successful grapple check it makes during successive rounds automatically deals damage given for the attack that established the hold.<\/p>\n\n\t<p><strong>Keen Scent (Ex):<\/strong> A scaled horror can notice creatures by scent in a 180-foot radius, provided both the scaled horror and the creature are in the same body of water, and can detect blood in the water at a range of up to 1 mile.<\/p>\n\n\t<p><strong>Spells:<\/strong> Beginning at 1st level, a scaled horror gains the ability to cast divine spells from the ranger spell list (see Chapter 11 of the <em>Player&#39;s Handbook<\/em>). To cast a spell, the scaled horror must have a Wisdom score of at least 10 + the spell&#39;s level, so a scaled horror with a Wisdom of 10 or lower cannot cast these spells. Scaled horror bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the scaled horror&#39;s Wisdom bonus. When the scaled horror gets 0 spells of a given level, such as 0 1st-level spells at 1st level, the scaled horror gets only bonus spells. A scaled horror without a bonus spell for that level cannot yet cast a spell of that level. A scaled horror pre- pares and casts spells just as a ranger does (though the scaled horror&#39;s caster level is the same as its class level).<\/p>\n\n\t<p><strong>Freedom of Movement (Ex):<\/strong> Beginning at 2nd level, a scaled horror moves and fights underwater as if subject to the spell freedom of movement.<\/p>\n\n\t<p><strong>Damage Reduction (Ex):<\/strong> Starting at 4th level, a scaled horror gains the ability to shrug off some amount of injury from each blow or attack. Subtract 2 from the damage the scaled horror takes each time he is dealt damage. At 10th level, this damage reduction rises to 4\/&#8212;. Damage reduction cannot reduce damage to less than 0.<\/p>\n\n\t<p><strong>Spring Attack (Ex):<\/strong> At 5th level, a scaled horror gains Spring Attack as a bonus feat.<\/p>\n\n\t<p><strong>Silent Spell:<\/strong> At 7th level, a scaled horror gains Silent Spell as a bonus feat.<\/p>\n\n\t<p><strong>Still Spell:<\/strong> At 8th level, a scaled horror gains Still Spell as a bonus feat.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=4>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0<\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Improved grab, keen scent <\/td>\n\t\t\t<td>0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Freedon of movement <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Damage reduction 2\/- <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Spring attack <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Silent spell <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td>1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Still Spell <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Damage reduction 4\/- <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Savage Species 83<\/h5>","reference":"Usergen"},{"id":10818,"name":"Siren","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Siren<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>includes either ballad, buffoonery, chant, epic, limericks, melody, ode, or storytelling.<\/p>\n\n\t<p><strong>Special:<\/strong> Must possess an innate sonic, mind-affecting ability.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>Weapon and Armor Proficiency: Sirens neither gain nor lose proficiency with any weapons, armor, or shields by gaining levels in this class.<\/p>\n\n\t<p>Reverberation (Su): At 1st level, the siren gains Reverberation (see Chapter 4) as a bonus feat.<\/p>\n\n\t<p>Song of Despair (Su): At 2nd level, a siren begins to enhance her already formidable sonic abilities with additional effects. Once per day, she can overlay a despair effect on her sonic attack identical to that of an emotion spell. Those affected by the sonic attack make their saving throws for that attack before resolving the despair effect. The Will save DC to resist this effect is 12 + the siren&#39;s level + the siren&#39;s Cha modifier. The despair effect lasts 1 round per siren class level.<\/p>\n\n\t<p>Charisma Bonus (Ex): At 3rd level, a siren gains a +2 inherent bonus to her Charisma score. This bonus rises to +4 at 6th level and to +5 at 8th level.<\/p>\n\n\t<p>Song of Nightmare (Su): At 4th level, a siren gains a new sonic ability. Once per day per level in this prestige class, she can overlay a terrifying effect on her sonic attack. This is identical to the effect of a phantasmal killer spell, affects all creatures within range of the siren&#39;s sonic attack, and has instantaneous duration. The Will and Fortitude saves to resist this effect have a DC of 12 + the siren&#39;s level + the siren&#39;s Cha modifier. <\/p>\n\n\t<p>Song of Idiocy (Su): At 5th level, a siren gains a new sonic ability. Once per day per level in this prestige class, she can over- lay an Intelligence-damaging effect on her sonic attack. This is identical to the effect of a feeblemind spell, affects all creatures within range of the siren&#39;s sonic attack, and has instantaneous duration. The Will save to resist this effect has a DC of 12 + the siren&#39;s level + the siren&#39;s Cha modifier, and arcane spellcasters and creatures that use arcane spell-like abilities<br \/>take a &#8212;4 penalty on their saves. <\/p>\n\n\t<p>Song of Weakness (Su): At 7th level, a siren gains a new sonic ability. Once per day per level in this prestige class, she can overlay a level-draining effect on her sonic attack. This is identical to the effect of an enervation spell, except that all creatures within range of the siren&#39;s sonic attack are entitled to a Fortitude save to resist the effect, and it has instantaneous duration. The Fortitude save to resist this effect, and to remove the negative levels, has a DC of 12 + the siren&#39;s level + the siren&#39;s Cha modifier.<\/p>\n\n\t<p>Song of Stone (Su): At 9th level, a siren gains a new sonic ability. Once per day per level in this prestige class, she can overlay a flesh to stone effect on her sonic attack. This is identical to the spell, affects all creatures within range of the siren&#39;s sonic attack, and has instantaneous duration. The Fortitude save to resist this effect has a DC of 12 + the siren&#39;s level + the siren&#39;s Cha modifier.<\/p>\n\n\t<p>Song of Death (Su): At 10th level, a siren&#39;s sonic attack reaches its zenith. Once per day, she can overlay a power word, kill effect on her sonic attack. This is identical to the spell cast as an area spell and has instantaneous duration.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Reverberation <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Song of despair <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Charisma bonus +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Song of nightmare <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Song of idiocy <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Charisma bonus +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Song of weakness <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Charisma bonus +5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Song of stone <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Song of death <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Savage Species 84<\/h5>","reference":"Usergen"},{"id":10819,"name":"Slaad Brooder","type":"prestige","alignment":"Any Chaotic","hit_die":"8","full_text":"<div topic='titel'><p><h3>Slaad Brooder<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any Chaotic.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race:<\/strong> Any slaad.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> A slaad brooder neither gains nor loses proficiency with any weapons, armor, or shields by gaining levels in this class.<\/p>\n\n\t<p><strong>Implant (Ex):<\/strong> A slaad brooder gains the ability to implant pellets with any of his natural attacks. If he previously had a similar ability (red slaad&#39;s implant ability or blue slaad&#39;s disease ability), he can now use that ability with any of his natural attacks. The affected creature must succeed on a Fortitude save (DC 10 + slaad brooder&#39;s character level + slaad brooder&#39;s Con modifier) to avoid implantation. The egg gestates for one week before hatching into a slaad that eats his way out, killing the host. Twenty-four hours before the egg fully matures, the host falls extremely ill (&#8212;10 to all ability scores). A <a href=\/spells\/players-handbook-v35--6\/remove-disease--2428\/><em>remove disease<\/em><\/a> spell rids a host of the pellet, as does a successful Heal check (DC 20). If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.<\/p>\n\n\t<p>If the brooder is a blue slaad, the pellet hatches into a red slaad. If the brooder is a red slaad, the pellet hatches into a blue slaad. If the host is an arcane spellcaster, the egg pellet instead hatches into a green slaad.<\/p>\n\n\t<p><strong>Improved Grab (Ex):<\/strong> If a slaad brooder hits with one or more claw or rake attacks, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The ability works only against opponents of the same size or smaller. The slaad brooder has the option to conduct the grapple normally, or simply use its natural weapons to hold the opponent. Each successful grapple check it makes during successive rounds automatically deals bite damage.<\/p>\n\n\t<p><strong>Imbue Pellet (Su):<\/strong> At 2nd level, a slaad brooder imbues a single egg pellet with an additional feature randomly determined from the options described below (roll d4 and apply the appropriate feature). This feature affects the host as indicated. Where a save is permitted, the DC is equal to 10 + slaad brooder&#39;s character level + slaad brooder&#39;s Con modifier. Roll separately for each implant attack.<\/p>\n\n\t<p>1. <em>Burn:<\/em> The pellet deals 1d6 points of heat damage to the host on the round of implantation. A successful Fortitude save halves the damage. The pellet deals an additional 1d6 points of heat damage on the next round unless the host makes a successful Fortitude save.<br \/>2. <em>Caustic:<\/em> As the burn feature, except that the damage is acid damage.<br \/>3. <em>Chill:<\/em> As the burn feature, except that the damage is cold damage.<br \/>4. <em>Shock:<\/em> As the burn feature, except that the damage is electricity damage.<\/p>\n\n\t<p><strong>Deep Implant (Ex):<\/strong> At 3rd level, a slaad brooder can implant his pellet more deeply within the host&#39;s body, adding +2 to the DC of the Fortitude save to resist implantation. In addition, repeated Heal checks after the first to remove the pellet deal 1d6 points of damage to the patient instead of the usual 1d4 points, as the healer must cut more deeply into the host&#39;s body.<\/p>\n\n\t<p><strong>Rapid Hatching (Ex):<\/strong> On reaching 4th level, a slaad brooder gains the ability to transfer some of his own vitality into the egg pellet, allowing it to mature more quickly. The egg hatches in 24 hours instead of 1 week. Six hours before it hatches, the host comes down with the severe illness, losing 10 points from each ability score.<\/p>\n\n\t<p><strong>Chaos Focus (Su):<\/strong> At 5th level, a slaad brooder&#39;s imbue pellet ability becomes more potent: The DC to halve or negate the damage from the additional feature of the pellet (burn, caustic, chill, or shock) increases by +2.<\/p>\n\n\t<p><strong>Multiple Implant (Ex):<\/strong> At 6th level, a slaad brooder can implant more than one pellet within the host&#39;s body. Each of his natural attacks that hits can implant an egg pellet.<\/p>\n\n\t<p><strong>Color Choice (Ex):<\/strong> At 7th level, a slaad brooder can choose the color of his spawn. He can produce a green slaad even if the host creature is not an arcane spellcaster. He can determine the color of each pellet&#39;s spawn if he has implanted more than one in the same host.<\/p>\n\n\t<p><strong>Heighten Chaos (Su):<\/strong> At 8th level, the DC to halve or negate the damage from the additional feature of an egg pellet increases by +2. This bonus stacks with the bonus provided by the chaos focus ability.<\/p>\n\n\t<p><strong>Corporeal Instability (Su):<\/strong> On reaching 9th level, a slaad brooder can effect a terrible transformation on the host creature. Unless she makes a successful Fortitude save (DC 10 + slaad brooder&#39;s level + Slaad brooder&#39;s Con modifier), the host&#39;s shape melts into a formless mass. She cannot hold or use any item, nor can she wear clothing or armor. Her speed drops to 10 feet or one-quarter normal, whichever is lower. She can no longer cast spells or use magic items, and she cannot distinguish between friend and foe, attacking blindly (&#8212;4 penalty on attack rolls, 50% miss chance).<\/p>\n\n\t<p>For each round the host spends in an amorphous state, she takes 1 point of permanent Wisdom drain from mental shock. If the creature&#39;s Wisdom score falls to 0, she becomes catatonic and unresponsive. A creature can regain her own shape for 1 minute with a successful Charisma check (DC 15). On a failure, the creature can still repeat the check each round until successful.<\/p>\n\n\t<p>A <a href=\/spells\/players-handbook-v35--6\/shapechange--2870\/><em>shapechange<\/em><\/a> or <a href=\/spells\/players-handbook-v35--6\/stoneskin--2369\/><em>stoneskin<\/em><\/a> spell fixes the affected creature&#39;s form for the duration of the spell, although it does not cure the affliction. The corporeal instability can be removed with a <a href=\/spells\/players-handbook-v35--6\/restoration--2430\/><em>restoration<\/em><\/a>, <a href=\/spells\/players-handbook-v35--6\/restoration-greater--2431\/><em>greater restoration<\/em><\/a>, or <a href=\/spells\/players-handbook-v35--6\/heal--2398\/><em>heal<\/em><\/a> spell; a separate <a href=\/spells\/players-handbook-v35--6\/restoration--2430\/><em>restoration<\/em><\/a> spell is required to restore Wisdom drain.<\/p>\n\n\t<p><strong>Death Spawn (Ex):<\/strong> At 9th level, a slaad brooder&#39;s extraordinary vitality gives his egg pellets the ability to hatch even from a host that has died (the death of a host becomes an increasingly likely event as a brooder<br \/>becomes more powerful). Neither <a href=\/spells\/players-handbook-v35--6\/remove-disease--2428\/><em>remove disease<\/em><\/a> spells nor Heal checks can destroy the pellets growing in a dead host, but destruction of the body by fire, acid, <a href=\/spells\/players-handbook-v35--6\/disintegrate--2801\/spells\/players-handbook-v35--6\/disintegrate--2801\/><em>disintegrate<\/em><\/a> spells, and the like will do so.<\/p>\n\n\t<p><strong><em>Dominate Spawn<\/em> (Sp):<\/strong> On reaching 10th level, the slaad brooder becomes the undisputed master of spawn. If he is present at the hatching of a red, blue, or green slaad, he can take control of the newborn<br \/>as with a <a href=\/spells\/players-handbook-v35--6\/dominate-monster--2546\/><em>dominate monster<\/em><\/a> spell. The effect lasts one day per slaad brooder&#39;s character level. The hatchling can resist the effect with a successful Will save (DC 10 + slaad brooder&#39;s level + slaad brooder&#39;s Con modifier). <\/p>\n\n\t<p>A slaad brooder that has reached this level of power is a threat to the dominance of death slaadi, who are his implacable enemies.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Implant, improved grab <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Imbue pellet <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Deep implant <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Rapid hatching <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Chaos focus <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Multiple implant <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Color choice <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Heighten chaos <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Corporeal instability, death spawn <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> <em>Dominate spawn<\/em> <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Savage Species 87<\/h5>","reference":"Usergen"},{"id":10820,"name":"Survivor","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Survivor<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Base Save Bonus:<\/strong> Highest base save bonus must be lower than character level.<br \/><strong>Special:<\/strong> The path of the survivor requires a concentrated month of study to enter the prestige class. During this month, the character must stay in one place and spend all his waking hours in study, practice, and meditation.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> A survivor neither gains nor loses proficiency with any weapon, armor, or shields by gaining levels in this class.<\/p>\n\n\t<p><strong>Uncanny Dodge (Ex):<\/strong> A survivor gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to Armor Class (if any) regardless of being caught flat-footed or struck by an invisible attacker (he still loses his Dexterity bonus to Armor Class if immobilized).<\/p>\n\n\t<p>At 3rd level, the survivor can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the survivor. The exception to this defense is that a rogue at least four levels higher than the survivor can flank him (and thus sneak attack him).<\/p>\n\n\t<p><strong>Evasion (Ex):<\/strong> At 2nd level, a survivor gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage (such as a fireball), he takes no damage with a successful saving throw. Evasion can only be used if the survivor wears light armor or no armor.<\/p>\n\n\t<p><strong>Improved Evasion (Ex):<\/strong> This ability, gained at 4th level, works like evasion, except that while the survivor still takes no damage on a successful Reflex save against spells such as fireball or a breath weapon, he now takes only half damage on a failed save. The survivor&#39;s training allows him to get out of harm&#39;s way with incredible speed.<\/p>\n\n\t<p><strong>Damage Reduction (Ex):<\/strong> At 5th level, a survivor gains the ability to shrug off 5 points of damage from each blow or attack. Subtract 5 from the damage the survivor takes each time he is dealt damage. Damage reduction can reduce damage to 0 but not less than 0. This damage reduction stacks with any other damage reduction of the &quot;x\/&#8212;&quot; type (such as the damage reduction that is a class feature of the barbarian).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Uncanny dodge (Dex bonus to AC)<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Evasion <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Uncanny dodge (can&#39;t be flanked) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Improved evasion <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Damage reduction 5\/&#8212; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Savage Species 89<\/h5>","reference":"Usergen"},{"id":10821,"name":"Sybil","type":"prestige","alignment":"Neutral","hit_die":"4","full_text":"<div topic='titel'><p><h3>Sybil<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Neutral.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Must have an innate spell-like divination ability.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Divine Insight (Su):<\/strong> A sybil is able to touch the essence of reality, albeit in a mind-bending way. She gains an &quot;insight score&quot; equal to her level in this prestige class that has three effects.<\/p>\n\n\t<p>1. Add the insight score to Wisdom when determining bonus spells or save DCs when casting divine spells or using divine spell-like abilities.<\/p>\n\n\t<p>2. Subtract this score from her Wisdom score when making any other checks or saving throws involving Wisdom alone.<\/p>\n\n\t<p>3. Once per day, the sybil can add her insight score to Wisdom when making a check or save. She must choose to use this power before making the roll.<\/p>\n\n\t<p><strong>Reclusive Insight (Su):<\/strong> At 2nd level, a sybil learns to focus inwardly and discern hidden truths. By spending 24 hours in complete solitude, she gains two additional effects of her insight score for the next 24 hours.<\/p>\n\n\t<p>1. This score is added to her Intelligence score when making any checks that depend on Intelligence, such as Scry or bardic knowledge.<\/p>\n\n\t<p>2. This score is subtracted from Intelligence to determine bonus spells or save DCs when casting arcane spells or using arcane spell-like abilities.<\/p>\n\n\t<p><strong><em>Riddle<\/em> (Sp):<\/strong> Beginning at 3rd level, a sybil gains the gift of prophecy and can see more clearly as she increases in experience. However, the truths she sees are couched in mystery. These revelations are always accurate and carry no cost in experience points or material components, but demand a price be paid&#8212;answer the sybil&#39;s riddle. A correct answer earns the questioner the benefit of the specified divination spell, with no chance of failure. An incorrect answer, however, carries a penalty, which is more severe the more difficult the riddle becomes.<\/p>\n\n\t<p><em>Conundrum:<\/em> At 3rd level, a sybil begins to express her gift of prophecy. The riddle is a simple one. A correct answer earns the benefit of an <a href=\/spells\/players-handbook-v35--6\/augury--2478\/><em>augury<\/em><\/a> spell, with no chance of failure. An incorrect answer causes the questioner to take 1 point of temporary damage to an ability score of the sybil&#39;s choice. The sybil can use this ability once per day per class level.<\/p>\n\n\t<p><em>Mystery:<\/em> At 5th level, a sybil&#39;s prophecy becomes more precise. The riddle is moderately challenging. A correct answer earns the benefit of a <a href=\/spells\/players-handbook-v35--6\/divination--3543\/><em>divination<\/em><\/a> spell, with no chance of failure. An incorrect answer causes the questioner to take 2 points of temporary damage to an ability score of the sybil&#39;s choice. The sybil can use this ability once per day per class level.<\/p>\n\n\t<p><em>Koan:<\/em> At 7th level, a sybil&#39;s prophecy is uncanny. The riddle is challenging. A correct answer earns the benefit of a <a href=\/spells\/players-handbook-v35--6\/commune--2481\/><em>commune<\/em><\/a> spell as cast by a cleric of the sybil&#39;s character level (the sybil contacts a powerful extraplanar being of like philosophical bent). An incorrect answer causes the questioner to take 2 points of temporary damage to each ability score. The sybil can use this ability once per day per two class levels (round down).<\/p>\n\n\t<p>_Enigma: _ At 8th level, a sybil can supplement prophecy with preternatural knowledge. The riddle is difficult. A correct answer earns the benefit of a <a href=\/spells\/players-handbook-v35--6\/legend-lore--2504\/><em>legend lore<\/em><\/a> spell, but it requires only 1d4\u00d710 rounds to gain an answer about a person or item at hand. Detailed information about a person, place, or thing requires 1d4\u00d710 minutes to retrieve, while rumors require 1d10 days to garner details. An incorrect answer causes the questioner to take 2 points of temporary damage to each ability score, to a maximum of &#8212;8. Ability scores are not reduced below 1. The sybil can use this ability no more than three times per week.<\/p>\n\n\t<p><em>Apocrypha:<\/em> At 10th level, a sybil&#39;s preternatural clarity is near infallible. The riddle is nearly impossible. A correct answer earns the benefit of a <a href=\/spells\/players-handbook-v35--6\/discern-location--2497\/><em>discern location<\/em><\/a> spell, but the sybil need not have come into contact with the person or thing sought. An incorrect answer bestows 2d6 negative levels on the questioner. The sybil can use this ability once per week.<\/p>\n\n\t<p><strong><em>Lesser Geas<\/em> (Sp):<\/strong> At 4th level, a sybil can use <a href=\/spells\/players-handbook-v35--6\/geas-lesser--2550\/><em>lesser geas<\/em><\/a> once per day as a divine spell cast by a cleric of her class level (include any cleric levels).<\/p>\n\n\t<p><strong>Mysterious Lore (Ex):<\/strong> At 4th level, a sybil gains access to a special lore check much like that of bards and loremasters, but she is restricted in how it can use this ability. She adds her insight score (see Divine Insight, above) to the die roll, which stacks with any levels in bard or loremaster, but on a failure she loses the benefit of her reclusive insight ability until she can spend another 24 hours in solitude.<\/p>\n\n\t<p><em>*Geas\/Quest<\/em> (Sp):* At 6th level, a sybil can use &quot;geas\/quest&quot;:\/spells\/players-handbook-v35&#8212;6\/geasquest&#8212;2551\/ once per day as a divine spell cast by a cleric of her class level (include any cleric levels).<\/p>\n\n\t<p><em>*Limited Wish<\/em> (Sp):* At 9th level, a sybil can use <a href=\/spells\/players-handbook-v35--6\/limited-wish--2899\/><em>limited wish<\/em><\/a> once per year as a divine spell cast by a cleric of its class level (include any cleric levels).<\/p>\n\n\t<p><span class=caps>HANDLING<\/span> <span class=caps>RIDDLES<\/span><br \/>One of the most difficult tasks in roleplaying, whether as DM or player, is using riddles effectively. Too often, a riddle is either childishly easy&#8212;or worse, a hoary clich\u00e9&#8212;or so obscure as to be incomprehensible to any but the creator. Here are some ideas on how to present effective, challenging riddles that are appropriate to the situation&#39;s difficulty.<\/p>\n\n\t<p>Look to examples from myth, folklore, and even popular entertainment. (Don&#39;t forget the challenge of the Keeper at the Bridge of Death in Monty Python and the Holy Grail!)<\/p>\n\n\t<p>The sphinx&#39;s riddle is well known and therefore unsuitable, but consider lesser known sources, such as pronouncements by the Oracle of Delphi. An example is the Oracle&#39;s answer to the Athenians who came seeking advice against the Persian conqueror Xerxes: &quot;The wooden wall will save you and your children.&quot; The statement is ambiguous, but the solution Athens came up with&#8212;building a fleet that ultimately turned the Persians back&#8212;fulfilled one interpretation of it. A riddle need not have only one answer, and the way it is interpreted can be the foundation for adventure.<\/p>\n\n\t<p>In the divination spell, the Player&#39;s Handbook contains useful advice on prophecy that can help you cast a riddle or oracular pronouncement in an appropriate way. The Defenders of the Faith class book for clerics and paladins supplements this, and can be helpful (if you have the book).<br \/>Fairy tales are a wonderful source of inspiration for riddles and prophecies. Often the hero is required to answer a question or solve a mystery, which makes a great adventure theme to place in the mouth of a sybil. You can find numerous folktale resources on the Web, including many non-European tales (which are likely to be less well known to American or European players). Riddles are often a topic of interest for mathematicians; for example, the works of Douglas Hofstaedter (G\u00f6del, Escher, Bach: An Eternal Golden Braid), Lewis Carroll (The Universe in a Handkerchief), and Martin Gardner (various) contain many useful conundrums.<br \/>Finally, collections of riddles and puzzles (often aimed at children, but not necessarily) are available in bookstores, online, and in libraries. They are a good place to start when constructing a riddle of your own, and a great source of simpler questions.<br \/>Examples of Riddle Types<br \/>Conundrum: This is an easy riddle, and a &quot;chestnut&quot; can do well here. For example, this is a traditional Haitian riddle: &quot;They serve it food, it stands on four feet, but it can&#39;t eat.&quot; The answer: a table. This riddle could be used to drop a hint to the party about an altar.<br \/>Mystery: A somewhat more difficult form, examples of mysteries can be found in folklore and literature. One of the riddles told to Bilbo by Gollum in J.R.R. Tolkein&#39;s The Hobbit is: &quot;What has roots as nobody sees,\/ Is taller than trees,\/ Up, up it goes,\/ And yet never grows?&quot; The answer: a mountain. This might lead a party to a lost dwarven city or a dragon&#39;s lair.<br \/>Koan: Now things are getting tricky. The best source for inspiration for this riddle type, not surprisingly, is a collection of Zen fables or real-life koans. As an example: Draw a line and tell the questioner to make the line shorter without touching any part of it. (The usual answer is to draw a second, longer line.) A lateral thinking puzzle works just as well, though, such as this classic: &quot;A woman has a brother who was born at the same time on the same day in the same year. Yet they are not twins. How is this possible?&quot; Answer: They are two of a set of triplets. These puzzles should ideally force the listener to think in an unaccustomed way and can help present an offbeat sort of adventure.<br \/>Enigma: Such posers ought to be very difficult to answer, and a good one requires some thought and research. Philosophical and religious riddles are good models for enigmas, since they are intended to lead the solver to a higher awareness. Here is a Mongol example, which refers to particular stars in the sky and might hint at a cross-planar expedition. (In this case you would probably replace the specific real-world references with equivalents found in the game world.)<br \/>Behind the Altai and Khangai Mountains There are a hundred thousand horses, they say. There is a group of seven loners, they say. There is a group of six which flock together, they say. There is a group of three which form a file, they say. There are two which set black and white apart, they say. There is one left behind, they say. (The &quot;hundred thousand&quot; is a reference to all the stars in the<br \/>sky. The &quot;seven loners&quot; are the stars that make up the constellation Ursa Major, or the Big Dipper. The number of stars is reduced in each line of the riddle. The &quot;one left behind&quot; is the North Star, which can be found in the night sky by extending one side of the Ursa Major trapezoid.)<br \/>Apocrypha: A &quot;nearly impossible&quot; riddle is even trickier to construct than to solve! One way around the problem is to present a riddle that is no riddle at all, such as Bilbo&#39;s famous stumper to Gollum in The Hobbit: &quot;What have I got in my pocket?&quot; By all standards, Bilbo cheated&#8212;but Gollum accepted the question and tried to answer, thereby validating the challenge. Similarly, the challenge of Rumplestiltskin to name him is virtually impossible, perhaps not really a riddle at all&#8212;but with immense reward. If you don&#39;t feel like breaking the rules, try referring to unusual items or an unfamiliar culture, perhaps adapting a real-world riddle to subjects found in the game world. This is a great way to begin a search for an artifact or a piece of ancient, lost lore&#8212;something to build a whole campaign around.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Divine insight <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Reclusive insight <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Riddle:<\/em>  Conundrum <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Lesser geas<\/em>, mysterious lore <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Riddle:<\/em> Mystery <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <em>Geas<\/em>\/quest <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <em>Riddle:<\/em> Koan <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <em>Riddle:<\/em> Enigma<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <em>Limited wish<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> <em>Riddle:<\/em> Apocrypha <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Savage Species 90<\/h5>","reference":"Usergen"},{"id":10822,"name":"Waverider","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Waverider<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race:<\/strong> Fey, humanoid, monstrous humanoid, or outsider with the aquatic subtype.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Waveriders are proficient with all simple and martial weapons, with all types of armor, and with shields.<\/p>\n\n\t<p><strong>Waverider Mount:<\/strong> A waverider can call a special aquatic mount to serve her. This may be a hippocampus (see sidebar), sea lion, shark, porpoise, elasmosaurus, or whale. This creature is stronger and more intelligent than others of its type. A waverider may have only one mount at a time. If the mount is slain, the waverider can call another one after a year and a day. See the Waverider Mount sidebar for more information.<\/p>\n\n\t<p><strong>Mounted Weapon Bonus (Ex):<\/strong> At each level, a waverider gains the indicated bonus on her attack roll with the designated weapon while mounted.<\/p>\n\n\t<p><strong>Trident Charge (Ex):<\/strong> A waverider can use a trident to deal double damage when used from the back of a charging mount. The Spirited Charge feat can be used to increase the damage multiple to triple normal.<\/p>\n\n\t<p><strong>Ride Bonus (Ex):<\/strong> At 2nd, 5th, 7th, and 9th level, a waverider gains the indicated bonus on Ride checks.<\/p>\n\n\t<p><strong>Breach (Ex):<\/strong> On reaching 3rd level, a mounted waverider can make a leaping charge to attack opponents out of the water. The mount makes a Jump check using its own ranks in the skill or the waverider&#39;s, whichever is better, to make a &quot;running&quot; high jump as part of a charge, with a maximum height distance of twice its length. If it contacts an opponent during the jump, the waverider gains the normal +2 bonus on her attack roll. At the end of the jump, waverider and mount are once again submerged and thus do not take the &#8212;2 penalty to Armor Class against opponents out of the water (those underwater are still able to take advantage of the waverider&#39;s being temporarily off balance). A waverider cannot use this ability in two consecutive rounds.<\/p>\n\n\t<p><strong>Sound (Ex):<\/strong> On reaching 4th level, a waverider can dive at high speed aspartofa charge when attacking opponents underwater. The mount makes a Jump check using its own ranks in the skill or the wave- rider&#39;s,<br \/>whichever is better, to make a &quot;running&quot; long jump as part of a charge, with a maximum distance of six times its length. If it contacts an opponent during the dive, the waverider gains a +4 bonus on her attack roll and increases the damage multiplier with her mounted weapon one more step (double to triple, triple to quadruple) but takes a &#8212;4 penalty to Armor Class for the next round. A waverider cannot use this ability in two consecutive rounds.<\/p>\n\n\t<p><strong>Improved Mounted Archery (Ex):<\/strong> At 5th level, a waverider is better able to use a crossbow, harpoon, javelin, tri- dent, or shortspear while mounted. When making ranged attacks with any of these weapons while mounted, she takes only a &#8212;1 penalty on ranged attacks if the mount is making a double move, and &#8212;2 if the mount is running.<\/p>\n\n\t<p><strong>Full Mounted Attack (Ex):<\/strong> At 6th level, a waverider may attack as a standard action when its mount moves more than 5 feet rather than as a partial action.<\/p>\n\n\t<p><strong>Skim (Ex):<\/strong> On reaching 7th level, a mounted waverider can make more effective charges against opponents out of the water, skimming over the surface like a flying fish. The mount makes a Jump check using its own ranks in the skill or the waverider&#39;s, whichever is better, to make a &quot;running&quot; long jump as part of a charge, with a maximum distance of four times its length, and a &quot;running&quot; high jump with a max- imum vertical distance of twice its length. (Use the same roll to determine both height and length.) If it contacts an opponent during the jump, the waverider gains the normal +2 bonus on its attack roll. At the end of the jump, waverider and mount are once again submerged and thus do not take the &#8212;2 penalty to Armor Class against opponents out of the water (those underwater are still able to take advantage of the waverider&#39;s being temporarily off balance). A waverider cannot use this ability in two consecutive rounds.<\/p>\n\n\t<p><strong>Superior Mounted Archery (Ex):<\/strong> At 8th level, a waverider takes no penalties when making ranged attacks with a crossbow, harpoon, javelin, trident, or shortspear while mounted.<\/p>\n\n\t<p><strong>Wavedancing (Ex):<\/strong> On reaching 9th level, a mounted waverider can maneuver very effectively out of the water. Rider and mount can move up to four times the mount&#39;s swim speed out of water and can make charges, including Ride-By Attacks if the waverider has this feat (normal charge rules apply). In addition, she can now use her breach, sound, and skim abilities in consecutive rounds.<\/p>\n\n\t<p><strong>Call of the Deeps (Su):<\/strong> At 10th level, a waverider can summon one or more water elementals once per day, as with a <a href=\/spells\/players-handbook-v35--6\/planar-ally--2417\/><em>planar ally<\/em><\/a> spell.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Waverider mount, mounted weapon bonus +1 (trident), trident charge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Mounted weapon bonus +1 (javelin\/harpoon), Ride bonus +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Breach, mounted weapon bonus +2 (trident) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Sound, mounted weapon bonus +2 (javelin\/harpoon) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Improved mounted archery, mounted weapon bonus +3 (trident), Ride bonus +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Full mounted attack, mounted weapon bonus +3 (javelin\/harpoon) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Skim, mounted weapon bonus +4 (trident), Ride bonus +6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Superior mounted archery, mounted weapon bonus +4 (javelin\/harpoon) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Wavedancing, mounted weapon bonus +5, Ride bonus +8 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Waverider mount, mounted weapon bonus +1 (trident), trident charge <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Savage Species 93<\/h5>","reference":"Usergen"},{"id":10823,"name":"Yuan-ti Cultist","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Yuan-ti Cultist<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race<\/strong>: Yuan-ti halfblood or abomination.<br \/><strong>Alignment<\/strong>: Any evil.<br \/><strong>Patron<\/strong>: Merrshaulk.<br \/><strong>Spells<\/strong>: Ability to cast 3rd-level divine spells.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: A yuan-ti cultist is proficient with all simple weapons and with shields. Otherwise, a cultist neither gains nor loses any weapon, armor, or shield proficiency by gaining levels in this class.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: A yuan-ti cultist continues training in magic. Thus, when a new yuan-ti cultist level is gained, the character gains new spells known and spells per day as if he had also gained a level in a divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, metamagic or item creation feats, and so on). This essentially means that he adds the level of yuan-ti cultist to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.<\/p>\n\n\t<p><strong>Outer Circle<\/strong>: A yuan-ti cultist enters the service of Merrshaulk and learns some of the secrets of the cult. He gains a +2 circumstance bonus on Diplomacy and Intimidate checks when dealing with yuan-ti not of the temple hierarchy and a +2 circumstance bonus on Knowledge (religion) checks dealing with the worship of Merrshaulk.<\/p>\n\n\t<p>In addition, the yuan-ti cultist learns the secret of brewing the dreadful mixture that transforms humans into tainted ones or broodguards (see Yuan-Ti in Chapter 10: Templates). The mixture requires the venom of a halfblood or pureblood yuan-ti as well as certain herbs and roots found only in tropical forests, whose raw materials cost is at least 50 gp. The DC to craft this mixture is 25; if the cultist has 5 or more ranks in Profession (herbalist), he gains a +2 synergy bonus on this check.<\/p>\n\n\t<p><strong>Spit Poison<\/strong>: A yuan-ti cultist can spit his poison (if he has a poison attack) in a 10-foot cone.<\/p>\n\n\t<p><strong>Suffering Prestige Domain<\/strong>: At 2nd level, a yuan-ti cultist gains access to the Suffering prestige domain. This allows the cultist access to a third domain&#39;s spells and immediately gives him the domain&#39;s granted power, as set out in the accompanying sidebar.<\/p>\n\n\t<p><strong><em>Sticks to Snakes<\/em> (Sp)<\/strong>: At 2nd level, a yuan-ti cultist gains the ability to transform inert pieces of wood, such as arrows, torches, or staffs, into snakes. Once per day, he can transform 1d4 sticks + 1 per class level (including cleric levels) within medium range (100 feet + 10 feet\/level). These cannot be en-chanted items. Unattended items get no saving throw, while those in a creature&#39;s pos-session get a Will save. Sticks of 2 feet or less in length be-come Tiny vipers; those longer than 2 and shorter than 4 feet in length become Small snakes, while those longer than 4 and up to 6 feet long become Medium-size. Transforming a Large weapon, such as a longspear, or sticks of a like size into a Large viper counts as creating two snakes for each such item. Items of Huge or larger size cannot be so transformed. The effect&#39;s duration is 2 rounds per class level.<\/p>\n\n\t<p><strong>Third Circle<\/strong>: At 3rd level, a yuan-ti cultist advances to the next rank in service to Merrshaulk. The circumstance bonus on Diplomacy and Intimidate checks when dealing with other yuan-ti and on Knowledge (religion) checks rises to +4.<\/p>\n\n\t<p><strong><em>Snake Darts<\/em> (Sp)<\/strong>: On ascending to 3rd level, the cultist undergoes ritual tattooing of snakes on his forearms or (if he does not possess arms) on legs, snakes, or tail as appro-priate. Three times per day as a standard action, the cultist can launch these tattoos against opponents within medium range (100 feet + 10 feet\/level). The snakes seek out their target(s) with unerring accuracy, hitting automatically. The target takes 2d6 points of damage from the impact and must succeed on a Fortitude sav-ing throw (DC 10 + yuan-ti cultist&#39;s level + yuan-ti cultist&#39;s Con modi-fier) as the snakes&#39; venom takes effect. Primary and secondary damage is 1d6 Constitution.<\/p>\n\n\t<p>On the following round the snakes fly back to the cultist. Be-fore the spell can be cast again, the cultist must swallow the living snakes, which causes the tattoos to reappear on his arms. Swallowing the snakes is a standard action that causes the cultist no harm.<\/p>\n\n\t<p><strong>Psionic Focus (Su)<\/strong>: At 4th level, a yuan-ti cultist&#39;s psionic ability becomes more focused. He adds +2 to the DC for all saving throws against his innate psionic powers.<\/p>\n\n\t<p><strong>Psionics: <em>Chant of Pain<\/em> (Sp)<\/strong>: At 4th level, a yuan-ti cultist expands his inherent psionic ability and learns to focus it on the ceremonies of pain. At will as a full-round action, he can dance and chant in a sinuous sacrament to deal 3d6 points of damage to one living creature within 60 feet. A successful Will save (DC 10 + yuan-ti cultist&#39;s class level + yuan-ti cultist&#39;s Wis modi-fier) halves the damage. This ability has no effect on beings that are immune to mind-affecting effects, such as oozes and plants.<\/p>\n\n\t<p><strong>Second Circle<\/strong>: At 5th level, a yuan-ti cultist advances to a senior rank in service within the cult. The circumstance bonus on Diplomacy and Intimidate checks when dealing with other yuan-ti and on Knowledge (religion) checks rises to +6.<\/p>\n\n\t<p>In addition, if the cultist is a halfblood, he undergoes a painful, night-long ritual that transforms him into a human-headed abomination (abominations form the leadership within the temple hierarchy). If he is already an abomination but does not have a human head, this ceremony transforms him into that form. This ceremony requires the participation of at least six abominations of the Inner Circle.<\/p>\n\n\t<p>Finally, at this level the cultist learns the secret of trans-forming a tainted one into a pureblood yuan -ti. This involves brewing a more potent version of the infusion that transforms humans into tainted ones (Craft [alchemy] DC 30, raw materials cost 100 gp). In addition, at least three yuan-ti cultists of the Second Circle must preside over the ceremony, which lasts 1 hour. If the creature does not desire the transformation, he must succeed on a Fortitude save (DC 10 + yuan-ti cultist&#39;s class level + yuan-ti cultist&#39;s Con modifier). On a failure, he lapses into a coma and dies within 1 hour unless revived with a <a href=\/spells\/players-handbook-v35--6\/delay-poison--2387\/><em>delay poison<\/em><\/a> or <a href=\/spells\/players-handbook-v35--6\/neutralize-poison--2413\/><em>neutralize poison<\/em><\/a> spell.<\/p>\n\n\t<p><strong>Greater Psionic Focus (Su)<\/strong>: At 6th level, a yuan-ti cultist further refines his psionic abilities. He adds +4 to the DC for all saving throws against his innate psionic powers. This overlaps (does not stack with) the bonus granted by the psionic focus ability.<\/p>\n\n\t<p><strong>Psionics: <em>Chant of Agony<\/em> (Sp)<\/strong>: At 6th level, a yuan-ti cultist becomes a master of pain. Three times per day as a full-round action, he can dance and chant to deal 9d6 points of damage to one living creature within 60 feet. A successful Will save (DC 10 + yuan-ti cultist&#39;s class level + yuan-ti cultist&#39;s Wis modifier) halves the damage. This ability has no effect on beings that are immune to mind-affecting effects, such as oozes and plants.<\/p>\n\n\t<p><strong>First Circle<\/strong>: At 7th level, a yuan-ti cultist advances to a more senior rank within the cult. The circumstance bonus on Diplomacy and Intimidate checks when dealing with other yuan-ti and on Knowledge (religion) checks rises to +8.<\/p>\n\n\t<p>In addition, the cultist&#39;s poison becomes more virulent. He gains <a href=\/feats\/savage-species--47\/virulent-poison--3071\/>Virulent Poison<\/a> as a bonus feat.<\/p>\n\n\t<p>Finally, at this rank the cultist learns the secret of trans-forming a pureblood yuan-ti into a halfblood. This involves brewing a more potent version of the infusion that trans-forms humans into tainted ones (Craft [alchemy] DC 35, raw materials cost 500 gp). In addition, at least three yuan-ti cultists of the Inner Circle must preside over the ceremony, which lasts 6 hours. If the creature does not desire the transformation, he must succeed on a Fortitude save (DC 10 + yuan-ti cultist&#39;s class level + yuan-ti cultist&#39;s Con modifier). On a failure, he lapses into a coma and dies in 1 hour unless revived with a <a href=\/spells\/players-handbook-v35--6\/delay-poison--2387\/><em>delay poison<\/em><\/a> or <a href=\/spells\/players-handbook-v35--6\/neutralize-poison--2413\/><em>neutralize poison<\/em><\/a> spell.<\/p>\n\n\t<p><strong>Unhallow (Sp)<\/strong>:At 7th level, a yuan-ti cultist gains the ability to use <a href=\/spells\/players-handbook-v35--6\/unhallow--2656\/><em>unhallow<\/em><\/a> once per week as the spell cast by a cleric of his class level (including cleric levels). He does not require the normal material components to use this ability,  but he must still expend herbs, oils, and incense worth 500 gp per level of any spells tied to the <a href=\/spells\/players-handbook-v35--6\/unhallow--2656\/><em>unhallow<\/em><\/a> area.<\/p>\n\n\t<p><strong>Command Reptiles (Su)<\/strong>: At 8th level, a yuan-ti cultist is  able to mentally command all snakes and reptilian animals within 30 feet at will. This resembles <a href=\/spells\/players-handbook-v35--6\/dominate-animal--2545\/><em>dominate animal<\/em><\/a> cast by a cleric of his class level (including cleric levels).<\/p>\n\n\t<p><strong>Psionics: <em>Chant of Agony<\/em> (Sp)<\/strong>: At 8th level, a yuan-ti cultist can perform a ritual of sacrifice to Merrshaulk. Once per day as a full-round action, he can dance and chant to slay one living creature within 60 feet. With a successful Will save (DC 10 + yuan-ti cultist&#39;s class level + yuan-ti cultist&#39;s Wis modifier), the creature instead takes 6d6 points of damage. This ability has no effect on beings that are immune to mind-affecting effects, such as oozes and plants.<\/p>\n\n\t<p><strong>Inner Circle<\/strong>: At 9th level, a yuan-ti cultist ascends to the highest tier of mortal power within the cult. The circum-stance bonus on Diplomacy and Intimidate checks when dealing with other yuan-ti and on Knowledge (religion) checks rises to +10.<\/p>\n\n\t<p>In addition, the cultist&#39;s poison becomes even more dangerous. He gains <a href=\/feats\/savage-species--47\/deadly-poison--528\/>Deadly Poison<\/a> as a bonus feat.<\/p>\n\n\t<p>Finally, at this level the cultist learns the secret of transforming a halfblood yuan-ti into an abomination. He must join at least five other cultists of the Inner Circle to per-form the day-long ceremony. One cultist casts <a href=\/spells\/tome-and-blood-a-guidebook-to-wizards-and-sorcerers--51\/polymorph-other--3421\/>polymorph other<\/a> on the creature to be transformed, while the others chant and pray. The creature must receive six doses of the tincture that transforms a pureblood into a halfblood, one every 4 hours. If the creature does not desire the transformation, he must succeed on a Fortitude save (DC 10 + yuan-ti cultist&#39;s class level + yuan-ti cultist&#39;s Con modifier). On a failure, he dies instantly.<\/p>\n\n\t<p><strong>Unholy Aura (Su)<\/strong>: At 9th level, a yuan-ti cultist can use <a href=\/spells\/players-handbook-v35--6\/unholy-aura--2371\/><em>unholy aura<\/em><\/a> once per day, as the spell cast by a cleric of his class level (including cleric levels).<\/p>\n\n\t<p><strong>Voice of Merrshaulk<\/strong>: On reaching 10th level, a yuan-ti cultist attains the pinnacle of his career, transcending his mortal essence to become an emissary of Merrshaulk. His type changes to outsider, but he can be raised from the dead if willing. He gains spell resistance equal to 20 + his Wisdom modifier.<\/p>\n\n\t<p>In addition, the Voice of Merrshaulk gains the supernatural ability to communicate telepathically with any other creature within 100 feet that has a language. He can also command other yuan-ti at will, as <a href=\/spells\/players-handbook-v35--6\/dominate-monster--2546\/><em>dominate monster<\/em><\/a> cast as a divine spell by a cleric of the cultist&#39;s class level (including cleric levels). This is a spell-like, mind-affecting compulsion effect.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells Per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Outer Circle, spit poison <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Suffering prestige domain, <em>sticks to snakes<\/em> <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Third Circle, <em>snake darts<\/em> <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Psionic focus, psionics: <em>chant of pain<\/em> <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4<\/td>\n\t\t\t<td> Second Circle <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Greater psionic focus, psionics: <em>chant of agony<\/em> <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> First Circle, <em>unhallow<\/em> <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Command reptiles, psionics: <em>chant of death<\/em> <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Inner Circle, unholy aura <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Voice of Merrshaulk <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Savage Species 97<\/h5>","reference":"Usergen"},{"id":10824,"name":"Knight of the Pearl","type":"prestige","alignment":"Lawful good","hit_die":"10","full_text":"<div topic='titel'><p><h3>Knight of the Pearl<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Turn undead, proficiency with at least one martial weapon and with heavy armor.<\/p>\n\n\t<p><strong>Special<\/strong>: Must be accepted as a member of the Order of the Pearl.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: You gain no weapon or armor proficiencies.<\/p>\n\n\t<p><strong>Lay on Hands<\/strong>: You can heal wounds by touch if your Charisma score is 12 or higher. Each day you can heal a total number of hit points of damage equal to your knight of the pearl level \u00d7 your Charisma modifier. This ability works just like the paladin class feature of the same name (see page 44 of the Player&#39;s Handbook). If you already gained this ability from another class, your levels in both classes stack to determine the total number of hit points of damage you can heal each day.<\/p>\n\n\t<p><strong>Blessed Soul<\/strong>: You can freely take levels in this prestige class without restricting future advancement as a paladin. Your knight of the pearl levels stack with paladin levels for the purpose of your aura of good and stack with cleric and paladin levels for the purpose of turning undead.<\/p>\n\n\t<p><strong>Buoyant Armor (Su)<\/strong>: At 2nd level, you can use positive energy to buoy up your armor in the water. You take no armor check penalty on Swim checks, and the weight of your armor does not count toward your carrying capacity. This effect only functions while you are in the water.<\/p>\n\n\t<p><strong>Pearl&#39;s Blessing (Su)<\/strong>: At 3rd level, you can use the positive energy-imbued waters around you to deliver extra damage with your melee attack. As a free action, you spend a turn undead attempt to focus positive energy into your weapon; the next successful strike with that weapon deals an extra 2d6 points of damage from positive energy. If the energy is not used within a number of rounds equal to your class level, it fades and is lost. At 5th level, you can focus more energy into your weapon, dealing an extra 4d6 points of damage on your next strike. The damage does not stack with itself. When not in a body of water, you deal half as much extra damage (+1d6 at 3rd level, +2d6 at 5th level).<\/p>\n\n\t<p><strong>Pearl Blade (Su)<\/strong>: At 4th level, your slashing weapons develop a pearlescent sheen when you wield them, and you ignore the normal penalties for using slashing weapons in the water. This ability only functions in the water.<\/p>\n\n\t<p><strong>Water&#39;s Blessing (Su)<\/strong>: At 5th level, you gain the ability to affect evil water-dwelling creatures with your turn undead attempts. Furthermore, when in water you can spend a turn undead attempt to deal 4d6 points of damage to all evil or undead creatures within 30 feet, while simultaneously healing good creatures of 4d6 points of damage. All the creatures damaged and healed must be in contact with the water for the water&#39;s blessing to take effect.<\/p>\n\n\t<h4><span class=caps>EX-KNIGHTS<\/span> OF <span class=caps>THE<\/span> <span class=caps>PEARL<\/span><\/h4>\n\n\t<p>Rare is the knight of the pearl who strays from the path of service to the aventi, but it has been known to happen. A knight of the pearl who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all knight of the pearl abilities (and likely loses all paladin abilities as well). She cannot progress any farther as a knight of the pearl. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description, page 201 of the Player&#39;s Handbook) in appropriate fashion.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Lay on hands, blessed soul <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Buoyant armor <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Pearl&#39;s blessing <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Pearl blade <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Water&#39;s blessing <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Stormwrack 52<\/h5>","reference":"Usergen"},{"id":10825,"name":"Legendary Captain","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Legendary Captain<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Must be the captain or master of a ship.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Great Captain<\/strong>: You gain Great Captain as a bonus feat. If you already have Great Captain, you instead gain Skill Focus with one of the legendary captain class skills given above.<\/p>\n\n\t<p><strong>Leadership<\/strong>: At 2nd level, you gain a +2 bonus to your effective character level for purposes of the Leadership feat to attract followers. This bonus increases to +4 at 4th level, +6 at 6th level, +8 at 8th level, and +10 at 10th level.<\/p>\n\n\t<p><strong>Weather Gauge (Ex)<\/strong>: On reaching 2nd level, your superior ability in handling a ship allows you to maneuver so as to have the more advantageous wind. You gain a +4 competence bonus on Profession (sailor) checks to gain the advantage (see Narrative Naval Combat, beginning on page 25). As long as you have the advantage, your crew gains a +2 bonus on all Profession (sailor) checks and on attack rolls made with shipboard siege engines, and your ship gains a +2 dodge bonus to Armor Class against attacks by enemy ships.<\/p>\n\n\t<p><strong>Luck of the Wind (Su)<\/strong>: Beginning at 3rd level, you are able to cheat the fates on occasion. Once per day you can reroll a failed attack roll, saving throw, skill check, or ability check. You must reroll before the DM declares whether the roll results in success or failure, and you must take the result of the reroll, even if it&#39;s worse than the original roll. On reaching 7th level, you can reroll twice per day.<\/p>\n\n\t<p><strong>Uncanny Navigation (Su)<\/strong>: On reaching 3rd level, you develop an innate sense for detecting and avoiding maritime hazards. You add your legendary captain level as a bonus on Spot checks to notice aquatic hazards and on Profession (sailor) checks to navigate safely through them.<\/p>\n\n\t<p><strong>Wind at Your Back (Ex)<\/strong>: On reaching 4th level, you can use your mastery of navigation to coax additional speed from your ship by directing the most efficient placement of sails or encouraging rowers to exert themselves. A ship you captain moves 20% faster (minimum of +5 feet).<\/p>\n\n\t<p><strong>Accelerated Firing (Ex)<\/strong>: Beginning at 5th level, you can urge your weapons crews to exceed ordinary performance. A ballista or catapult can be reloaded or re-aimed in a round by one less crew member than normal. If the weapon is fully crewed, it can be reloaded or reaimed as a standard action instead of a full-round action. In addition, your crews gain a +2 morale bonus on Profession (siege engineer) checks.<\/p>\n\n\t<p><strong>Steady Stance (Ex)<\/strong>: Starting at 5th level, your sea legs keep you stable when others have difficulty standing. You are not considered flat-footed while balancing or climbing, and you add your class level to Balance or Climb checks to remain balancing or climbing when taking damage.<\/p>\n\n\t<p><strong>Rake (Ex)<\/strong>: At 6th level, you increase your ability to handle a ship and maintain an advantage in naval combat. As long as you have the advantage, attacks against enemy vessels with your shipboard siege engines deal an additional die of damage on a successful attack. This die is of the same kind as the weapon normally deals: For example, a light catapult (normal damage 4d6) deals an extra 1d6 points of damage, while a ballista (normal damage 3d8) deals an extra 1d8 points.<\/p>\n\n\t<p><strong>Legendary Helm (Ex)<\/strong>: Starting at 7th level, you grant an additional +2 dodge bonus to the Armor Class of any vessel you steer or command. In addition, you can attempt saving throws using your save bonuses against spells or effects targeting your vessel. For example, if a dragon uses its breath weapon against a ship you are steering or commanding, you can make a Reflex save on behalf of the ship to halve the damage. (Normally, vessels are considered unattended objects and fail all saving throws.)<\/p>\n\n\t<p><strong>Misdirect (Ex)<\/strong>: Beginning at 8th level, you might trick an enemy captain into underestimating the capabilities of your ship and crew. This includes disguising your vessel, lurking at the edge of fog, holding off on firing your weapons, and other such stratagems. The enemy captain must have line of sight to your vessel, and you must make a Bluff or Profession (sailor) check, whichever modifier is higher, with a bonus on the roll equal to one-half your legendary captain level. This is opposed by the Sense Motive check of the enemy captain. If your check succeeds, the enemy captain and crew take a &#8212;2 penalty on attacks, saves, and skill checks for the length of the engagement, and the enemy vessel takes a &#8212;2 penalty to Armor Class. <\/p>\n\n\t<p><strong>Splice the Main Brace (Su)<\/strong>: On reaching 9th level, you can hearten your crew with your personal strength. (&quot;Splice the main brace&quot; is nautical jargon for hoisting a mug of grog, originally at the end of a hard day&#39;s work.) Once per day you can produce a mass cure light wounds effect to heal the injuries of all on board. Your caster level is equal to your prestige class level. It requires 10 minutes for the healing effect to take place, so it is not usable in the midst of combat.<\/p>\n\n\t<p><strong>Fleet Admiral (Ex)<\/strong>: At 10th level, your phenomenal leadership skills allow you to assist the crews of allies&#39; ships as well as your own. You can use the aid another action to confer a +2 morale bonus on checks made by the crews of a number of additional ships equal to your Charisma bonus (minimum one extra ship) within signaling distance (1 mile in clear conditions). You grant a +4 morale bonus on allied captains&#39; Profession (sailor) checks to gain the advantage in combat, and they gain the same benefits you confer. In addition, when aiding the actions of your own crew, you confer a +4 bonus instead of +2 on a successful check.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> + 2 <\/td>\n\t\t\t<td> Greater Captain <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> + 3 <\/td>\n\t\t\t<td> Leadership +2, weather gauge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> + 3 <\/td>\n\t\t\t<td> Luck of the wind 1\/day, uncanny navigation <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> + 4 <\/td>\n\t\t\t<td> Leadership +4, wind at your back <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> + 4 <\/td>\n\t\t\t<td> Accelerated firing, steady stance <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> + 5 <\/td>\n\t\t\t<td> Leadership +6, rake <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> + 5 <\/td>\n\t\t\t<td> Luck of the wind 2\/day, legendary helm <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> + 6 <\/td>\n\t\t\t<td> Leadership +8, misdirect <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> + 6 <\/td>\n\t\t\t<td> Splice the main brace <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> + 7 <\/td>\n\t\t\t<td> Leadership +10, fleet admiral <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Stormwrack 56<\/h5>","reference":"Usergen"},{"id":10826,"name":"Leviathan Hunter","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Leviathan Hunter<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Favored enemy (aberrations, animals, dragons, or magical beasts).<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Hunter&#39;s Insight (Ex)<\/strong>: You possess significant bits of knowledge regarding the types of creatures you battle. You gain an insight bonus equal to your class level + 5 on all Knowledge checks made to identify an aberration, animal, dragon, or magical beast or its special powers or vulnerabilities. You gain the same bonus on Survival checks made to track such creatures.<\/p>\n\n\t<p><strong>Trophy (Su)<\/strong>: You have the ability to wear your enemy and protect yourself from its power. Whenever you slay a<br \/>Huge or larger aberration, animal, dragon, or magical beast, you can take a body part as a trophy, such as a horn, tooth, or claw. You must have dealt damage to the creature in the encounter that killed it (you can&#39;t just watch the wizard blast it and then claim the trophy), and you must harvest the trophy within 1 minute of the creature&#39;s death. You must then treat the trophy with a mixture of precious oils and magical preservatives costing at least 500 gp. This process takes 24 hours. When worn, a trophy grants you a +2 competence bonus to AC and on saves against all creatures of that type. For instance, wearing the claw of a red dragon grants you the bonus against the attacks of red dragons (but not other kinds of dragons). At 5th level, the bonus to AC and saving throws improves to +4. A trophy works only for the leviathan hunter who created it. Although you can create many trophies, you can benefit from the effects of no more than one trophy per class level. Simultaneously wearing more trophies than this negates the effects of all trophies.<\/p>\n\n\t<p><strong>Fell the Leviathan (Ex)<\/strong>: You learn to place your attacks where they will have the most harmful effect against big creatures. Beginning at 2nd level, you deal an extra 1d6 points of damage with any melee attack made against an aberration, animal, dragon, or magical beast of Huge or greater size. This extra damage increases to 2d6 points at 4th level.<\/p>\n\n\t<p><strong>Clever Wrestling<\/strong>: You face many creatures capable of crushing you in their tentacles, claws, or teeth. To better resist such attacks, you gain Clever Wrestling (see page 92) as a bonus feat at 3rd level, even if you would not otherwise qualify for the feat.<\/p>\n\n\t<p><strong>Immunity to Fear (Ex)<\/strong>: You eventually learn to steel your will against the terror that defeats those of less determination. When you reach 5th level, you become immune to fear.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Hunter&#39;s insight, trophy +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Fell the leviathan +1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Clever Wrestling <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Fell the leviathan +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Immunity to fear, trophy +4 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Stormwrack 61<\/h5>","reference":"Usergen"},{"id":10827,"name":"Scarlet Corsair","type":"prestige","alignment":"Any nonlawful","hit_die":"8","full_text":"<div topic='titel'><p><h3>Scarlet Corsair<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonlawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Sneak attack +1d6.<\/p>\n\n\t<p><strong>Special<\/strong>: Must have established a reputation as a fearsome pirate.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Improved Feint<\/strong>: Upon joining this prestige class you gain Improved Feint as a bonus feat, even if you do not have the normal prerequisites for that feat. You can feint in combat as a move action to render your foes flat-footed and thus make sneak attacks against them.<\/p>\n\n\t<p><strong>Sneak Attack<\/strong>: At 2nd level, you gain the ability to deal an extra 1d6 points of damage when you catch your foe off guard. This is exactly like the rogue ability of the same name (see Player&#39;s Handbook page 50). The extra damage dealt increases to 2d6 at 6th level and to 3d6 at 10th level. If you get a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack.<\/p>\n\n\t<p><strong>Corsair&#39;s Feint (Ex)<\/strong>: As a scarlet corsair, you are a master of dirty fighting and trickery. You can make a feint as a free action rather than as a move action (see the Improved Feint feat, page 95 of the Player&#39;s Handbook). But once you&#39;ve surprised your enemies with such a feint, it takes time before you&#39;re able to fool them again. At 3rd level, you must wait 2d4 rounds before using corsair&#39;s feint again. Waiting requires no specific actions on your part; you can fight normally during this time. Beginning at 7th level your reflexes improve and the time between corsair&#39;s feints drops to only 1d4 rounds.<\/p>\n\n\t<p><strong>Sailor&#39;s Step (Ex)<\/strong>: At 4th level, you have learned to use the chaos of a ship at sea to your benefit, taking advantage of the swaying ship and swinging rigging to remain out of reach of your opponents. While aboard a ship and wearing nothing more than light armor you gain a +2 dodge bonus to your Armor Class. If you are caught flat-footed or otherwise denied your Dexterity bonus, you also lose this bonus. At 8th level, the dodge bonus from the sailor&#39;s step class feature increases to +4.<\/p>\n\n\t<p><strong>Scourge of the Seas (Ex)<\/strong>: Starting at 5th level, you can instill fear into your enemies. When you use Intimidate to demoralize foes, the attempt affects all enemies within 30 feet who can see and hear you, and the effect lasts for a number of rounds equal to your Charisma modifier (minimum 1 round). This is a mind-affecting ability, and multiple uses of this ability don&#39;t stack.<\/p>\n\n\t<p><strong>Frightening Lunge (Ex)<\/strong>: Your ability to run your enemies through is unnerving to those who cross swords with you. Beginning at 9th level, on a successful sneak attack, you can sacrifice 2d6 points of damage to render your foe shaken. A shaken character takes a &#8212;2 penalty to all attack rolls, saves, skill checks, and ability checks.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Improved Feint <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Sneak attack +1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Corsair&#39;s feint (once per 2d4 rounds <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sailor&#39;s step +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Scourge of the seas <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sneak attack +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Corsair&#39;s feint (once per 1d4 rounds <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sailor&#39;s step +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Frightening lunge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sneak attack +3d6 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Stormwrack 65<\/h5>","reference":"Usergen"},{"id":10828,"name":"Sea Witch","type":"prestige","alignment":"Any chaotic","hit_die":"4","full_text":"<div topic='titel'><p><h3>Sea Witch<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any chaotic.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Speak Language<\/strong>: Aquan.<\/p>\n\n\t<p><strong>Spells<\/strong>: Ability to cast arcane spells, which must include <em>control water<\/em>, <em>control weather<\/em>, or <em>favorable wind<\/em>, as well as <em>summon monster III<\/em> (or any higher-level <em>summon monster<\/em> spell).<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Curse of the Sea Witch (Sp)<\/strong>: The ocean is a vengeful, mercurial entity, and you&#39;re capable of awakening its dark side. Your curse functions like bestow curse, except that the target can remove it automatically by spending an hour more than a mile from the nearest large body of water. Starting at 3rd level, you can use this class feature twice per day.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: At each level indicated in Table 3&#8212;8, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other class feature a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a sea witch, you must decide which class gains each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Call Maelstrom (Su)<\/strong>: On attaining 2nd level, you gain the innate ability to create a terrible whirlpool called a maelstrom (see page 13 for complete details on this phenomenon). The whirlpool persists for 1 hour per class level and can appear anywhere within 1 mile of you. This whirlpool has no special exit: Creatures ejected from the vortex must make their way back to the surface or away from the currents. You can create a maelstrom once per day. At 6th level, you can produce a major maelstrom once per day. This has no special exit, but you can locate the vortex so that it empties into an underwater feature such as a cavern, if the feature is within the whirlpool&#39;s depth. At 9th level, you can produce a greater maelstrom once per day. This vortex opens directly into the Elemental Plane of Water. You do not control the destination on that plane.<\/p>\n\n\t<p><strong>Briny Deep Summoning (Sp)<\/strong>: Starting at 4th level, you can summon a dire shark, echinoloth, or elder tojanida to attack your enemies and follow your commands for 1 round per arcane caster level. This spell-like ability otherwise functions like the highest-level summon monster spell you can cast. Starting at 8th level, you can employ this class feature twice per day. You can summon a caller from the deeps , a scyllan , or 1d4+1 dire sharks, echinoloths , or elder tojanidas.<\/p>\n\n\t<p><strong>Curse of the Albatross (Sp)<\/strong>: Beginning at 5th level, you&#39;re able to extend your curse to cover an entire ship and its crew. The ship takes a &#8212;10 foot speed penalty, and its crew takes a &#8212;4 penalty on Profession (sailor) and Swim checks. The curse of the albatross otherwise functions like bestow curse and can be ended with break enchantment, limited wish, miracle, remove curse, or wish. Moving away from a large body of water isn&#39;t sufficient to end this curse, but it might make it come into play less often. Starting at 7th level, you can use this class feature twice per day.<\/p>\n\n\t<p><strong>Call Phantom Ship (Sp)<\/strong>: At 10th level, you can create a eerily glowing longship with phantom rowers that crosses the seas at your command. The phantom ship, which lasts 1 hour per arcane caster level, is functionally a longship, except that it has an oar speed of 30 feet. The rowers are phantoms, AC 15 (+4 natural armor, +1 Dex), with 7 hp +1 hp per caster level. They won&#39;t do anything other than silently row.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Curse of the sea witch<\/em> 1\/day <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Call maelstrom <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Curse of the sea witch<\/em> 2\/day <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Briny deep summoning<\/em> 1\/day <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Curse of the albatross<\/em> 1\/day <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Call major maelstrom <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <em>Curse of the albatross<\/em> 2\/day <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <em>Briny deep summoning<\/em> 2\/day <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Call greater maelstrom <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> <em>Call phantom ship<\/em> <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Stormwrack 68<\/h5>","reference":"Usergen"},{"id":10829,"name":"Stormcaster","type":"prestige","alignment":"Any nonlawful","hit_die":"4","full_text":"<div topic='titel'><p><h3>Stormcaster<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonlawful.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: Must have the ability to cast <em>gust of wind<\/em> and either <em>lightning bolt<\/em> or <em>call lightning<\/em>.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Storm Spell Power (Ex)<\/strong>: You are truly skilled in the use of spells that wield the power of the stormy seas. Any spell you cast that has the air, electricity, sonic, or water descriptor is cast at +2 caster level.<\/p>\n\n\t<p><strong>Thunderclap (Su)<\/strong>: You can channel stored spell energy into pure sonic energy. You can lose any prepared spell or spell slot in order to generate a 30-foot-radius burst of sonic energy. The burst deals 1d4 points of sonic damage per level of the spell slot to all targets in the area; any creature damaged by this effect is stunned for 1 round. A Fortitude save halves this damage and negates the stun effect. You are immune to your own thunderclap power. This otherwise functions like the cleric&#39;s spontaneous casting class feature (see page 32 of the Player&#39;s Handbook).<\/p>\n\n\t<p><strong>Resistance to Electricity (Ex)<\/strong>: At 2nd level, you gain some ability to resist the deadly power of lightning (resistance to electricity 10).<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: Beginning at 2nd level, when you gain a new stormcaster level you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a stormcaster, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Shield of Winds (Sp)<\/strong>: Starting at 3rd level, you can call up high winds to cast aside the arrows of your foes. As an immediate action (equivalent to a free action, except you can take it when it isn&#39;t your turn), you can surround your space with an effect equal to a wind wall (see page 302 of the Player&#39;s Handbook) for 1 round. You can use this ability once per day at 3rd level, two times per day at 6th level, and three times per day at 9th level.<\/p>\n\n\t<p><strong>Eye of the Storm (Ex)<\/strong>: Even in a storm, the winds whipping around you seem to leave you unaffected. Beginning at 4th level, you ignore the penalties associated with ranged attack rolls and Listen checks due to high winds (see page 95 of the Dungeon Master&#39;s Guide). Actions that are impossible in high winds (such as using ranged attacks in winds above 50 mph) are still impossible. At 8th level, you gain the ability to share this protection with any number of allies within 30 feet. Granting (or removing) this benefit from any number of allies is a free action.<\/p>\n\n\t<p><strong>Thunderbolt (Ex)<\/strong>: Beginning at 5th level, you use your knowledge of the storm to add the power of thunder to your lightning-based spells. Any spell you cast that deals electricity damage also deals an extra 1 point of sonic damage per spell level and stuns any creature damaged by the spell for 1 round (Fortitude save negates; DC equals the save DC of the spell, even if the spell wouldn&#39;t normally allow a save).<\/p>\n\n\t<p><strong>Resistance to Sonic (Ex)<\/strong>: At 7th level, you become somewhat resistant to the power of thunder. You gain resistance to sonic 10.<\/p>\n\n\t<p><strong>Call Storm (Sp)<\/strong>: You only feel fully at home within the confines of a storm. At 8th level, you gain the ability to use a control weather effect once per week but can only create a windstorm, thunderstorm, or hurricane-force winds (see page 214 of the Player&#39;s Handbook and pages 94&#8212;95 of the Dungeon Master&#39;s Guide). You are treated as a druid when using this ability (or when casting control weather through your own spellcasting power) for the purpose of duration and area of the spell.<\/p>\n\n\t<p><strong>Lord of the Storm (Su)<\/strong>: At 10th level, your mastery of the power of the storm is complete. You gain resistance to electricity 30 and resistance to sonic 30. You are immune to being blown away, knocked down, or checked by high winds (whether natural or magical). You gain a +2 competence bonus on saves against spells with the air or water descriptor.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Storm spell power, thunderclap <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Resistance to electricity 10 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> <em>Shield of winds<\/em> 1\/day <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Eye of the storm <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Thunderbolts <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Shield of winds<\/em> 2\/day <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Resistance to sonic 10 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Call storm<\/em>, eye of the storm 30-ft. radius <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Shield of winds<\/em> 3\/day <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Lord of the storm <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Stormwrack 72<\/h5>","reference":"Usergen"},{"id":10830,"name":"Wavekeeper","type":"prestige","alignment":"Any neutral","hit_die":"8","full_text":"<div topic='titel'><p><h3>Wavekeeper<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any neutral.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: Able to cast 1st-level divine spells.<\/p>\n\n\t<p><strong>Special<\/strong>: Animal companion with aquatic subtype or swim speed.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: You gain no weapon or armor proficiencies.<\/p>\n\n\t<p><strong>Masterful Swimmer (Ex)<\/strong>: You augment your swimming using the minutest of currents and swimming patterns, granting you a swim speed of 20 feet or increasing your existing swim speed by 10 feet if you have a natural swim speed.<\/p>\n\n\t<p><strong>Mysteries of the Sea<\/strong>: You master the powers of nature that make up the oceans. Choose one of the following domains: Blackwater, Ocean, Storm, or Water. The spells of that domain are added to your divine spellcaster class list, and you can prepare them normally. You also gain the granted power associated with that domain. (The Blackwater, Ocean, and Storm domains can be found in Chapter 6.)<\/p>\n\n\t<p><strong>Beast of the Sea (Ex)<\/strong>: Starting at 2nd level, your animal companion continues to advance. Subtract 1 from your class level and add the result to your effective druid level for determining the abilities of your animal companion.<\/p>\n\n\t<p><strong>Wave Master (Su)<\/strong>: Beginning at 2nd level, when near a body of water you can focus a rush of water at a single creature within 30 feet. This jet of water can bludgeon or push back a creature, at your option. As a bludgeoning attack, the wave of water deals 1d6 points of nonlethal damage per class level. A Reflex save reduces damage to half (DC 10 + one-half class level + Wisdom modifier). If you instead choose to push back a creature, treat the wave of water as a bull rush with a bonus on the Strength check equal to 8 + your class level.<\/p>\n\n\t<p><strong>Mastery of Breath (Ex)<\/strong>: At 3rd level, you adapt to your watery environment, becoming amphibious and able to breathe water or air interchangeably.<\/p>\n\n\t<p><strong>Water Breathing (Sp)<\/strong>: At 3rd level, you gain the ability to use a water breathing effect once per day, with a caster level equal to your class level and two times the normal duration.<\/p>\n\n\t<p><strong>Current Mastery (Ex)<\/strong>: At 5th level, you gain the ability to create currents that move the water in your vicinity. The current flows in a direction you specify and affects water within 30 feet of your position. Creatures, including yourself, are moved in the direction the water flows. Your current moves at 10 feet per round. At 10th level, the speed of your current increases to 20 feet per round. You can use your current mastery to increase or impede the speed of a ship, though if you attempt to impede a ship with sails that ship&#39;s speed is only reduced by 5 feet (or by 10 feet for a 10th-level wavekeeper).<\/p>\n\n\t<p><strong>Wave Form (Su)<\/strong>: At 7th level, you gain the ability to transform into a Small, Medium, or Large water elemental. This otherwise functions as the druid&#39;s wild shape ability (see page 37 of the Player&#39;s Handbook). In addition to the normal effects of wild shape, you gain all the elemental&#39;s extraordinary, supernatural, and spell-like abilities. You also gain the elemental&#39;s feats for as long as you maintain the wild shape but retain your own creature type. Starting at 9th level, you can transform into a Huge water elemental.<\/p>\n\n\t<p><strong>Call of the Abyss (Sp)<\/strong>: Once per day at 10th level, you can call upon the very powers of the ocean&#39;s currents to serve you. An elder water elemental answers your call, a creature made up of the swirling black lightless waters of the deepest abyss, retaining this lightless quality even when called to the surface. It attacks your opponents to the best of its ability.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Masterful swimmer, mysteries of the sea <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Beast of the sea, wave master 1\/day <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Mastery of breath, <em>water breathing<\/em> <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Wave master 2\/day <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Current mastery <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Wave master 3\/day <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Wave form <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Wave master 4\/day <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Wave form (Huge) <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> <em>Call of the abyss<\/em>, current mastery (20 ft.), wave master 5\/day <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Stormwrack 76<\/h5>","reference":"Usergen"},{"id":10831,"name":"Landforged Walker","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Landforged Walker<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race<\/strong>: Warforged.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: At each level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a landforged walker, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Body of Nature (Su)<\/strong>: As a 1st-level landforged walker, you choose a terrain type to which you are forever bound. The available terrain types are aquatic, desert, forest, hills, marsh, mountains, plains, and underground. You cannot change your selection once it is made. Upon taking your first level in this prestige class, you sprout a second skin composed of tiny plants native to your chosen terrain. For instance, a desert landforged walker might appear covered with tiny cacti, while an underground landforged walker might grow a skin of moss and fungi. This living skin is a mystical representation of your bond with the earth, and it requires neither water nor sunlight. Damaged or harvested areas regenerate almost instantly.<\/p>\n\n\t<p>This living skin also provides you with a variety of benefits based on your class level. At 1st level, you gain a +4 circumstance bonus on Hide checks in your chosen terrain. In addition, your body serves as a divine focus for your spells&#8212;you need no other item.<\/p>\n\n\t<p>At 2nd level, you gain resistance to cold 5 and electricity 5, and your natural armor bonus improves by 1.<\/p>\n\n\t<p>At 3rd level, you can coax beneficial herbs to grow upon your body. Three times per day, you can harvest these herbs as a move action. Once harvested, they remain potent for 1 hour. When consumed by a living creature (a standard action), the herbs heal damage equal to your class level \u00d7 your Wisdom bonus. These herbs work equally well on all living creatures, including living constructs, but have no effect on other creatures.<\/p>\n\n\t<p>At 4th level, your resistance to cold and electricity improves to 10, and your natural armor bonus increases by another 1 (+2 total).<\/p>\n\n\t<p>At 5th level, you gain immunity to polymorph effects and your fortification improves to 50%. (If you already have fortification of 50% or greater, you gain no additional benefit.)<\/p>\n\n\t<p><strong>Green Mind (Ex)<\/strong>: After a time, landforged walkers gain some of the stoic quality of nature. At 2nd level, you gain a +4 bonus on saves against mind-affecting spells and abilities.<\/p>\n\n\t<p><strong>Speak With Plants (Sp)<\/strong>: By 3rd level, landforged walkers know the language of nature. Once per day you can use speak with plants as a druid of your character level.<\/p>\n\n\t<p><strong>Voice of Nature (Sp)<\/strong>: When you reach 5th level, you can enter a trance in which you become one with nature, seeing and hearing through the senses of all plant life in the area. You can use commune with nature once per day as a druid of your character level.<\/p>\n\n\t<p><strong>Plant Shape (Su)<\/strong>: At 5th level, you can change into a plant creature and back again three times per day. You can assume any form from Small to Huge. This ability is otherwise like the wild shape druid class feature (PH 37). Use your total character level as your effective druid level to determine duration and maximum Hit Dice.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Body of nature (Hide +4, divine focus) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Body of nature (resistance 5, natura l armor +1), green mind <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Body of nature (healing herbs), speak with plants <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Body of nature (resistance 10, natural armor +2) <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Body of nature (immune to polymorph, fortification 50%), plant shape, voice of nature <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Secrets of Xen'drik 123<\/h5>","reference":"Usergen"},{"id":10832,"name":"Primal Scholar","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Primal Scholar<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Feats<\/strong>: Any metamagic feat.<\/p>\n\n\t<p><strong>Spells or Spell-Like Abilities<\/strong>: Caster level 7th.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a primal scholar, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Xen&#39;drik Lore<\/strong>: At 1st level, a primal scholar gains the ability to recall relevant pieces of information regarding the people, history, legends, and relics of Xen&#39;drik. You add your caster level and Intelligence modifier to the lore check, which functions otherwise like a bardic knowledge check (PH 29).<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Class Level + Int Mod <\/th>\n\t\t\t<th>Ancient Secret <\/th>\n\t\t\t<th>Effect <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> Versed in magic <\/td>\n\t\t\t<td> +3 competence bonus on Knowledge (arcana) and Spellcraft checks. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> Secret of strength <\/td>\n\t\t\t<td> +1 competence bonus on all caster level checks to overcome spell resistance. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> Secret of defiance <\/td>\n\t\t\t<td> +1 competence bonus on saves against spells and spell-like abilities. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> Secret of power <\/td>\n\t\t\t<td> Spend 1 action point to regain a number of spells (or spell slots, if you cast spontaneously) that you have already cast today. The total levels of the spells or spell slots regained can&#39;t exceed your class level. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> Mystery of magic <\/td>\n\t\t\t<td> Choose one spell you can cast, up to a maximum level equal to your class level. You can now spontaneously cast that spell by sacrificing a spell of equal or higher level, even if you don&#39;t have the chosen spell prepared. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> Mystery of the giants <\/td>\n\t\t\t<td> Choose any one metamagic feat that you know with a spell level adjustment no greater than your class level. You can spend a number of action points equal to the spell level adjustment of the feat (minimum 1) to apply that feat to any spell you cast without increasing the spell&#39;s level or casting time. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> Mystery of the quori <\/td>\n\t\t\t<td> Choose one spell you can cast with a normal casting time of one standard action, of a level equal to your class level or lower. You can spend 2 action points to cast that spell as an immediate action. If you normally prepare spells, you must have a spell prepared to cast it in this way. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8 or higher <\/td>\n\t\t\t<td> Mystery of Xen&#39;drik <\/td>\n\t\t\t<td> Choose one of your known spells, of a level equal to your class level or lower. (Only characters with a spellbook or a spells known list can choose this option.) You can spend 2 action points to cast that spell without counting it against your daily limit. If you normally prepare spells, you need not have prepared a spell to cast it in this way. <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Ancient Secret<\/strong>: Beginning at 2nd level, a primal scholar&#39;s study of the secrets of Xen&#39;drik grant particular benefits. Choose one ancient secret from the table below each time you gain a level. Add your class level plus Intelligence modifier to determine which ancient secrets you can choose. You cannot choose the same secret twice.<\/p>\n\n\t<p><strong>Power of Xen&#39;drik (Ex)<\/strong>: The primal magic you tap into gives your spells more potency. At 5th level, you gain the ability to spend 1 action point to reroll any one of the following variables of a spell that you have just cast.\n\t<ul>\n\t\t<li>Attack roll<\/li>\n\t\t<li>Damage roll<\/li>\n\t\t<li>Caster level check<\/li>\n\t<\/ul><br \/>If a single spell requires one of these options to be rolled more than once, you can reroll only once. For example, spells that affect an area require a caster level check against each creature in the area that has spell resistance, but spending 1 action point only allows you to reroll one of those checks (your choice).<\/p>\n\n\t<p>You must choose to spend the action point before the result of the original roll is known. You must take the result of the second roll, even if worse than the first.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Xen&#39;drik lore <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Ancient secret <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Ancient secret <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Ancient secret <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Ancient secret, power of Xen&#39;drik <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Secrets of Xen'drik 127<\/h5>","reference":"Usergen"},{"id":10833,"name":"Scorpion Wraith","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Scorpion Wraith<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Must have the wild empathy class feature.<br \/><strong>Special<\/strong>: Must have been trained in Xen&#39;drik by another scorpion wraith.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Poison Use (Ex)<\/strong>: You are skilled in the use of poison and never risk accidentally poisoning yourself when applying poison to a weapon.<\/p>\n\n\t<p><strong>Sudden Strike (Ex)<\/strong>: If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Whenever your target would be denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), you deal an extra 1d6 points of damage with your attack.<\/p>\n\n\t<p>This extra damage increases by 1d6 at 3rd level and 5th level. Unlike with a rogue&#39;s sneak attack, a scorpion wraith cannot use sudden strike when flanking an opponent unless that opponent is also denied its Dexterity bonus to AC.<\/p>\n\n\t<p>Sudden strike damage also applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sudden strikes. A scorpion wraith can&#39;t make a sudden strike while striking the limbs of a creature whose vitals are out of reach.<\/p>\n\n\t<p>A scorpion wraith can&#39;t use a sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don&#39;t deal extra damage when used as part of a sudden strike.<\/p>\n\n\t<p>The extra damage from the sudden strike ability stacks with the extra damage from a sneak attack whenever both would apply to the same target.<\/p>\n\n\t<p><strong>Wild Empathy (Ex)<\/strong>: As a scorpion wraith, you maintain a strong connection with nature. Levels of scorpion wraith and any class that grants the wild empathy class feature stack for purpose of determining your bonus on wild empathy checks.<\/p>\n\n\t<p>Also, you can treat vermin as magical beasts for the purpose of using wild empathy.<\/p>\n\n\t<p><strong>Darkness (Sp)<\/strong>: Scorpion wraiths of 2nd level or higher master the use of darkness to cloak their movements. You gain the ability to use darkness (PH 216) three times per day, with a caster level equal to your character level. If you can already use darkness as a spell-like ability (as a drow can, for example), you can use it four times per day.<\/p>\n\n\t<p><strong>Unexpected Assault (Ex)<\/strong>: As a scorpion wraith, you spend long hours honing your reflexes. Beginning at 2nd level, you receive a +4 bonus on initiative checks if you are allowed to act during the surprise round. This bonus does not apply if combat begins without a surprise round.<\/p>\n\n\t<p><strong>Veil of Shadow (Su)<\/strong>: At 3rd level, a scorpion wraith can manipulate the shadows to cloak his movements. While in areas of shadowy illumination or darkness, you gain a bonus on Hide and Move Silently checks equal to your class level.<\/p>\n\n\t<p><strong>Perfect Sight (Su)<\/strong>: From 4th level on, your powers of observation enable you to see through concealment. Once per day as a free action, you can grant yourself the blindsight ability (MM 306) out to 60 feet. You also gain a +10 insight bonus on Listen and Spot checks while your blindsight is active. This ability lasts for a number of rounds equal to 5 + your Wisdom modifier.<\/p>\n\n\t<p><strong>Sculpt Shadow (Su)<\/strong>: Upon reaching 4th level, you can manipulate magical shadows to your advantage. Whenever you cast darkness as a spell or use it as a spell-like ability, you can choose to create eight 5-foot-by-5-foot squares of shadowy illumination instead of targeting a touched object. The first of these squares must be adjacent to you, with all squares adjacent to at least one other square.<\/p>\n\n\t<p><strong>Deadly Sting (Su)<\/strong>: At 5th level, you are able to coat a slashing or piercing weapon you wield in liquid shadow as a standard action. This shadow acts like a deadly poison, dealing initial and secondary damage of 1d10 points of Constitution (Fortitude DC 15 + your Wis modifier). Once created, the poison clings to a weapon for 1 hour or until it is delivered. If anyone but you wields the prepared weapon, the shadow poison has no effect.<\/p>\n\n\t<p>You can use this ability a number of times per day equal to 1 + your Wisdom modifier (minimum once per day).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Poison use, sudden strike +1d6, wild empathy <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Darkness, unexpected assault <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sudden strike +2d6, veil of shadow <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Perfect sight, sculpt shadow <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Deadly sting, sudden strike +3d6 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Secrets of Xen'drik 130<\/h5>","reference":"Usergen"},{"id":10834,"name":"Acolyte of the Skin","type":"prestige","alignment":"Any nongood","hit_die":"4","full_text":"<div topic='titel'><p><h3>Acolyte of the Skin<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nongood.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Ability to cast 3rd-level arcane spells.<br \/><strong>Special<\/strong>: The acolyte of the skin must have made peaceful contact with a summoned evil outsider.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Acolytes of the skin gain no additional proficiency in any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day<\/strong>: At every second level gained in the acolyte of the skin class, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those he receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an acolyte of the skin, he must decide to which class he adds the new level for purposes of determining spells per day.<\/p>\n\n\t<p><strong>Wear Fiend (Su)<\/strong>: An acolyte of the skin summons the essence of a fiend to himself and wears it like a second skin. The Ritual of Bonding is painful and not be undertaken lightly. The ritual requires 10 rounds from initiation to completion, and once begun, nothing can halt its progress. The fiendish essence subsumes the caster&#39;s own skin, an agonizing process that deals 1d4 points of damage each round of the ritual&#8212;wise candidates keep some cure potions on hand.<\/p>\n\n\t<p>At the end of the rite, the acolyte&#39;s skin sports an oily, almost unnoticeable sheen. However, as he gains additional levels of the prestige class, his skin darkens, sprouts spikes, and gradually gives the wearer a fiendish visage. The fiendish essence also begins to whisper foul secrets to its wearer, urging him to evil. (The wearer may accept or ignore this advice according to his temperament.)<\/p>\n\n\t<p>The bonded fiendish skin is for all intents and purposes the character&#39;s own. It grants the acolyte of the skin a +1 natural armor bonus, a +2 inherent modifier to Dexterity, 60-foot darkvision, and the spell-like ability poison once per day as cast by a 16th-level caster.<\/p>\n\n\t<p>The DM determines the actual nature of the skin, be it demonic, devilish, or some other fiendish creature.<\/p>\n\n\t<p><strong>Flame Resistant (Ex)<\/strong>: At 2nd level, the fiendish skin binds tighter, granting the acolyte fire resistance 20.<\/p>\n\n\t<p><strong>Fiendish Glare (Su)<\/strong>: At 3rd level, the acolyte of the skin gains the supernatural ability to unnerve opponents with a ferocious glare once per day. This is not a gaze attack, and the target need not meet the acolyte&#39;s eye. Glaring is a standard action that affects any creature he can see within 100 feet. Opponents must succeed at a Will save (DC in the acolyte&#39;s eyes, suffering a &#8212;2 morale penalty to attack rolls, damage rolls, and saving throws for 10 minutes. A creature with 50 or fewer hit points is also stunned for 3d4 rounds, one with 51 to 100 hit points is stunned for 2d4 rounds, and one with 101 to 150 hit points is stunned for 1d4 rounds. A creature with 151 hit points or more is not stunned but still suffers the &#8212;2 morale penalty if it fails its saving throw.<\/p>\n\n\t<p><strong>Fiendish Knowledge<\/strong>: The fiendish skin whispers promises of great power, and to prove it, reveals a hitherto unknown ability. At 4th and 8th level, the acolyte chooses a bonus feat for which he already meets the prerequisites.<\/p>\n\n\t<p><strong>Skin Adaptation (Su)<\/strong>: By 5th level, skin and wearer have grown more comfortable together, as if they had never been separate. The natural armor bonus granted by the fiendish skin increases to +2, the acolyte&#39;s darkvision improves to a 120-foot range, and he can now use poison twice per day as cast by a 16th-level caster. In addition, the acolyte gains an inherent +2 modifier to Constitution.<\/p>\n\n\t<p><strong>Cold Resistant (Ex)<\/strong>: At 6th level, the fiendish skin confers cold resistance 20.<\/p>\n\n\t<p><strong>Glare of the Pit (Su)<\/strong>: At 7th level, the acolyte gains the supernatural ability to produce fiery rays from his eyes. Once per day as a standard action, he can project two rays (one from each eye) with a range of 100 feet. He may aim both at one target, or one each at two different targets, by making a ranged touch attack. A ray that hits the target deals 8d6 points of fire damage. If both rays hit the same target, the damage is 16d6.<\/p>\n\n\t<p><strong>Summon fiend (Sp)<\/strong>: At 9th level, the acolyte learns to draw on another power of his fiendish skin. If the skin is demonic, once per day he can attempt to summon a vrock with a 35% chance of success; if devilish, once per day he can attempt to summon a gelugon with a 35% chance of success. The summoned creatures do the acolyte&#39;s bidding but automatically return whence they came after 1 hour. A fiend that has just been summoned cannot use its own summon ability for 1 hour. At the DM&#39;s discretion, using this power leaves the acolyte beholden to the summoned fiend.<\/p>\n\n\t<p><strong>Symbiosis<\/strong>: At 10th level, the fiendish skin and the acolyte are one, and only final death can separate them. His type changes to \u00aboutsider\u00bb, which means (among other things) that he is no longer affected by spells that specifically target humanoids, such as charm person, but he can be hedged out by a magic circle spell against his alignment. Additionally, the acolyte gains damage reduction 20\/+1.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Wear fiend <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Flame resistant <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Fiendish glare <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Fiendish knowledge <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Skin adaptation <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Cold resistant <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Glare of the Pit <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Fiendish knowledge <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Summon fiend <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Symbiosis <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Tome and Blood: A Guidebook to Wizards and Sorcerers 43<\/h5>","reference":"Usergen"},{"id":10835,"name":"Alienist","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Alienist<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Ability to cast at least one Divination spell and at least one summoning spell of 3rd level or higher.<br \/><strong>Special<\/strong>: Prior contact with an alienist or a pseudonatural creature.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Alienists gain no additional proficiency in any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day<\/strong>: When a new alienist level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those he receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a alienist, she must decide to which class she adds each level of alienist for purposes of determining spells per day.<\/p>\n\n\t<p><strong>Summon Alien (Sp)<\/strong>: When an alienist casts any summon monster spell, she summons a &quot;pseudonatural&quot; version of a creature chosen from the appropriate list on page 258 of the Player&#39;s Handbook. For example, by casting summon monster VI, she could summon a pseudonatural rast. This adds the pseudonatural template to the summoned creature (see Pseudonatural Creatures below). If the selected creature would normally be celestial or fiendish, the pseudonatural template replaces that template.<\/p>\n\n\t<p><strong>Alien Blessing<\/strong>: An alienist applies a +1 insight bonus on all saving throws, but she permanently loses 2 points of Wisdom.<\/p>\n\n\t<p><strong>Metamagic Secret<\/strong>: The alienist listens to the secret voices whispering from beyond time&#39;s end, and profit thereby. At 3rd and 7th level, she may choose any metamagic feat as a bonus feat.<\/p>\n\n\t<p><strong>Mad Certainty<\/strong>: At 4th level, the alienist&#39;s mad certainty in the power of entities beyond the reach of normal space and time lend her an unnatural fortitude. She gains an additional 3 hit points as though from the Toughness feat. However, constantly dwelling on such beings is mentally corrosive, and the alienist&#39;s mind begins to fracture. She develops a phobia against a specified kind of creature, suffering a &#8212;2 penalty to saving throws, attack rolls, and Charisma-based skill and ability checks in regard to these creatures. The selected creature gains a +2 morale modifier to AC and saving throws against the phobic alienist. The DM determine the creature feared. Good choices include spiders, snakes, birds, or insects. Beings that share attribute with or those that resemble the selected creature also trigger the phobia.<\/p>\n\n\t<p><strong>Pseudonatural Familiar<\/strong>: On reaching 5th level the alienist&#39;s familiar, if any, gains the pseudonatural template (see Pseudonatural Creatures below) in addition to the powers and abilities normal for a familiar of the appropriate level. This does not replace the familiar&#8212;the original slowly takes on pseudonatural aspects, which become fully active at this point. From this point on, newly summoned familiars already possess the pseudonatural template.<\/p>\n\n\t<p><strong>Extra Summoning<\/strong>: From 6th level on, the alienist gains one extra spell slot at her highest spell level. This slot can be used only for a summon monster spell. As the alienist becomes able to learn higher-level spells, the extra slot migrates up to the new highest level.<\/p>\n\n\t<p><strong>Insane Certainty<\/strong>: At 8th level, the alienist&#39;s mad certainty crystallizes into a truly chilling mania. She gain an additional 3 hit points as though from the Toughness feat, but her phobia likewise intensifies. All penalties and bonuses listed under Mad Certainty for the selected creature increase to &#8212;6\/+6.<\/p>\n\n\t<p><strong>Timeless Body<\/strong>: At 9th level, the alienist learns the secret of perpetual youth. She no longer suffers ability penalties for aging and cannot be magically aged (see Table 6-5: Aging Effects on page 93 of the Player&#39;s Handbook). Any penalties she may have already suffered, however, remain in place. Bonuses still accrue, but the alienist is stolen away by horrible entities when her time is up, and she is never seen again.<\/p>\n\n\t<p><strong>Transcendence (Su)<\/strong>: At 10th level, the alienist, through long association with alien entities and intensive study of insane secrets, transcends her mortal form and becomes an alien creature. Her type changes to &quot;outsider&quot;, which means (among other things) that she is no longer affected by spells that specifically target humanoids, such as charm person, but she can be hedged out by a magic circle spell against her alignment. Additionally, the alienist gains damage reduction 20\/+1 and electricity resistance 20.<\/p>\n\n\t<p>Upon achieving transcendence, the alienist&#39;s appearance undergoes a minor physical change, usually growing a small tentacle or other strange addition or substitution, such as an extra appendage, organ, eye, or enigmatic lump. The alienist can hide this abnormality in a robe or hood, but the alien growth is not under the alienist&#39;s control and sometimes moves, twitches, opens, or otherwise animates of its own accord.<\/p>\n\n\t<p>Anyone who shares the alienist&#39;s predilection for study of the Far Realms immediately recognizes her transcendent nature, and she gains a +2 circumstance modifier on all Charisma-based skill and ability checks when interacting with such beings. She gains a +2 circumstance modifier on Intimidation checks against all other creatures to whom she reveals her abnormal nature.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Summon alien <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Alien blessing <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Metamagic secret <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Mad certainty <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Pseudonatural familiar <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Extra summoning <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Metamagic secret <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Insane certainty <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Timeless secret <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Transcendence <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Tome and Blood: A Guidebook to Wizards and Sorcerers 45<\/h5>","reference":"Usergen"},{"id":10836,"name":"Arcane Trickster","type":"prestige","alignment":"Any nonlawful","hit_die":"4","full_text":"<div topic='titel'><p><h3>Arcane Trickster<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonlawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Ability to cast mage hand and at least one arcane spell of 3rd level or higher.<br \/><strong>Special<\/strong>: Sneak attack +2d6.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Arcane trickster gain no additional proficiency in any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day<\/strong>: When a new arcane trickster level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those he receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an arcane trickster, he must decide to which class he adds the new level for purposes of determining spells per day.<\/p>\n\n\t<p><strong>Ranged Legerdemain (Su)<\/strong>: Using his unique talents, an arcane trickster can perform one of the following class skills at a range of 30 feet: Disable Device, Open Lock, or Pick Pocket. Working at a distance increases the normal skill check DC by 5, and the arcane trickster cannot take 10 on the check. Any object so manipulated must weigh 5 pounds or less.<\/p>\n\n\t<p>The arcane trickster can use ranged legerdemain only a certain number of times per day as determined by his level (see Table 3-4: The Arcane Trickster). He can make only one ranged skill check each day, and only if he has at least one rank in the skill being used.<\/p>\n\n\t<p><strong>Sneak Attack<\/strong>: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If the arcane trickster gets a sneak attack modifier from another source (such as rogue levels), the bonuses to damage stack.<\/p>\n\n\t<p><strong>Impromptu Sneak Attack (Su)<\/strong>: Once a day, the arcane trickster&#39;s unique combination of magical and rogue skills allows the arcane trickster to declare one melee or ranged attack the character makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of impromptu sneak attack loses any Dexterity bonus to Armor Class, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits suffer no extra damage (though they still lose any Dexterity bonus against the attack). At 7th level, the arcane trickster can use this ability twice a day.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Ranged legerdemain 1\/day <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sneak attack +3d6 <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Impromptu sneak attack 1\/day <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Sneak attack +4d6 <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Ranged legerdemain 2\/day <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Sneak attack +5d6 <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Impromptu sneak attack 2\/day <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Sneak attack +6d6 <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Ranged legerdemain 3\/day <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td>+5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Sneak attack +7d6 <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Tome and Blood: A Guidebook to Wizards and Sorcerers 47<\/h5>","reference":"Usergen"},{"id":10837,"name":"Bladesinger","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Bladesinger<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Ability to cast arcane spells of 1st level or higher.<br \/><strong>Special<\/strong>: Proficiency with longsword.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Bladesingers gain no proficiency in any additional weapons. They are proficient with light armor but not with shields.<\/p>\n\n\t<p><strong>Bladesong Style<\/strong>: When wielding a longsword in one hand (and nothing in the other), the bladesinger gains a dodge bonus to AC equal to his Intelligence modifier. If the bladesinger wears medium or heavy armor, he loses all benefits of the bladesong style.<\/p>\n\n\t<p><strong>Bonus Feats<\/strong>: At 2nd, 6th, and 10th level, the bladesinger gains a bonus feat. This must be a metamagic feat or a feat chosen from the following list: Combat Reflexes, Improved Critical (longsword), Improved Disarm, Mobility, Quick Draw, Spring Attack, and Whirlwind Attack.<\/p>\n\n\t<h4>Bladesinger Spell List<\/h4>\n\n\t<p><strong>1st level<\/strong>&#8212;expeditious retreat, mage armor, magic weapon, shield, true strike.<br \/><strong>2nd level<\/strong>&#8212;blur, bull&#39;s strength, cat&#39;s grace, mirror image, protection from arrows.<br \/><strong>3rd level<\/strong>&#8212;displacement, greater magic weapon, haste, keen edge.<br \/><strong>4th level<\/strong>&#8212;dimension door, fire shield, improved invisibility, stoneskin.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=4>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bladesong style <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Tome and Blood: A Guidebook to Wizards and Sorcerers 49<\/h5>","reference":"Usergen"},{"id":10838,"name":"Blood Magus","type":"prestige","alignment":"Any nonlawful","hit_die":"4","full_text":"<div topic='titel'><p><h3>Blood Magus<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonlawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Ability to cast arcane spells of 3rd level or higher.<br \/><strong>Special<\/strong>: The blood magus must have been revived after death through another&#39;s use of raise dead, resurrection, or other methods of returning life to a dead body.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: A blood magus gains no additional proficiencies in any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day<\/strong>: At every second level gained in the blood magus class, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those he receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a blood magus, he must decide to which class he adds the new level for purposes of determining spells per day.<\/p>\n\n\t<p><strong>Blood Component (Su)<\/strong>: A blood magus may substitute a drop of his own blood for a spell&#39;s material components, if any. The pinprick or minor knife cut to draw the requisite blood is a free action that becomes a normal part of casting the spell. The magus does not need to make a Concentration check to complete the spell, despite the wound. Using this ability deals the blood magus 1 point of damage but raises the spell&#39;s save DC by 1.<\/p>\n\n\t<p>Substituting blood for a costly material component requires drawing a greater amount. The blood magus deals more damage to himself when doing so, according to the table below.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Component Cost (gp) <\/th>\n\t\t\t<th>Damage Dealt <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1&#8212;50 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 51&#8212;300 <\/td>\n\t\t\t<td> 11 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 301&#8212;750 <\/td>\n\t\t\t<td> 17 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 750+ <\/td>\n\t\t\t<td> 23 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Stanch (Ex)<\/strong>: The blood magus automatically stabilizes his wounds when his hit points drop below 0. He still passes on if he reaches &#8212;10 hit points or below.<\/p>\n\n\t<p><strong>Scarification (Ex)<\/strong>: At 2nd level, the blood magus learns to inscribe spells on his own skin for later use. This involves deeply scratching the skin (which deals no damage but often leaves scars). The scratches remain fresh until the inscribed spell is cast, at which time the minor wound heals normally. Effectively, the blood magus gains the Scribe Scroll feat using an alternative medium (see page 84 of the Player&#39;s Handbook). All rules, XP costs, and expenses that apply to Scribe Scroll also apply to this ability. Likewise, <em>reading<\/em> a scar follows the same rules as reading a scroll, but only the blood magus can decipher his own scars.<\/p>\n\n\t<p>One&#39;s own skin leaves a limited amount of room to easily inscribe and later <em>read<\/em>, magical scars. Thus, a blood magus can have only six active scars at any one time.<\/p>\n\n\t<p><strong>Death Knell (Sp)<\/strong>: At 3rd level, the blood magus gains the spell-like ability to use death knell as the spell once per day.<\/p>\n\n\t<p><strong>Blood Draught (Ex)<\/strong>: At 4th level, the blood magus learns how to store spells of up to 3rd level in his own blood. Effectively, he gains the Brew Potion feat using an alternative medium (see page 80 of the Player&#39;s Handbook). All rules, XP costs, and expenses that apply to Brew Potion also apply to this ability, with the following exceptions. Once &quot;brewed&quot;, a blood draught remains in circulation within the magus&#39;s body. The maximum number of draughts stored at one time is equal to his levels of blood magus plus his Constitution score, but if he is ever slain, they are all immediately ruined&#8212;even if the blood magus is subsequently returned to life. Blood draughts are never accidentally lost through major blood loss or by a blood-draining attack.<\/p>\n\n\t<p>To consume the draught, the blood magus pricks his skin, automatically bringing forth the desired effect. This is a standard action that draws an attack of opportunity, like drinking a potion. Others can also partake of a given blood draught (if they have a strong stomach)&#8212;the blood magus concentrates to draw the desired draught to the surface.<\/p>\n\n\t<p><strong>Infusion (Ex)<\/strong>: At 5th level, the blood magus prepares a special one-time distillation of his own blood. Partaking of the infusion, he permanently gains 2 points of Constitution.<\/p>\n\n\t<p><strong>Gore (Su)<\/strong>: At 6th level, a blood magus can draw more blood with any spell that successfully damages a living target. This is a supernatural ability. The blood magus inflicts a minor wound on himself; the pinprick or knife cut is a free action that becomes a normal part of casting the spell. Using this ability deals the blood magus 1 point of damage. The spell becomes <em>blood seeking<\/em> and deals 1d6 points of damage in addition to the damage the spell normally deals, as extra blood is drawn from the wound. The magus does not need to make a Concentration check to complete the spell, despite the wound. The blood magus can use the gore and blood component abilities to enhance the same spell, suffering cumulative damage. This causes a spell that normally takes 1 action to cast to become a full-round action.<\/p>\n\n\t<p><strong>Thicker Than Water (Su)<\/strong>: At 7th level, the blood magus&#39;s vital fluids are partially under his conscious control. When the blood magus is injured, his blood withdraws from the wound, preventing some damage. Thus, he always takes 1 less point of damage than normally indicated. Effectively, the blood magus gains a &quot;hardness&quot; of 1.<\/p>\n\n\t<p><strong>Awaken Blood (Su)<\/strong>: At 8th level, the blood magus gains the supernatural ability to bestow momentary consciousness on an opponent&#39;s blood. Once per day, he can make a melee touch attack against a living foe. If he hits, the opponent&#39;s blood attempts to get free&#8212;all at once. The hydrostatic pressure disrupts the victim&#39;s tissues, dealing 10d10 points of damage. If he misses, the blood magus can try again until he is successful against an opponent. &quot;Conscious&quot; blood returns to its natural state after 1 round.<\/p>\n\n\t<p><strong>Homunculus (Sp)<\/strong>: At 9th level, the blood magus uses his own blood to give life to a new companion creature&#8212;a homunculus. The homunculus created by a blood magus has the same abilities as those on page 120 of the Monster Manual but is more robust. It has 6 Hit Dice, its bite attack bonus improves to +5, and its Fortitude save increases to +2, its Reflex save to +4, and its Will save to +3.<\/p>\n\n\t<p>To build his homunculus, the blood magus does not use the normal construction rules listed in the Monster Manual. The only requirements are 1 hour spent in the ritual and the permanent loss of 1 hit point, as the caster instills more personal blood in his creation than is usual. This stronger link provides a special advantage: The blood magus can transfer his own wounds to the homunculus via touch as a supernatural ability. This is a standard action that allows the blood magus to transfer 1d4 points of damage. No limit exists on the number of times he can take this action, but the blood magus should observe caution: If he transfers enough of his own wounds to his homunculus to kill the creature, its destruction deals him 2dl0 points of damage (as noted is the Monster Manual). Damage transferred to the homunculus can be cured or healed normally. A blood magus may only have one homunculus created in this fashion at a time.<\/p>\n\n\t<p><strong>Bloodwalk (Su)<\/strong>: At 10th level, the blood magus is perfectly attuned to the song of blood. He gains the supernatural ability to transport himself great distances via the blood of living creatures. Once per day as a standard action, he can seamlessly enter any living creature whose size equals or exceeds his own and pass any distance to another living creature in a single round, regardless of the distance separating the two. The blood magus merely designates a direction and distance (&quot;a living creature 20 miles due west of here&quot;), and the bloodwalk ability transports him to a destination creature as close as possible to the desired location. He can&#39;t specify a named individual as the end point unless he has previously obtained a sample of that creature&#39;s blood, preserved in a small vial that must be carried on the blood magus&#39;s person.<\/p>\n\n\t<p>The entry and destination creatures need not be familiar to the blood magus, but they must be alive and possess blood in their veins. (Thus, plants and the more bizarre outsiders are not eligible targets.) The blood magus may not use himself as an entry creature. If the intended entry creature is unwilling, he must hit with a melee touch attack to enter. When exiting a creature, the blood magus chooses an adjacent square in which to appear. Entering and leaving a creature is painless, unless the blood magus wishes otherwise (see below). In most cases, though, the destination creature finds being the end point of a magical portal surprising and quite unsettling.<\/p>\n\n\t<p>If he desires, the blood magus can attempt to make a <em>bloody exit<\/em> from the destination creature. If the creature fails a Fortitude save (DC 18), the exiting blood magus takes on solidity a little too soon. He bursts forth explosively from the creature&#39;s body, dealing 16d6 points of damage. The blood magus must succeed at a Fortitude save (DC 13) or take 2d4 points of damage from the shock of his exit.<\/p>\n\n\t<p>Except where noted above, this class feature resembles the dryad&#39;s ability to move from tree to tree (see Monster Manual, page 79).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Blood component, stanch <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Scarification <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Death knell <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Blood draught <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Infusion <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Gore <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Thicker then water <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Awaken blood <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Homunculus <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bloodwalk <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Tome and Blood: A Guidebook to Wizards and Sorcerers 50<\/h5>","reference":"Usergen"},{"id":10839,"name":"Candle Caster","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Candle Caster<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Tome and Blood: A Guidebook to Wizards and Sorcerers 52<\/h5>","reference":"Usergen"},{"id":10840,"name":"Dragon Disciple","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Dragon Disciple<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Tome and Blood: A Guidebook to Wizards and Sorcerers 55<\/h5>","reference":"Usergen"},{"id":10841,"name":"Elemental Savant","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Elemental Savant<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Tome and Blood: A Guidebook to Wizards and Sorcerers 57<\/h5>","reference":"Usergen"},{"id":10842,"name":"Fatespinner","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Fatespinner<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Tome and Blood: A Guidebook to Wizards and Sorcerers 58<\/h5>","reference":"Usergen"},{"id":10843,"name":"Mage of the Arcane Order","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Mage of the Arcane Order<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Tome and Blood: A Guidebook to Wizards and Sorcerers 60<\/h5>","reference":"Usergen"},{"id":10844,"name":"Mindbender","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Mindbender<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Tome and Blood: A Guidebook to Wizards and Sorcerers 63<\/h5>","reference":"Usergen"},{"id":10845,"name":"Pale Master","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Pale Master<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Tome and Blood: A Guidebook to Wizards and Sorcerers 64<\/h5>","reference":"Usergen"},{"id":10846,"name":"Spellsword","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Spellsword<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Tome and Blood: A Guidebook to Wizards and Sorcerers 67<\/h5>","reference":"Usergen"},{"id":10847,"name":"True Necromancer","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>True Necromancer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Tome and Blood: A Guidebook to Wizards and Sorcerers 69<\/h5>","reference":"Usergen"},{"id":10848,"name":"Wayfarer Guide","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Wayfarer Guide<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Tome and Blood: A Guidebook to Wizards and Sorcerers 70<\/h5>","reference":"Usergen"},{"id":10849,"name":"Anima Mage","type":"prestige","alignment":"Any nongood","hit_die":"4","full_text":"<div topic='titel'><p><h3>Anima Mage<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nongood.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Feat<\/strong>: Any metamagic feat<br \/><strong>Spellcasting<\/strong>: Ability to cast 2nd-level arcane spells<br \/><strong>Special<\/strong>: Ability to bind a 2nd-level vestige<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Soul Binding Bonus<\/strong>: At each anima mage level, your soul binding ability improves as if you had also gained a level in the binder class. Your anima mage levels and binder levels stack for the purpose of determining your bonus on binding checks, the effectiveness of your vestige-granted abilities, your ability to bind higher-level vestiges, and the number of vestiges you can bind. You do not, however, gain any other benefit a binder would have gained.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: At each anima mage level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an anima mage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Exploit Vestige (Su)<\/strong>: At 2nd level, you learn how to use a bound vestige to boost your arcane spellcasting. With this ability, you can choose to forego gaining one of the vestige&#39;s granted abilities in order to gain one additional arcane spell slot per day of any level up to the highest you can cast. Thus, if you bind the vestige Dantalion (see page 28), you could give up the read thoughts ability he grants you in exchange for a bonus spell slot that day.<\/p>\n\n\t<p>You decide which ability to give up before you make the binding check, and you can forego only one ability per day in this manner, even if you can bind multiple vestiges. Vestiges react poorly to your use of this ability, so you take a &#8212;5 penalty on your binding check. If you make a good pact despite this penalty, you gain a bonus spell slot in exchange for the ability you gave up. If you make a poor pact (that is, you fail your binding check), you do not gain the extra spell slot, and you still give up the designated ability for the day.<\/p>\n\n\t<p>When you use this ability and make a good pact, you sever a portion of the bound vestige&#39;s awareness of the world that it would normally receive through you. Essentially, your binding amounts to a certain amount of trickery. The vestige being bound expects to be able to experience life through its binder, but when you make a good pact, you partially suppresses the benefit the vestige receives, making it uncomfortable and angry.<\/p>\n\n\t<p><strong>Vestigial Awareness (Su)<\/strong>: Beginning at 3rd level, you can force your bound vestige to focus on alerting you to danger rather than letting it revel in the sensations that it perceives through your pact. Whenever you make a good pact with a vestige, you gain a +2 bonus on initiative checks for the duration of the pact.<\/p>\n\n\t<p><strong>Vestige Metamagic (Su)<\/strong>: At 4th level, you can use a bound vestige to augment your spells by temporarily giving up access to its powers. Using vestige metamagic is a swift action that does not provoke attacks of opportunity.<\/p>\n\n\t<p>Choose one of the vestiges to which you are bound whenever you activate this ability. You can then apply the effects of any metamagic feat that you possess to a spell you cast that round, without increasing its spell level. However, you lose access to all the abilities and powers granted by the chosen vestige upon activation and do not regain them for 5 rounds. You cannot use this ability if you do not have a vestige bound, or if you do not currently have access to its abilities (through the use of this ability, an antimagic field, or some other effect). Vestige metamagic is usable once per day at 5th level, two times per day at 7th level, and three times per day at 9th level.<\/p>\n\n\t<p><strong>Vestige Casting (Su)<\/strong>: At 10th level, you can use a bound vestige&#39;s power to cast a spell outside the normal limits of time and magic. Once per day, you can cast any spell that you currently have prepared (or use an available spell slot if you cast spells spontaneously) as an immediate action. You cast the spell as if it were modified by the Silent Spell and Still Spell metamagic feats, whether or not you have those feats.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Soul binding +1 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Exploit vestige, soul binding +2 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Soul binding +3, vestigial awareness <\/td>\n\t\t\t<td>+1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Soul binding +4 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Soul binding +5, vestige metamagic (1\/day) <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Soul binding +6 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Soul binding +7, vestige metamagic (2\/day) <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Soul binding +8 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Soul binding +9, vestige metamagic (3\/day) <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Soul binding +10, vestige casting <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Tome of Magic 50<\/h5>","reference":"Usergen"},{"id":10850,"name":"Knight of the Sacred Seal","type":"prestige","alignment":"Any nonchaotic","hit_die":"10","full_text":"<div topic='titel'><p><h3>Knight of the Sacred Seal<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonchaotic.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Soul binding class feature<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: You gain proficiency with all simple and martial weapons, and with all armor and shields (except tower shields).<\/p>\n\n\t<p><strong>Soul Binding<\/strong>: At each knight of the sacred seal level, your soul binding ability improves as if you had also gained a level in the binder class. Thus, your knight of the sacred seal levels and binder levels stack for the purpose of determining your bonus on binding checks, the effectiveness of your vestige-granted abilities, your ability to bind higher-level vestiges, and the number of vestiges you can bind. You do not, however, gain any other benefit a binder would have gained.<\/p>\n\n\t<p><strong>Aligned Strike (Ex)<\/strong>: Your natural weapons as well as any weapons you wield are treated as aligned for the purpose of overcoming damage reduction. The alignment of your weapons matches your own to as great a degree as possible. Thus, if you&#39;re lawful good, your weapons strike as both lawful-aligned and good-aligned for the purpose of overcoming damage reduction, but if you&#39;re neutral good, they strike only as good-aligned. If you are neutral, your weapon strikes as one alignment component of your choice: chaotic, evil, good, or lawful. You must make this choice upon entering the prestige class and cannot thereafter change it.<\/p>\n\n\t<p><strong>Patron Vestige (Su)<\/strong>: When you become a knight of the sacred seal, you select any one vestige that you have previously bound as your patron. You develop a stronger than normal relationship with this vestige that grants you several benefits as you advance in this prestige class. If you expel your patron vestige by means of the Expel Vestige feat or do not renew your pact with it on any given day, you lose access to all supernatural class features gained from this prestige class until such time as you contact that vestige again. You can bind other vestiges in the interim, as normal for the binder class, but you gain no additional benefits from those pacts. You are never at risk of making a poor pact with your patron vestige.<\/p>\n\n\t<p><strong>Vestige&#39;s Protection (Su)<\/strong>: When you attain 2nd level, your relationship with your patron vestige deepens, prompting it to take steps to ensure your protection. As a swift action, you can acquire an insight bonus to your Armor Class equal to your Charisma bonus (minimum 1). The same bonus also applies on your Reflex saves. Both of these benefits last for 1 round. Once you use this ability, you cannot do so again for 5 rounds.<\/p>\n\n\t<p><strong>Vestige&#39;s Protection Aura (Su)<\/strong>: When you attain 3rd level, your patron vestige extends its protection to all creatures adjacent to you whom you designate as friends. Whenever you activate your vestige&#39;s protection class feature, those benefits apply to all designated allies adjacent to you.<\/p>\n\n\t<p><strong>Vestige&#39;s Power (Su)<\/strong>: At 4th level, you can draw upon the power of your patron vestige to augment your fighting abilities as a swift action. You gain a +2 bonus to Strength, a +2 bonus to Constitution, a +10-foot bonus to your base land speed, and a +4 bonus on Will saves for 1 round. Once you have used this ability, you cannot do so again for 5 rounds.<\/p>\n\n\t<p><strong>Apotheosis (Su)<\/strong>: At 5th level, your type changes to outsider, and you gain the native subtype (see the perfect self monk class feature on page 42 of the Player&#39;s Handbook). You also gain damage reduction 10\/magic.<\/p>\n\n\t<p><strong>Vestige&#39;s Surge (Su)<\/strong>: At 5th level, once per day, when you activate one of your patron vestige&#39;s powers, or your vestige&#39;s protection or vestige&#39;s power class feature, you can choose to activate that ability again immediately rather than waiting the usual 5 rounds.<\/p>\n\n\t<p><strong>Multiclass Note<\/strong>: A paladin who becomes a knight of the sacred seal can continue advancing as a paladin.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Aligned strike, patron vestige, soul binding +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Soul binding +2, vestige&#39;s protection <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Soul binding +3, vestige&#39;s protection aura <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Soul binding +4, vestige&#39;s power <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Apotheosis, soul binding +5, vestige&#39;s surge <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Tome of Magic 54<\/h5>","reference":"Usergen"},{"id":10851,"name":"Scion of Dantalion","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Scion of Dantalion<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Ability to bind Dantalion<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Soul Binding<\/strong>: At each scion of Dantalion level, your soul binding ability improves as if you had also gained a level in the binder class. Thus, your scion of Dantalion levels and binder levels stack for the purpose of determining your bonus on binding checks, the effectiveness of your vestige-granted abilities, your ability to bind higher-level vestiges, and the number of vestiges you can bind. You do not, however, gain any other benefit a binder would have gained.<\/p>\n\n\t<p><strong>Favored of Dantalion (Ex)<\/strong>: You need never worry about succumbing to Dantalion&#39;s influence because you automatically succeed on the binding check when making a pact with him. You can hide or show Dantalion&#39;s sign as desired, as though you possessed the suppress sign class feature (see page 11).<\/p>\n\n\t<p>With each new level you take in the scion of Dantalion prestige class, Dantalion&#39;s seal (see page 28) includes another face. Thus, the sign appears as two vestigial faces on your torso at 1st level and as six faces at 5th level. When you activate an ability granted by Dantalion or by the scion of Dantalion prestige class, the eyes and mouths of the faces briefly open to reveal distant stars set in darkness.<\/p>\n\n\t<p><strong>Scholarship of Dantalion (Su)<\/strong>: Your connection to Dantalion gives you occasional flashes of insight into a variety of topics. Once per day per scion of Dantalion level, you can reroll any Knowledge check you just made. You must abide by the result of the reroll, even if it&#39;s worse than the original roll.<\/p>\n\n\t<p><strong>Improved Read Thoughts (Su)<\/strong>: The DC of the read thoughts ability granted by Dantalion increases by 2.<\/p>\n\n\t<p><strong>Swift Awe of Dantalion (Su)<\/strong>: Beginning at 2nd level, you can activate your awe of Dantalion ability as a swift action instead of a move action whenever you are bound to that vestige. Once you have used this ability, you cannot do so again for 5 rounds.<\/p>\n\n\t<p><strong>Overwhelming Thoughts (Su)<\/strong>: Beginning at 3rd level, you can choose to overwhelm the thoughts of any creature you target with the read thoughts ability granted by Dantalion. As a standard action, you send your thoughts out to a single creature whose thoughts you are reading (so it has already failed its Will save against your read thoughts ability), forcing it to succeed on a Will save (DC 10 + 1\/2 your effective binder level + your Cha modifier) or be dazed for 1d4 rounds. During this time, you can maintain concentration on your read thoughts ability and, as a move action, continue to read the thoughts of a creature you have dazed on subsequent rounds. A successful save allows the creature to break free of your thought reading.<\/p>\n\n\t<p><strong>Dantalion&#39;s Glare (Su)<\/strong>: From 4th level on, you can use a standard action to intensify Dantalion&#39;s sign and glare through its eyes. The starry voids in the eyes of Dantalion&#39;s sign blaze forth with the brightness of an exploding star, affecting all creatures in a 30-foot cone. Every creature within this area must succeed on a Fortitude save (DC 10 + 1\/2 your effective binder level + your Cha modifier) or be blinded for 1d4 rounds.<\/p>\n\n\t<p>You must be showing at least one face of Dantalion&#39;s sign to use this ability. If the face is hidden beneath clothing, you can reveal it as a free action that does not provoke attacks of opportunity, so long as you have a hand free. If the face is hidden beneath armor, you must have a free hand and use a standard action to reveal the sign. Doing so provokes attacks of opportunity, and you take a &#8212;2 penalty to AC while revealing the sign in this manner.<\/p>\n\n\t<p>Once you have used this ability, you cannot do so again for 5 rounds.<\/p>\n\n\t<p><strong>Improved Thought Travel (Su)<\/strong>: Beginning at 4th level, you can use the thought travel ability granted by Dantalion as a move action.<\/p>\n\n\t<p><strong>Read Multiple Thoughts (Su)<\/strong>: When you attain 5th level, the increased strength of your connection with Dantalion allows you to simultaneously target a number of creatures equal to your Charisma modifier (minimum 2) with the read thoughts ability granted by Dantalion. Each of the targets must be within range (5 feet per effective binder level). You can use this ability in combination with either your improved read thoughts or your overwhelming thoughts class feature, or both.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Favored of Dantalion, scholarship of Dantalion, soul binding +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Improved read thoughts, soul binding +2, swift awe of Dantalion <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Overwhelming thoughts, soul binding +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Dantalion&#39;s glare, improved thought travel, soul binding +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Read multiple thoughts, soul binding +5 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Tome of Magic 59<\/h5>","reference":"Usergen"},{"id":10852,"name":"Tenebrous Apostate","type":"prestige","alignment":"Any nongood","hit_die":"8","full_text":"<div topic='titel'><p><h3>Tenebrous Apostate<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nongood.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Ability to bind Tenebrous<br \/><strong>Special<\/strong>: Ability to turn or rebuke undead<br \/><strong>Special<\/strong>: Must worship Tenebrous as a god<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>pellcasting<\/strong>: At each level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a Tenebrous apostate, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Soul Binding<\/strong>: At each Tenebrous apostate level beyond 1st, your soul binding ability improves as if you had also gained a level in the binder class. Your Tenebrous apostate levels and binder levels stack for the purpose of determining your bonus on binding checks, the effectiveness of your vestigegranted abilities, your ability to bind higher-level vestiges, and the number of vestiges you can bind. You do not, however, gain any other benefit a binder would have gained.<\/p>\n\n\t<p><strong>Eternal Bondage (Ex)<\/strong>: You no longer need to summon Tenebrous every day; you are bound to him constantly. You cannot choose to bind a different vestige in his place. However, you can still attempt a binding check each day to negate his influence.<\/p>\n\n\t<p><strong>Tenebrous&#39;s Rebuke (Su)<\/strong>: When you use the turn or rebuke undead ability granted by Tenebrous, your connection to your dark master allows you to channel the energy in a unique way. You can use a turn attempt to deal 1d6 points of damage per effective turning level you possess to every undead creature within 30 feet. Each affected undead can attempt a Will save (DC 10 + your effective turning level + your Cha modifier) for half damage.<\/p>\n\n\t<p>If you use a rebuke attempt, each undead within 30 feet is instead cured of 1d6 points of damage per effective turning level. This effect occurs instead of the normal result of a turn or rebuke attempt. You can still use these turn attempts in conjunction with divine feats, as normal.<\/p>\n\n\t<p><strong>Visage of the Dead (Su)<\/strong>: When you attain 2nd level, your body begins to resemble that of an undead creature. Your skin darkens, appearing dusky and shadowy in dim illumination and corpse-gray in bright light, and you lose roughly half your body weight. Because of these changes, you gain a +1 dodge bonus to Armor Class and a +1 circumstance bonus on Escape Artist and Intimidate checks. Furthermore, mindless undead believe you to be one of them and do not attack you except in self-defense, or when ordered to do so by their creator.<\/p>\n\n\t<p><strong>Destroy\/Empower Undead (Su)<\/strong>: At 3rd level, you gain additional power over mindless undead. You can use two turn or rebuke attempts as a single standard action, each dealing (or healing) damage as per the Tenebrous&#39;s rebuke ability (see above), except that the damage applies only to mindless undead.<\/p>\n\n\t<p><strong>Umbral Body (Su)<\/strong>: Beginning at 4th level, you can transform yourself into pure darkness once per day. This ability functions like the umbral body shadow magic mystery (see page 152). You can remain in this form for a number of rounds equal to twice your Tenebrous apostate level or return to your normal form early as a swift action. Once you return to physical form, you cannot use this ability again for 5 rounds.<\/p>\n\n\t<p><strong>Blast of the Void (Su)<\/strong>: When you attain 5th level, you can use a turn or rebuke attempt to deal 1d8 points of damage per effective turning level to every living creature within a 30-foot cone. This ability is usable once per day.<\/p>\n\n\t<h4><span class=caps>EX-TENEBROUS<\/span> <span class=caps>APOSTATES<\/span><\/h4>\n\n\t<p>If you ever cease to revere Tenebrous as a god, you lose your Tenebrous apostate class features as well as most of your cleric class features, if any (see Ex-Clerics, page 33 of the Player&#39;s Handbook).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Eternal bondage, Tenebrous&#39;s rebuke <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Soul binding +1, visage of the dead <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Destroy\/empower undead, soul binding +2 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Soul binding +3, umbral body <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Blast of the void, soul binding +4 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Tome of Magic 63<\/h5>","reference":"Usergen"},{"id":10853,"name":"Witch Slayer","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Witch Slayer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Must have fought a binder or possessed creature<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Smite Spirit Sharer (Su)<\/strong>: Once per day per witch slayer level, you can smite a binder with a bound vestige or any creature possessed by another (by means of malevolence, a dual mind, or any similar ability) with a normal melee attack. You add your Charisma bonus (if any) to your attack roll and deal 1 extra point of damage per witch slayer level. If you accidentally smite a creature that is not either possessed or bound to a vestige, the smite has no effect, but the ability is still used up for that day.<\/p>\n\n\t<p><strong>Mettle (Su)<\/strong>: Beginning at 2nd level, you can shrug off magical effects that could harm you. If you make a successful Will or Fortitude saving throw that would normally reduce (rather than negate) a spell or other magical effect, the magic has no effect on you at all. Any spell that is normally negated by a successful saving throw is unaffected by this ability.<\/p>\n\n\t<p><strong>Locate Possession (Su)<\/strong>: By the time you attain 3rd level, you have attuned your senses to discern the presence of possessing forces. By concentrating for a full round, you can determine the presence or absence of any possessing mind within a 60-foot cone. By concentrating for a second full round, you can determine the location of the possessed creature or object. A possessing creature whose Hit Dice are higher than your character level can attempt a Will saving throw (DC 10 + your witch slayer level + your Cha modifier) to avoid detection. An opponent that succeeds on the saving throw has immunity to your locate possession ability for 24 hours.<\/p>\n\n\t<p><strong>Slippery Mind (Ex)<\/strong>: At 4th level, you gain the special rogue ability slippery mind (PH 51).<\/p>\n\n\t<p><strong>Momentary Disjunction (Su)<\/strong>: At 5th level, you can temporarily disable the spellcasting, spell-like, and supernatural abilities of a single creature within 30 feet as a swift action. If the target fails a Will saving throw (DC 20 + your Cha modifier), it cannot use spells, spell-like abilities, or supernatural abilities of any kind, as if affected by an antimagic field, for 1 round. Once you have used this ability, you cannot do so again for 5 rounds.<\/p>\n\n\t<p><strong>Multiclass Note<\/strong>: A paladin who becomes a witch slayer can continue advancing as a paladin.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Smite spirit sharer <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Mettle <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Locate possession <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Slippery mind <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Momentary disjunction <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Tome of Magic 67<\/h5>","reference":"Usergen"},{"id":10854,"name":"Child of Night","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Child of Night<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Shadowcasting\/Spellcasting<\/strong>: Ability to cast mysteries or ability to cast spells with the darkness descriptor or from the shadow subschool<br \/><strong>Special<\/strong>: Must have visited the Plane of Shadow<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Mysteries\/Spellcasting<\/strong>: At each level beyond 1st, you gain new mysteries or spells per day and an increase in caster level (and mysteries or spells known, if applicable) as if you had also attained a level in a casting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained, such as bonus feats for mystery paths known, or improved familiar for wizard or sorcerer. If you had more than one casting class before becoming a child of night, you must decide to which class to add each level for the purpose of determining mysteries or spells per day, caster level, and mysteries or spells known.<\/p>\n\n\t<p><strong>Cloak of Shadows (Su)<\/strong>: Your flesh takes on a hazy, almost translucent hue, granting a bonus equal to your child of night level on Hide checks. At 4th level, once per day as a swift action, you can make your outline shadowy and indistinct, as the blur spell, for a number of minutes equal to your class level. When you reach 6th level, you can use the blur effect three times per day. At 8th level, your form permanently becomes hazy and you continually have a blur effect. At 10th level, two times per day as a swift action, you can make your true location more difficult to discern, as if you were affected by the displacement spell, for 10 rounds.<\/p>\n\n\t<p><strong>Cold Resistance (Su)<\/strong>: At 1st level, the shadow in your essence provides cold resistance 5. This resistance increases to 10 at 5th level and 15 at 9th level.<\/p>\n\n\t<p><strong>Sustaining Shadow (Ex)<\/strong>: Starting at 2nd level, you lose various biological needs, as you draw power from the Plane of Shadow. This functions as the shadowcaster ability described on page 113, except new abilities are gained at 4th, 6th, and 8th level. If you have the sustaining shadow ability from a different class (shadowcaster, for example), you automatically gain the next sustaining shadow ability.<\/p>\n\n\t<p><strong>Dancing Shadows (Su)<\/strong>: At 3rd level, you can use the dancing shadows mystery as a supernatural ability once per day with a caster level equal to your class level plus your levels in any other mystery-casting class. At 7th level and above, you can use dancing shadows twice per day.<\/p>\n\n\t<p><strong>Night Form (Ex)<\/strong>: For 1 minute per day, you can become incorporeal, and gain all the benefits of the incorporeal subtype. You also gain a fly speed of 40 feet with perfect maneuverability.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Mysteries\/Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Cloak of shadows, cold resistance 5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sustaining shadow (eat 1 meal\/week) <\/td>\n\t\t\t<td> +1 level of existing casting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Dancing shadows 1\/day <\/td>\n\t\t\t<td> +1 level of existing casting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Cloak of shadows (blur 1\/day), sustaining shadow (sleep 1 hour\/day) <\/td>\n\t\t\t<td> +1 level of existing casting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Cold resistance 10 <\/td>\n\t\t\t<td> +1 level of existing casting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Cloak of shadows (blur 3\/day), sustaining shadow (immune to poison\/disease) <\/td>\n\t\t\t<td> +1 level of existing casting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Dancing shadows 2\/day <\/td>\n\t\t\t<td> +1 level of existing casting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Cloak of shadows (blur continuous), sustaining shadow (no need to breathe, eat, or sleep) <\/td>\n\t\t\t<td> +1 level of existing casting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3  <\/td>\n\t\t\t<td>+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Cold resistance 15 <\/td>\n\t\t\t<td> +1 level of existing casting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Cloak of shadows (displacement 2\/day), night form <\/td>\n\t\t\t<td> +1 level of existing casting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Tome of Magic 117<\/h5>","reference":"Usergen"},{"id":10855,"name":"Master of Shadow","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Master of Shadow<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Mysteries\/Spellcasting<\/strong>: Caster level 5th<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Shadow Servant (Su)<\/strong>: At 1st level, your shadow familiar permanently transforms into a Medium shadow elemental. It loses all familiar traits, but gains new abilities as your shadow servant (see the Shadow Servant sidebar).<\/p>\n\n\t<p>Should your shadow servant die, you can summon a replacement after 24 hours pass. Your shadow servant cannot travel farther from you than 30 feet + 10 feet for each of your master of shadow levels (40 feet at 1st level and a maximum of 130 feet at 10th level). If it is forcibly separated from you by more than this distance, the servant dissipates instantly, and you must wait 24 hours to summon a new one.<\/p>\n\n\t<p><strong>Master&#39;s Bidding (Su)<\/strong>: At 1st level, as a standard action, you can focus your affinity with shadow to enhance your shadow servant, granting it one special ability for 1 round. The special abilities available to your shadow servant are described in the Shadow Servant sidebar, and depend on your class level. For example, at 4th level you could give your servant any of the following special abilities: interact with corporeal, fast healing 1, extra attack, or cold damage +1d8.<\/p>\n\n\t<p>At 5th level, you can grant your shadow servant a special ability for 1 round by taking only a move action rather than a standard action. You can choose to use two move actions in the same turn to grant it two abilities. Additional move actions granted by spells, class features, or the like can also be used to further enhance your shadow servant.<\/p>\n\n\t<p>At 10th level, you can grant your shadow servant a special ability for 1 round by taking only a swift action rather than a move action. You can still use move actions to give it additional abilities. Thus, a 10th-level master of shadow who does nothing else in a round can choose to give his shadow servant three special abilities (using one swift action and two move actions).<\/p>\n\n\t<p><strong>Resistance to Cold (Su)<\/strong>: At 2nd level, the shadow in your essence provides resistance to cold 5. This resistance increases to 10 at 4th level and 20 at 6th level. At 10th level, you have immunity to cold damage.<\/p>\n\n\t<p><strong>Mysteries\/Spellcasting<\/strong>: At 2nd level and every level thereafter, you gain new mysteries or spells per day and an increase in caster level (and mysteries or spells known, if applicable) as if you had also gained a level in a casting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefits a character of that class would have gained. If you had more than one casting class before becoming a master of shadow, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells or mysteries known.<\/p>\n\n\t<p><strong>Rapid Shadow (Su)<\/strong>: After you reach 10th level, if your shadow servant dies you can summon a replacement 10 minutes later.<\/p>\n\n\t<h4><span class=caps>SHADOW<\/span> <span class=caps>SERVANT<\/span><\/h4>\n\n\t<p>A master of shadow&#39;s servant is an unquestionably loyal, devoted companion. As the master increases in power, the shadow servant also becomes tougher, gaining Hit Dice and special abilities. A master of shadow can focus his power and will upon a servant and make it do his bidding.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th>Bonus HD <\/th>\n\t\t\t<th>Dex Adj. <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Master&#39;s Bidding <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> Interact with corporeal, fast healing 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> Resistance  to cold 5 <\/td>\n\t\t\t<td> Extra attack <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> Size becomes Large <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> Resistance to cold 10 <\/td>\n\t\t\t<td> Cold damage +1d8 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Deliver touch spells <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> Resistance to cold 20 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> Reach +5 ft. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> DR 5\/&#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> Speed +20 ft. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> Immunity to cold <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Shadow Servant Basics<\/strong>: Use the base statistics for a Medium shadow elemental as given on page 165, but make the following changes.<\/p>\n\n\t<p><em>Level<\/em>: The character&#39;s master of shadow level.<\/p>\n\n\t<p><em>Bonus HD<\/em>: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the shadow servant&#39;s base attack and base save bonuses as appropriate for an elemental. A shadow servant&#39;s base attack bonus is the same as that of a cleric or druid of a level equal to the elemental&#39;s HD. A shadow servant has good Reflex saves (treat it as a character whose level equals the elemental&#39;s HD). A shadow servant gains additional skill points and feats for bonus HD as normal for advancing a monster&#39;s Hit Dice (MM 290&#8212;291).<\/p>\n\n\t<p><em>Dex Adj.<\/em>: Add this value to the shadow servant&#39;s Dexterity score.<\/p>\n\n\t<p><em>Resistance to Cold (Ex)<\/em>: A shadow servant of a 2nd-level master of shadow gains resistance to cold 10. When the master reaches 6th level, the resistance increases to 20.<\/p>\n\n\t<p><em>Size Increase (Ex)<\/em>: A 3rd-level master of shadow&#39;s servant grows to Large size. It never increases beyond Large, regardless of its Hit Dice.<\/p>\n\n\t<p><em>Deliver Touch Spells (Su)<\/em>: If its master is 5th level or higher, a shadow servant can deliver touch mysteries or spells for him. If the master and the servant are in contact at the time the master casts a touch mystery or spell, he can designate his servant as the &quot;toucher.&quot; The servant can then deliver the touch mystery or spell just as the master could. As usual, if the master casts another mystery or spell before the touch is delivered, the designated mystery or spell dissipates.<\/p>\n\n\t<p><em>Immunity to Cold (Ex)<\/em>: The servant of a 10th-level master of shadow has immunity to cold.<\/p>\n\n\t<h4>MASTER&#39;S <span class=caps>BIDDING<\/span><\/h4>\n\n\t<p>A master of shadow can shape the essence of his shadow servant, granting it special abilities and qualities. In this way, the master customizes his servant to his needs of the moment.<\/p>\n\n\t<p>At first, enhancing a servant in this manner is a standard action, but higher-level masters eventually reduce the effort to a move action and finally a swift action. Even when a master of shadow has the ability to bid his servant to gain multiple abilities, any single ability can only be gained once.<\/p>\n\n\t<p><strong>Interact with Corporeal (Su)<\/strong>: When you grant your shadow servant this bidding, it can perform simple tasks at your command, in a manner identical to the unseen servant spell, except that it retains its own hit points.<\/p>\n\n\t<p><strong>Fast Healing (Su)<\/strong>: A shadow servant can be bid to regain hit points at a rate of 1 hit point per round.<\/p>\n\n\t<p><strong>Extra Attack (Su)<\/strong>: When making a full attack action, a shadow servant can be bid to make one extra attack. The attack is made using the creature&#39;s full base attack bonus, plus any modifiers appropriate to the situation.<\/p>\n\n\t<p><strong>Cold Damage (Su)<\/strong>: A master of shadow can bid its servant to deal an additional 1d8 points of cold damage on a successful hit (stacked with the cold damage that shadow elementals normally deal).<\/p>\n\n\t<p><strong>Reach (Su)<\/strong>: A shadow servant bid to extend its shadowy arms in this manner increases its reach by 5 feet.<\/p>\n\n\t<p><strong>Damage Reduction (Su)<\/strong>: Bidding your shadow servant to ignore damage grants it DR 5\/&#8212;.<\/p>\n\n\t<p><strong>Speed (Su)<\/strong>: A master of shadow can bid its servant to be quick, increasing the servant&#39;s speed by 20 feet.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Mysteries\/Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Shadow servant, master&#39;s bidding (standard action) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Resistance to cold 5 <\/td>\n\t\t\t<td> +1 level of existing casting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing casting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Resistance to cold 10 <\/td>\n\t\t\t<td> +1 level of existing casting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Master&#39;s bidding (move action) <\/td>\n\t\t\t<td> +1 level of existing casting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Resistance to cold 20 <\/td>\n\t\t\t<td> +1 level of existing casting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing casting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing casting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing casting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Immunity to cold, master&#39;s bidding (swift action), rapid shadow <\/td>\n\t\t\t<td> +1 level of existing casting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Tome of Magic 121<\/h5>","reference":"Usergen"},{"id":10856,"name":"Noctumancer","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Noctumancer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Shadowcasting<\/strong>: Able to cast 2nd-level mysteries<br \/><strong>Spellcasting<\/strong>: Able to cast 2nd-level arcane spells<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Mysteries\/Spellcasting<\/strong>: At each level, you gain new mysteries or spells per day and an increase in caster level (and mysteries or spells known, if applicable) as if you had also gained a level in both your mystery-using class and your arcane spellcasting class. You do not, however, gain any other benefits a character of these classes would have gained. If you had more than one mystery-using or arcane spellcasting class before becoming a noctumancer, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Capture Magic&#39;s Shadow (Su)<\/strong>: At 1st level, when you successfully dispel a mystery or spell (such as with the mysteries shadows fade or unravel dweomer, or the spells dispel magic or break enchantment), you can absorb its energy. You add one-half the level (round down, minimum 1) of the mystery or spell you dispelled to the caster level of any mystery or spell you cast in the next round. For instance, if you dispel a 4th-level spell, you add +2 to the caster level of the spell you cast in the next round. You cannot draw power from dispelling your own mysteries or spells.<\/p>\n\n\t<p><strong>Innate Counterspell (Su)<\/strong>: Starting at 2nd level, you can attempt to counter a mystery or spell without using a readied action. Once per day, you can counter a spell as an immediate action, by expending a mystery use per day, a spell slot (if you prepare spells), or a spell use (if you are a spontaneous caster) as long as the mystery or spell expended is of the same level or higher as the mystery or spell to be countered.<\/p>\n\n\t<p>At 7th level, when you successfully counter a mystery or spell using this ability, you retain some of the magical essence of the countered dweomer. You can choose to either gain one additional use of a mystery, regain an expended spell slot (if you prepare spells), or gain the use of an additional spell (if you are a spontaneous caster). The level of the mystery or spell you gain is equal to one-half the level of the mystery or spell you countered (rounded down, minimum 1).<\/p>\n\n\t<p>You can use innate counterspell once per day at 2nd level, two times at 5th, and three times at 8th.<\/p>\n\n\t<p><strong>Eldritch Disruption (Su)<\/strong>: At 6th level, you can use a standard action to disrupt the magical energies of a single target within 60 feet. That target must make a Will saving throw (DC 10 + your noctumancer level + your Cha modifier) or take a &#8212;4 penalty to its caster level for any mysteries or spells it casts for 1 minute. You can use eldritch disruption three times per day.<\/p>\n\n\t<p><strong>Eldritch Vortex (Su)<\/strong>: At 10th level, you can emit mystic energies in a 20-foot-radius burst around yourself. Any creature other than you within that area takes a &#8212;4 penalty to caster level for any mysteries, spells, or spell-like abilities it casts or uses. The vortex lasts 1 minute and can be used once per day.<\/p>\n\n\t<p><strong>Shadow&#39;s Persistence (Su)<\/strong>: At 10th level, you gain temporary immunity to any mystery or spell captured or countered by means of your capture magic&#39;s shadow or innate counterspell ability. For 1 minute, you cannot be affected by any casting of that mystery or spell.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>For <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Mysteries\/Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Capture magic&#39;s shadow <\/td>\n\t\t\t<td> +1 level of existing mystery-using class\/+1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Innate counterspell 1\/day <\/td>\n\t\t\t<td> +1 level of existing mystery-using class\/+1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing mystery-using class\/+1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing mystery-using class\/+1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Innate counterspell 2\/day <\/td>\n\t\t\t<td> +1 level of existing mystery-using class\/+1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Eldritch disruption <\/td>\n\t\t\t<td> +1 level of existing mystery-using class\/+1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Innate counterspell (retain power) <\/td>\n\t\t\t<td> +1 level of existing mystery-using class\/+1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Innate counterspell 3\/day <\/td>\n\t\t\t<td> +1 level of existing mystery-using class\/+1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td>+1 level of existing mystery-using class\/+1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Eldritch vortex, shadow&#39;s persistence <\/td>\n\t\t\t<td> +1 level of existing mystery-using class\/+1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Tome of Magic 125<\/h5>","reference":"Usergen"},{"id":10857,"name":"Shadowblade","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Shadowblade<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Must have been exposed to shadow at some point prior to taking this class, either through travel on the Plane of Shadow, being subject to a mystery or a spell with the darkness descriptor, or through physical contact with a shadow or dark creature (such as a shadow mastiff or a dark lion)<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Unseen Weapon (Su)<\/strong>: As a standard action, you can wrap any melee weapon you wield in a layer of shifting shadows. This causes the weapon to darken, become less distinct, and leave a trail of shadow behind it as it moves. Your weapon must be in hand and ready to use for you to draw upon this power. You can dismiss the effect with a free action; dropping or sheathing the weapon also ends the effect.<\/p>\n\n\t<p>Once per day per shadowblade level, you can activate one of the powers of your unseen weapon as a swift action. At 1st level, you have the power to make an unerring strike (see below). As you gain levels in the class, you acquire additional choices when activating your unseen weapon, as indicated on Table 2&#8212;6. When you activate your unseen weapon, choose one of the available abilities. Multiple uses of the same ability do not stack on a single attack.<\/p>\n\n\t<p><em>Unerring Strike<\/em>: Your next melee attack ignores any miss chance because of concealment or total concealment. You gain this choice at 1st level.<\/p>\n\n\t<p><em>Unexpected Strike<\/em>: Your opponent is denied its Dexterity bonus against your next melee attack. You gain this ability at 3rd level.<\/p>\n\n\t<p><em>Ephemeral Weapon<\/em>: Your next melee attack deals an extra 2d6 points of damage, as extraplanar darkness momentarily replaces portions of your opponent&#39;s body. You gain this choice at 5th level.<\/p>\n\n\t<p><em>Shadowy Strike<\/em>: Your next melee attack is resolved as a melee touch attack, ignoring armor and natural armor. You gain this ability at 7th level.<\/p>\n\n\t<p><em>Far Shadow<\/em>: Your melee reach is increased by 10 feet for 1 round. You gain this choice at 9th level.<\/p>\n\n\t<p>At 10th level, you can use your unseen weapon abilities as a free action, though you are still limited to one use per day per class level.<\/p>\n\n\t<p><strong>Shadow and Stealth (Su)<\/strong>: Beginning at 2nd level, the shadows that engulf your unseen weapon cover you as well, granting you a circumstance bonus equal to half your class level (round down) on Hide and Move Silently checks.<\/p>\n\n\t<p><strong>Sudden Strike (Ex)<\/strong>: Beginning at 2nd level, if you can catch an opponent when she is unable to defend herself effectively from your attack, you can strike a vital spot for extra damage. Whenever your target is denied a dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), you deal an extra 1d6 points of damage with your attack. This extra damage increases by 1d6 for every two levels thereafter. You can&#39;t use sudden strike when flanking an opponent unless that opponent is denied its Dexterity bonus to AC. Ranged attacks can count as sudden strike attacks only if the target is within 30 feet.<\/p>\n\n\t<p>Sudden strike functions identically to sneak attack in all other respects. The extra damage from sudden strike stacks with the extra damage from sneak attack whenever both would apply to the same target. It also stacks with the ephemeral weapon ability of the unseen weapon class feature.<\/p>\n\n\t<p><strong>Shadow Vision (Su)<\/strong>: Beginning at 3rd level, you are able to see clearly in shadowy illumination. Thus, you can see up to 40 feet clearly in the illumination provided by a torch (which gives off bright illumination in a 20-foot radius and shadowy illumination for 40 feet beyond that), or twice that if you have low-light vision.<\/p>\n\n\t<p><strong>See in Darkness (Su)<\/strong>: At 7th level, you can see perfectly in darkness of any kind, even that created by a deeper darkness spell.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Unseen weapon (unerring strike) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td>  +0 <\/td>\n\t\t\t<td> Shadow and stealth, sudden strike +1d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Shadow vision, unseen weapon (unexpected strike) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sudden strike +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Unseen weapon (ephemeral weapon) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sudden strike +3d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> See in darkness, unseen weapon (shadowy strike) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sudden strike +4d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Unseen weapon (far shadow) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sudden strike +5d6, unseen weapon (free action) <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Tome of Magic 129<\/h5>","reference":"Usergen"},{"id":10858,"name":"Shadowsmith","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Shadowsmith<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Must have been exposed to shadow at some point prior to taking this class, either through travel on the Plane of Shadow, being subject to a mystery or a spell with the darkness descriptor, or physical contact with a shadow or dark creature (such as a shadow mastiff or a dark lion)<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: You are proficient with simple and martial weapons, with light armor, and with shields (except tower shields).<\/p>\n\n\t<p><strong>Mysteries Known<\/strong>: You have the ability to cast a small number of mysteries. To cast a mystery, you must have an Intelligence score of at least 10 + the mystery level, so if you have an Intelligence of 10 or lower, you cannot cast mysteries. High ability scores do not provide bonus mysteries. Saving throws against your mysteries have a DC of 10 + mystery level + your Int modifier.<\/p>\n\n\t<p>Your selection of mysteries is extremely limited. You begin in this class knowing only a single 1st-level mystery. Every four levels thereafter (at 5th and 9th), you gain an additional mystery known. As with the shadowcaster class, you may not skip ahead in a given path. Your mysteries must all be drawn from an apprentice path, and you cast them all as arcane spells. You can use each mystery you know once per day. You do not gain fundamentals.<\/p>\n\n\t<p><strong>Touch of Shadow (Su)<\/strong>: At 1st level, your ability to manipulate shadow is undeveloped. You cannot yet create actual items, but you can surround your hands and feet in a layer of shadow. This ability grants you a bonus on Climb checks equal to your class level. Further, it distributes your weight more evenly, so you cannot be tracked. Touch of shadow lasts for 1 minute per class level and is usable a number of times per day equal to your class level.<\/p>\n\n\t<p><strong>Shroud of Shadow (Su)<\/strong>: Starting at 2nd level, you can surround your body in a thin layer of shadow. You gain a bonus on Hide checks and Move Silently checks equal to your class level. Shroud of shadow lasts for 1 minute per class level and is usable a number of times per day equal to your class level.<\/p>\n\n\t<p><strong>Shadow Craft (Su)<\/strong>: As of 3rd level, you can create small items, such as tools or weapons, from shadow. You need merely place your hands into any shadow and draw forth the desired item. It cannot possess moving or flexible parts, so you could not create a crossbow, a rope, a flail, or a cabinet. You can create nearly any other weapon, simple tool, or small item, however.<\/p>\n\n\t<p>You can create one item weighing a number of pounds up to twice your class level, or two items whose combined weight does not exceed that limit. Using shadow craft is a standard action. If the item leaves your possession, it fades away in 1d4 rounds. Otherwise, it lasts for 1 hour per class level. Shadow craft is usable a number of times per day equal to one-half your class level. Items created by shadow craft cannot be employed as material components or foci in spellcasting. If you want to create an item that mimics a specific item you have seen, you must succeed on a DC 20 Craft check of the appropriate sort (weaponsmithing, for instance).<\/p>\n\n\t<p>At 6th level, you can enhance your creations. You can imbue a shadow-crafted weapon or shield with an enhancement bonus equal to your class level minus 5. For instance, if you are an 8th-level shadowsmith, you can create a +3 battle axe. If you create two enhanced items at one time (which becomes possible when you attain 7th level), you must divide the total enhancement bonus between those items. (For instance, at 8th level, you could create a +1 battleaxe and a +2 large shield.)<\/p>\n\n\t<p>To succeed at this enhanced crafting, you must make an appropriate Craft check for each item (usually weaponsmithing or armorsmithing) against a DC of 20 + the desired enhancement bonus. If you fail, the item is nonmagical. You can only have one enhanced shadow-crafted item (or two, if they were created in the same round) at a time. If you create new enhanced items, the old ones immediately become nonmagical. Attempting to create an enhanced item (or two, if so desired) with shadow craft is a full-round action.<\/p>\n\n\t<p>At 8th level, you can use shadow craft to create light armor for yourself (which you can give an enhancement bonus to). The armor you craft automatically has the improved shadow special ability (<span class=caps>DMG<\/span> 219).<\/p>\n\n\t<p>At 9th level, you can quicken your shadow crafting. You need only a standard action to create enhanced items and only a swift action to create nonmagical ones.<\/p>\n\n\t<p>At 10th level, you can apply the shadow striking ability (see page 155) to any magic weapon you create through shadow craft. (If you create two weapons at once, only one can be shadow striking.) Further, you do not need to craft the item on the Plane of Shadow as is normally the case with shadow striking weapons.<\/p>\n\n\t<p><strong>Armor of Shadow (Su)<\/strong>: Starting at 4th level, you can take a standard action to surround yourself in hardened shadow. This ability grants you a +2 deflection bonus to AC. Armor of shadow lasts for 10 minutes per class level, and is usable a number of times per day equal to one-half your class level.<\/p>\n\n\t<p>At 7th level, the deflection bonus increases to +4.<\/p>\n\n\t<p>At 10th level, you quicken your armor of shadow, activating it as a swift action.<\/p>\n\n\t<p><strong>Widen Shroud (Su)<\/strong>: Starting at 5th level, you can widen your touch of shadow ability to include a number of companions equal to one-half your class level. If they move more than 10 feet from you, the effect ends for them; coming closer to you again does not restore it. Widen shroud lasts for 1 minute per class level; each use counts as a daily use of your touch of shadow ability.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Mysteries Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Touch of shadow <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Shroud of shadow <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Shadow craft (basic) <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Armor of shadow +2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Widen shroud <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Shadow craft (enchanted) <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Armor of shadow +4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Shadow craft (armor) <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Shadow craft (quickened) <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Shadow craft (shadow striking), armor of shadow (quickened) <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Tome of Magic 132<\/h5>","reference":"Usergen"},{"id":10859,"name":"Acolyte of the Ego","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Acolyte of the Ego<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Type<\/strong>: Humanoid<br \/><strong>Languages<\/strong>: Must speak at least four languages<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Known Personal Truename<\/strong>: You know your own personal truename. However, pronouncing it correctly requires a Truespeak check with a DC equal to 15 + (2 \u00d7 your HD) + 2. You get a +4 bonus on the Truespeak check because it&#39;s your personal truename.<\/p>\n\n\t<p><strong>Morphic Cadence (Sp)<\/strong>: Starting at 2nd level, and at every even-numbered level thereafter (4th, 6th, 8th, and 10th), you learn to pronounce your own truename with certain cadences that alter your personal reality. Each time you gain this ability, you learn a new morphic cadence (in other words, a new way to morph your truename), and your existing morphic cadences get incrementally better.<\/p>\n\n\t<p>Activating a morphic cadence is a standard action, and you must successfully speak your personal truename, which requires a Truespeak check (see Known Personal Truename, above).<\/p>\n\n\t<p>The fabric of your reality can withstand only a certain amount of distortion. Thus, the Law of Resistance (see page 233) applies to cadences. This means that each time you use the same cadence on the same day, the DC of the Truespeak check increases by 2. You can have as many cadences active at a time as you desire.<\/p>\n\n\t<p><em>Cadence of the Distant Step<\/em>: You can use dimension door (as the spell, PH 221) to transport yourself and any items you are carrying a maximum of 100 feet per morphic cadence you know. You cannot use this ability to affect other creatures or any objects you aren&#39;t carrying.<\/p>\n\n\t<p><em>Cadence of the Swallowed Spell<\/em>: You gain spell resistance equal to 15 + 2 per morphic cadence you know. The benefit lasts for 1 round per class level.<\/p>\n\n\t<p><em>Cadence of the Frightful Mind<\/em>: You can frighten your foes (as the fear spell, PH 229). The DC for the Will save to resist the effect is 10 + your acolyte of the ego level + your Cha modifier + the number of morphic cadences you know. The duration of the effect is 1 round per class level.<\/p>\n\n\t<p><em>Cadence of the Iron Skin<\/em>: You gain damage reduction 2\/magic, plus an additional 2 points of damage reduction per morphic cadence you know beyond the first. In other words, a 10th-level acolyte of the ego who knows this cadence gains damage reduction 10\/magic.<\/p>\n\n\t<p><em>Cadence of the Living Fortress<\/em>: You gain a measure of resistance against critical hits for 1 round per class level. When a critical hit or sneak attack is scored against you, there is a 20% chance per morphic cadence you know (maximum 100% if you know five morphic cadences) that the critical hit or sneak attack is negated, and damage is rolled normally instead.<\/p>\n\n\t<p><em>Cadence of the Lost Wound<\/em>: You gain fast healing equal to the number of morphic cadences you know. This benefit lasts for 1 round per class level.<\/p>\n\n\t<p><em>Cadence of the Lucky Fool<\/em>: You gain a luck bonus on saving throws equal to the number of morphic cadences you know. This benefit lasts for 1 round per class level.<\/p>\n\n\t<p><em>Cadence of the Mighty Bull<\/em>: You gain an insight bonus to your Strength score equal to the number of morphic cadences you know for 1 minute.<\/p>\n\n\t<p><em>Cadence of the Prowling Tiger<\/em>: You gain an insight bonus to your Dexterity score equal to the number of morphic cadences you know for 1 minute.<\/p>\n\n\t<p><em>Cadence of the Secret Mask<\/em>: You can use disguise self (as the spell, PH 197) for 1 minute per class level.<\/p>\n\n\t<p><em>Cadence of the Thunder Drake<\/em>: You can make a single breath weapon attack&#8212; specifically, a 20-foot cone of painful noise that deals 2d6 points of sonic damage per morphic cadence you know. The Reflex save to halve the damage is DC 10 + your acolyte of the ego class level + your Con modifier + the number of morphic cadences you know.<\/p>\n\n\t<p><em>Cadence of the Ursine Heart<\/em>: You gain an insight bonus to your Constitution score equal to the number of morphic cadences you know for 1 minute.<\/p>\n\n\t<p><strong>Resonant Voice (Su)<\/strong>: Starting at 3rd level, you can speak your personal truename with a particularly deep, resonant voice. The DC for the Truespeak check increases by 5, but if the check succeeds, you treat your class level as three higher for the purpose of determining the effect and duration of any morphic cadence you use that round (see above).<\/p>\n\n\t<p><strong>Cadence Mastery (Su)<\/strong>: Starting at 5th level, you can speak your personal truename with multiple morphic cadences at the same time. The DC of the Truespeak check increases by 5 for each additional morphic cadence you wish to activate after the first.<\/p>\n\n\t<p>For example, a 6th-level bard\/5th-level acolyte of the ego can properly speak her own truename with a DC 37 Truespeak check. However, she can add cadence of the prowling tiger and cadence of the thunder drake to her truename and gain the benefits of both with a successful DC 42 Truespeak check.<\/p>\n\n\t<p><strong>Alter Personal Truename (Su)<\/strong>: At 7th level, you can alter your own truename slightly&#8212;just enough to make it difficult or impossible for others to utter it correctly.<\/p>\n\n\t<p>Any creature other than you that attempts to speak your truename takes a &#8212;4 penalty on the Truespeak check. At 9th level, this penalty increases to &#8212;8.<\/p>\n\n\t<p><strong>Recitation Feat<\/strong>: At 7th level, you gain a recitation feat (see page 231) as a bonus feat.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Known personal truename <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Morphic cadence <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Resonant voice <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Morphic cadence <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Cadence mastery <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Morphic cadence <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Alter personal truename (&#8212;4), recitation feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Morphic cadence <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Alter personal truename (&#8212;8) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Morphic cadence <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Tome of Magic 204<\/h5>","reference":"Usergen"},{"id":10860,"name":"Bereft","type":"prestige","alignment":"Any neutral","hit_die":"6","full_text":"<div topic='titel'><p><h3>Bereft<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any neutral.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Languages<\/strong>: Must speak at least three languages<br \/><strong>Special<\/strong>: Must have been the subject of the ritual of renaming spell (see page 257). This costs 3,700 gp.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Obscure Personal Truename (Ex)<\/strong>: Upon becoming a bereft, you give up your natural truename and take pains to make your new one more difficult to discover. You gain a new truename by means of the ritual of renaming (see Entry Requirements), and you receive Obscure Personal Truename as a bonus feat.<\/p>\n\n\t<p><strong>Syllables of Unmaking (Sp)<\/strong>: At each bereft level, you learn another syllable of the powerful word of unmaking. While each syllable unmakes a portion of an enemy in a different way, the syllables do share some common traits.<\/p>\n\n\t<ul>\n\t\t<li>Each syllable is a spell-like ability.<\/li>\n\t<\/ul>\n\n\t<ul>\n\t\t<li>Each syllable requires you to make a successful Truespeak check to affect the creature you target. See page 195 for the rules involved in making a Truespeak check.<\/li>\n\t<\/ul>\n\n\t<ul>\n\t\t<li>The Law of Resistance applies to each syllable, so the Truespeak DC for repeated uses of a syllable increases by 2. See page 233 for a description of the Law of Resistance.<\/li>\n\t<\/ul>\n\n\t<ul>\n\t\t<li>The range of each syllable is 60 feet.<\/li>\n\t<\/ul>\n\n\t<ul>\n\t\t<li>As with utterances, syllables need not be heard by the target to be effective.<\/li>\n\t<\/ul>\n\n\t<ul>\n\t\t<li>The caster level of each syllable is equal to your character level.<\/li>\n\t<\/ul>\n\n\t<p><em>Syllable of Detachment<\/em>: When you begin your career as a bereft, you learn the first syllable in the word of unmaking: the syllable of detachment. When you successfully speak this syllable, your target finds itself less capable. Even the most minor tasks are suddenly more difficult. The target takes a &#8212;2 penalty on attack rolls, saves, and checks for a number of rounds equal to your class level. This ability is the equivalent of a 2nd-level spell.<\/p>\n\n\t<p><em>Syllable of Affliction<\/em>: Beginning at 2nd level, you can use Truespeak to temporarily alter a target creature&#39;s truename and remove one of four senses. If your Truespeak check is successful, the subject must make a Will save (DC 10 + class level + Cha modifier). If it fails, you temporarily erase one of the target&#39;s senses: sight (as per blindness\/deafness), hearing (as per blindness\/deafness), smell (negates scent ability), or touch (&#8212;2 circumstance penalty on Climb, Disable Device, Escape Artist, Jump, Open Lock, Search, Tumble, and Use Rope checks). The effect of this ability remains for a number of rounds equal to your class level. This ability is the equivalent of a 4th-level spell.<\/p>\n\n\t<p><em>Syllable of Exile<\/em>: When you attain 3rd level, with a successful Truespeak check you can temporarily send a target of this syllable to a confusing pocket dimension. This ability functions as a maze spell, but the subject is trapped in the maze for only 1 round. It can still attempt an Intelligence check to escape on its turn as normal, but doing so is only a swift action (as opposed to a full-round action, as normal for a maze spell). Thus, if it escapes, the creature can act normally on its turn. This ability is the equivalent of a 6th-level spell.<\/p>\n\n\t<p><em>Syllable of Dissolution<\/em>: When you reach 4th level, your proficiency with the syllables of unmaking has nearly reached its pinnacle. You can now unmake a portion of a creature&#39;s physical essence. If you succeed on your Truespeak check, your target takes 8d6 points of damage, as portions of its body are ripped away and destroyed. This ability is the equivalent of a 7th-level spell.<\/p>\n\n\t<p><em>Syllable of Enervation<\/em>: At 5th level, you learn the final syllable of the word of unmaking. If your Truespeak check is successful, your target gains two negative levels. There is no saving throw to avoid gaining the negative levels, but 24 hours after gaining them, the subject of the word of unmaking must make a Fortitude save (DC 15 + Cha modifier) for each negative level gained. If the save succeeds, that negative level is removed. If it fails, the negative level also goes away, but one of the subject&#39;s character levels is permanently drained. This ability is the equivalent of an 8th-level spell.<\/p>\n\n\t<p><strong>Word of Unmaking (Sp)<\/strong>: The ultimate power of a bereft is the ability to remove a creature&#39;s soul from the fabric of reality. By combining all the syllables of unmaking into one terrible word, you can make a Truespeak check as a full-round action and target a creature that has died. You must be within touch range of the corpse to use this ability, and doing so provokes attacks of opportunity. If your Truespeak check is successful, the creature cannot be raised from the dead or animated through any means. Only a ritual of renaming combined with a true resurrection spell cast together can return the creature to life. You cannot target an undead creature with this ability, but you could target its remains. Using this ability costs 100 XP.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Obscure Personal Truename, syllable of detachment <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Syllable of affliction <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Syllable of exile <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Syllable of dissolution <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Syllable of enervation, word of unmaking <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Tome of Magic 208<\/h5>","reference":"Usergen"},{"id":10861,"name":"Brimstone Speaker","type":"prestige","alignment":"Any good","hit_die":"8","full_text":"<div topic='titel'><p><h3>Brimstone Speaker<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Ability to cast <a href=\/spells\/tome-of-magic--89\/true-prayer-of-the-chosen--3452\/>true prayer of the chosen<\/a><br \/><strong>Special<\/strong>: Worshiper of a deity that provides access to the Fire or Good domain<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: At each level except 1st, 3rd, 6th, and 9th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a brimstone speaker, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Tongue of Fire (Su)<\/strong>: The first thing every brimstone speaker learns is a truename that roughly translates as &quot;tongue of fire.&quot; If you utter it correctly (Truespeak DC 25), you gain a fiery breath weapon that deals 3d6 points of damage in a 20-foot line. Those within the area of the tongue of fire take half damage if they succeed on a Reflex saving throw (DC 10 + class level + Con modifier).<\/p>\n\n\t<p>At 5th level, your tongue of fire deals 5d6 points of damage (Truespeak DC 30), and at 10th level your tongue of fire deals 8d6 points of damage (Truespeak DC 35). If you wish, you can declare that you&#39;re using a less powerful version of your tongue of fire, accepting less damage in exchange for a lower Truespeak DC. The Law of Resistance applies to this ability (see page 233), so the Truespeak DC of each successive use of tongue of fire increases by 2.<\/p>\n\n\t<p><strong>Lesser Heavenly Entreaty (Sp)<\/strong>: Beginning at 3rd level, by shouting the truenames of various angelic powers to the heavens, you are able to call powerful outsiders to fight on your behalf. If you succeed on a DC 27 Truespeak check, you can summon one bralani eladrin (MM 93) that follows your directions as if summoned by a summon monster spell. You can use a heavenly entreaty a number of times per day equal to your class level. A celestial summoned with this ability remains for 1 minute. You can have only one heavenly envoy at a time. If you successfully summon a new one, the previous one disappears. The Law of Resistance applies to this ability (see page 233), so the Truespeak DC of each successive use of lesser heavenly entreaty increases by 2.<\/p>\n\n\t<p><strong>Heavenly Entreaty (Sp)<\/strong>: From 6th level on, if you succeed on a DC 33 Truespeak check, your ability to summon celestial aid improves. You now have the option of summoning one word archon (see page 264) that follows your directions as if summoned by a summon monster spell. You can use a heavenly entreaty a number of times per day equal to your class level. Uses of this ability and lesser heavenly entreaty are drawn from a common pool. Thus, at 6th level, you can summon either a word archon or a bralani eladrin a total of six times per day. A celestial summoned with this ability remains for 1 minute. You can only have one heavenly envoy at a time. If you successfully summon a new one, the previous one disappears. The Law of Resistance applies to this ability (see page 233), so the Truespeak DC of each successive use of heavenly entreaty increases by 2.<\/p>\n\n\t<p><strong>Greater Heavenly Entreaty (Sp)<\/strong>: When you attain 9th level, your ability to summon celestial allies improves again. If you succeed on a DC 43 Truespeak check, you can summon one astral deva (MM 11) that follows your directions as if summoned by a summon monster spell. You can use a heavenly entreaty a number of times per day equal to your class level. Uses of this ability, heavenly entreaty, and lesser heavenly entreaty are drawn from a common pool. Thus, at 9th level, you can summon either an astral deva, a word archon, or a bralani eladrin a total of nine times per day. A celestial summoned with this ability remains for 1 minute. You can have only one heavenly envoy at a time. If you successfully summon a new one, the previous one disappears. The Law of Resistance applies to this ability (see page 233), so the Truespeak DC of each successive use of greater heavenly entreaty increases by 2.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Tongue of fire 3d6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Lesser heavenly entreaty <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Tongue of fire 5d6 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Heavenly entreaty <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Greater heavenly entreaty <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Tongue of fire 8d6 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Tome of Magic 212<\/h5>","reference":"Usergen"},{"id":10862,"name":"Disciple of the Word","type":"prestige","alignment":"Any lawful","hit_die":"8","full_text":"<div topic='titel'><p><h3>Disciple of the Word<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any lawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Evasion<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Known Personal Truename<\/strong>: You know your own personal truename. However, pronouncing it correctly requires a Truespeak check with a DC equal to 15 + (2 \u00d7 your HD) + 2. You get a +4 bonus on the Truespeak check because it&#39;s your personal truename.<\/p>\n\n\t<p><strong>Monk Abilities<\/strong>: A disciple of the word adds her class level to her monk level to determine her class-based AC bonus, her unarmed damage, unarmored speed bonus, flurry of blows, and the number of daily attempts of her Stunning Fist feat.<\/p>\n\n\t<p>If she has no monk levels, she gains the AC bonus of a monk whose level equals her disciple of the word level, but she doesn&#39;t add her Wisdom bonus to her AC. In addition, she gains additional uses of the Stunning Fist feat as a monk. (Her nonmonk, nondisciple of the word class levels provide one use per four levels, and her monk and disciple of the word class levels provide one use per level).<\/p>\n\n\t<p>A disciple of the word does not count her class levels for the purpose of determining when she gains any other monk class features, such as reduced penalties for flurry of blows attack rolls, bonus feats, evasion, or other special abilities.<\/p>\n\n\t<p><strong>Word of Movement Sublime (Su)<\/strong>: You can channel your ki into a single word of Truespeech. This spoken word allows you, for a passing moment, to move as one with the restless motion of the universe, stepping through the mundane world with perfect grace. As a swift action, you can spend one of your daily uses of the Stunning Fist feat and substitute a Truespeak check in place of a Balance, Jump, or Tumble check.<\/p>\n\n\t<p><strong>Word of the Stance Unyielding (Su)<\/strong>: Beginning at 2nd level, you can channel your ki while speaking a word of Truespeech that allows you to stand fast, anchored to your current position by the rigid laws of the universe. As an immediate action, you can spend one of your daily uses of the Stunning Fist feat and substitute a Truespeak check in place of a Strength check to resist a trip, bull rush, or disarm attempt.<\/p>\n\n\t<p><strong>Word of Health Restored (Sp)<\/strong>: From 3rd level on, you can use a word of Truespeech to focus your ki into your own body. As a full-round action, you can spend one of your daily uses of the Stunning Fist feat and make a Truespeak check to heal yourself. You restore a number of hit points equal to your character level. Using this ability provokes attacks of opportunity, but you can attempt to use it defensively, exactly as if it were a 3rd-level utterance.<\/p>\n\n\t<p><strong>Word of Movement Perfected (Su)<\/strong>: At 4th level, you learn a word of Truespeech that allows you to move with great speed and agility, striding swiftly over the contours of the physical world. As a swift action, you can spend one of your daily uses of the Stunning Fist feat and make a DC 25 Truespeak check to increase your base speed by 20 feet. In addition, while this ability is active, you can walk on water, quicksand, snow, or even a spider&#39;s web without sinking or breaking through. You can take part of your movement for the round to traverse a wall or other relatively smooth vertical surface if you begin and end your move on a horizontal surface. The height you can achieve on the wall is limited only by your normal movement restrictions. If you do not end your movement on a horizontal surface, you fall prone, taking falling damage as appropriate for your distance above the ground.<\/p>\n\n\t<p>This benefit lasts for 1 round. This increase stacks with other bonuses to your speed, such as from the haste spell or a monk&#39;s fast movement bonus.<\/p>\n\n\t<p><strong>Word of Reflexes Exalted (Su)<\/strong>: Beginning at 5th level, you can focus your will to deliver another word of Truespeech. As an immediate action, you can spend one of your daily uses of the Stunning Fist feat and substitute a Truespeak check in place of a Reflex saving throw.<\/p>\n\n\t<p><strong>Word of the Strike Unstoppable (Su)<\/strong>: From 6th level on, you can speak a word of Truespeech and overcome a creature&#39;s damage reduction. After a successful melee strike, you can spend one of your daily uses of the Stunning Fist feat as a swift action to attempt to bypass a target&#39;s damage reduction. The DC of the Truespeak check depends on the type of damage reduction that you are trying to overcome. If the creature&#39;s damage reduction requires more than one trait to overcome, chose the trait with the highest DC and add 10 to that DC for each additional trait required. If the creature&#39;s damage reduction is overcome by one of several types of damage, use the lowest applicable DC.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>DR <\/th>\n\t\t\t<th>DC <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Piercing <\/td>\n\t\t\t<td> 20 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Slashing <\/td>\n\t\t\t<td> 20 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Bludgeoning <\/td>\n\t\t\t<td> 25 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Magic <\/td>\n\t\t\t<td> 30 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Silver <\/td>\n\t\t\t<td> 35 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Cold iron <\/td>\n\t\t\t<td> 35 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Adamantine <\/td>\n\t\t\t<td> 40 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Epic <\/td>\n\t\t\t<td> 45 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Word of the Fist Unraveling (Su)<\/strong>: At 7th level, you gain the ability to focus your ki into a single powerful strike. Accompanied by a word of Truespeech, this ability can unravel magical effects. After a successful melee strike, you can spend one of your daily uses of the Stunning Fist feat as a swift action to attempt to dispel one effect currently on the creature struck by the melee attack. This works like a targeted dispel, except that you can only dispel the highest-level effect currently affecting the target. You make a Truespeak check opposed by a caster level check made by the caster of the affected spell. If you are successful, the spell is dispelled. If your check is unsuccessful, the spell remains in effect. Regardless of the result of the opposed check, the melee attack deals damage normally.<\/p>\n\n\t<p><strong>Word of Harm Avoided (Ex)<\/strong>: Beginning at 8th level, if you have one hand free, once per day when you would normally be hit with a weapon, you can deflect it so that you take no damage from it. To negate the attack, you spend one of your daily uses of the Stunning Fist feat and make a Truespeak check, opposed by the attack roll of the attack that you are attempting to negate. You must be aware of the attack and not flat-footed. Attempting to deflect an attack is an immediate action (an action you can take even when it&#39;s not your turn, but counts against the number of swift actions you can take in a round). Unusually massive weapons (that is, any weapon two or more size categories larger than you) or attacks generated by spell effects (Melf&#39;s acid arrow or shocking grasp) can&#39;t be negated. You must use this ability after the result of the attack roll is known but before damage is rolled.<\/p>\n\n\t<p><strong>Word of Mystic Deflection (Su)<\/strong>: Starting at 9th level, you can speak a word of Truespeech and prevent a hostile spell from affecting you. When you are the sole target of a spell (the spell must target you; this does not apply if you are the sole individual in an area spell) that must overcome spell resistance to have an effect, you can spend one of your daily uses of the Stunning Fist feat and attempt a Truespeak check as an immediate action. This Truespeak check is opposed by the caster&#39;s caster level check. If you succeed on this check, the spell is negated. If you fail this check, you are subject to the spell&#39;s effect normally, including your chance to save against the spell&#39;s effect, if applicable.<\/p>\n\n\t<p><strong>Word of Speed Unfettered (Su)<\/strong>: At 10th level, you can speak a word of Truespeech and imbue your form with unparalleled celerity. You can spend one of your daily uses of the Stunning Fist feat and attempt a DC 50 Truespeak check as an immediate action. If you succeed on this check, you gain an additional move action that you must take immediately. This ability might, among other things, allow you to move and make a full attack in the same round.<\/p>\n\n\t<p><strong>Multiclass Note<\/strong>: Monks who multiclass into this prestige class can continue advancing as monks.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Known personal truename, monk abilities, word of movement sublime <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Word of the stance unyielding <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Word of health restored <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Word of movement perfected <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Word of reflexes exalted <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Word of the strike unstoppable <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Word of the fist unraveling <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Word of harm avoided <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Word of mystic deflection <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Word of speed unfettered <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Tome of Magic 216<\/h5>","reference":"Usergen"},{"id":10863,"name":"Fiendbinder","type":"prestige","alignment":"Any nongood","hit_die":"6","full_text":"<div topic='titel'><p><h3>Fiendbinder<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nongood.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Ability to cast <a href=\/spells\/players-handbook-v35--6\/summon-monster-iv--2444\/>summon monster IV<\/a><\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: At each level except 1st, 5th, and 9th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a fiendbinder, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Bind Fiend (Su)<\/strong>: You master the complex rituals needed to bind a fiend whose truename you know. You must pay an amount in gold to cover the cost of the ritual (see Table 3&#8212;9), and the ritual takes 8 uninterrupted hours to perform. At the conclusion of the ritual, the fiend appears. The fiend is bound against its will and isn&#39;t happy about the service. However, it cannot attack you, even if you attack it. Giving it a command is a standard action that provokes attacks of opportunity, for doing so requires that you correctly utter the fiend&#39;s truename. You must make a Truespeak check with a specified DC (see Table 3&#8212;9). If the check succeeds, the fiend is compelled to do as you command; if the check fails, the fiend gleefully resists (and might even mock you). A bound fiend performs only one of the commands outlined in Table 3&#8212;10 at one time. Issuing a new command (including ordering a bound fiend to attack a different foe) requires another standard action and another Truespeak check. You can give a bound fiend commands other than those found on Table 3&#8212;10, but these sample commands will cover most circumstances (and the DM always has the power to veto a potential command).<\/p>\n\n\t<p>Unless it is commanded to do otherwise, a bound fiend must remain within 10 feet of you at all times. If a bound fiend moves more than 1 mile from you, it gets an immediate Will save (DC 10 + your fiendbinder level + your Cha modifier) to break the bond. A bound fiend can usually only attain this distance from its master due to a careless command. If it is freed in this manner, it is immediately sent back to the place whence it came. You can free a bound fiend yourself as a free action. Although a newly freed fiend might cry vengeance for the &quot;punishment&quot; you have inflicted upon it, few fiends act on their threats for fear of being bound again. Only by repeatedly binding the same fiend do you run the risk of incurring its wrath once freed (DM&#39;s discretion).<\/p>\n\n\t<p>You can bind multiple fiends if you have the gold and time to do so. However, you cannot issue the same command to multiple bound fiends. For example, if you bind two vrock demons and want them to attack the same foe, commanding them to attack requires two standard actions (one per vrock).<\/p>\n\n\t<p>A bound fiend cannot use its summoning ability. Unlike summoned creatures, bound fiends are truly dead when slain.<\/p>\n\n\t<p>If you are killed, any fiend that was bound to you prior to your death stays with your remains for 24 hours. It does not guard whatever is left of your body; it merely remains nearby, tracking the passing time intently to determine if it will be set free. If you are returned to life during that period through a raise dead spell or similar effect, the fiend remains bound to your service with no additional cost to you, provided you are still of a sufficient level to retain the fiend&#39;s service. If you lose a level as a result of a return to life, and your new level is too low for you to have summoned your servant (see Table 3&#8212;9 to determine what level you need to be to bind a particular fiend servant), your servant is immediately freed from service. Otherwise, if 24 hours pass and you remain dead, the fiend is released from service and sent back to the place whence it came&#8212;with your soul in tow&#8212;cackling maniacally. At that point, only a true resurrection spell can return you to life, but if you are brought back, your fiend comes back with you, still bound to your service and with no additional cost to you.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th style=text-align:center; colspan=4>Bound Fiends <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Fiend <\/th>\n\t\t\t<th>Available at Class Level <\/th>\n\t\t\t<th>Binding Cost <\/th>\n\t\t\t<th>Truespeak DC <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Babau demon <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> 2,700 gp <\/td>\n\t\t\t<td> 27 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Succubus demon <\/td>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> 3,600 gp <\/td>\n\t\t\t<td> 29 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Hellcat devil <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> 4,900 gp <\/td>\n\t\t\t<td> 29 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Vrock demon <\/td>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> 6,600 gp <\/td>\n\t\t\t<td> 33 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Cauchemar nightmare <\/td>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> 8,800 gp <\/td>\n\t\t\t<td> 37 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Retriever demon <\/td>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> 11,000 gp <\/td>\n\t\t\t<td> 37 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Hezrou demon <\/td>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> 15,000 gp <\/td>\n\t\t\t<td> 37 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Barbed devil <\/td>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> 20,000 gp <\/td>\n\t\t\t<td> 37 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Ice devil <\/td>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> 26,000 gp <\/td>\n\t\t\t<td> 41 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Marilith demon <\/td>\n\t\t\t<td> 10th <\/td>\n\t\t\ttd> 34,000 gp <\/td>\n\t\t\t<td> 49 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Truename Commands <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Attack a specific foe <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Defend me (the fiend attacks the first creature to attack you) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Deliver a message or package and return <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Scout and report back <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Serve as a steed for 1 hour (cauchemar nightmare only) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Stand watch for 8 hours and raise alarm if needed <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Undertake repetitive labor for 1 hour <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Use a skill on your behalf <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Use a spell-like ability on your behalf <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Call Forth Fiend (Sp)<\/strong>: Upon reaching 3rd level, you gain the service of a particularly loyal fiend. By uttering its truename, you can call it forth and command it to serve you. Regardless of its alignment, the fiend respects your power and regards you as a powerful ally.<\/p>\n\n\t<p>Once per day, as a standard action, you can magically call forth this fiend from the hateful realm where it resides. The fiend can be any of the ones mentioned on Table 3&#8212;9 (above). Calling forth the fiend requires a successful Truespeak check (DC 15 + [2 \u00d7 fiend&#39;s CR]), and you must choose the type of fiend you intend to call before you make the check. If the check succeeds, the fiend immediately appears adjacent to you and remains for 1 round per fiendbinder level; it can be dismissed at any time with a free action. The fiend is the same creature each time it is called, though you can release a particular fiend from service. Each time the fiend is called, it appears in full health, regardless of any damage it might have taken previously. Any equipment the fiend acquires gets left behind when it returns to its realm. Calling a fiend is a conjuration (calling) effect.<\/p>\n\n\t<p>If the fiend dies, it immediately disappears, leaving behind any equipment it did not bring with it from its native realm. You cannot call forth another fiend using this ability for thirty days or until you gain another fiendbinder level, whichever comes first, even if the fiend is somehow returned from the dead. During this thirty-day period, you take a &#8212;2 penalty on Truespeak checks.<\/p>\n\n\t<p><strong>Bind Tormented Soul (Su)<\/strong>: The Lower Planes house countless tormented souls, for they are the primordial soup from which myriad fiends are born. At 5th level, once per day you can utter the truename of a tormented soul and bind its essence within yourself. Your eyes turn dead black, your complexion pales, and black veins form just under your skin until the tormented soul is released or destroyed. The tormented soul has no alignment or awareness, per se, and cannot be held at bay using magic circle spells and similar effects.<\/p>\n\n\t<p>Binding a tormented soul is a swift action that provokes attacks of opportunity and requires a DC 30 Truespeak check. If the check succeeds, you harness its suffering and become inured to pain. You can continue to act normally even when disabled (reduced to 0 hit points) or dying (reduced to &#8212;1 to &#8212;9 hit points). Furthermore, you do not die if you are reduced to &#8212;10 hit points or lower. Instead, while you are in this condition, you can take a single move action or standard action each turn (but not both, nor can you take full-round actions); although you can take a move action without further injuring yourself, performing any standard action (or any other action the DM deems as strenuous, including some free actions) deals 1 point of damage to you after the act is completed.<\/p>\n\n\t<p>The tormented soul is unstable and destroyed in short order. You can bind it for only 3 rounds. Once the tormented soul is gone, you immediately incur the normal effects for being at 0 hit points or negative hit points (if your hit point total when the soul departs is at 0 or below). In addition, assuming you survive the ordeal, you are fatigued for 1 hour (if you are already fatigued, you are exhausted instead). You can voluntarily release a bound tormented soul as a free action but still endure the effects noted above.<\/p>\n\n\t<p><strong>Gift of the Archfiend (Su)<\/strong>: Beginning at 9th level, once per day you can demand the attention of a powerful demon prince of the Abyss or infernal archduke of the Nine Hells and, by uttering its truename, convince the archfiend to invest you with a fragment of its might. The archfiend does not appear before you, but you become suffused with a gift of Abyssal or infernal power. Such a gift is usually an archfiend&#39;s way of attempting to win your fealty or obedience and should never be misconstrued as a sign of trust or obligation. You must have spent at least one week researching the personal truename of a potential demon prince or archduke of hell, and 1,000 gp (for each name learned). Each use of this ability lasts for 1 minute per class level. Provided you have learned a truename for at least one archduke and one demon prince, you can gain either benefit of this ability&#8212;you choose whenever you activate it.<\/p>\n\n\t<p>Securing the archfiend&#39;s gift is a standard action and requires a DC 35 Truespeak check. If the check succeeds, you gain one of the following benefits from your fiendish benefactor:<\/p>\n\n\t<p><em>Baatezu Traits<\/em>: If your gift comes from an infernal archduke of the Nine Hells, you gain damage reduction 5\/good and silver, darkvision out to 60 feet, immunity to fire and poison, and resistance to acid 10 and cold 10. In addition, you can see perfectly in darkness of any kind (even that created by the deeper darkness spell).<\/p>\n\n\t<p><em>Tanar&#39;ri Traits<\/em>: If your gift comes from a demon prince of the Abyss, you gain damage reduction 5\/cold iron and good, darkvision out to 60 feet, immunity to electricity and poison, and resistance to acid 10, cold 10, and fire 10.<\/p>\n\n\t<p><strong>Double Command (Ex)<\/strong>: At 9th level, you have become more adept at commanding the fiend in your service. You can attempt to give it two commands to be performed in sequence with a single Truespeak check, but doing so increases the Truespeak check DC by 5.<\/p>\n\n\t<p>If you have bound multiple fiends, you can now also give up to two fiends a single command (each fiend can be given the same or a different command) as a single standard action.<\/p>\n\n\t<p><strong>Archfiend&#39;s Favor (Su)<\/strong>: At 10th level, you have attained a tremendous amount of knowledge regarding how to deal with fiends. You gain a bonus on Charisma-based skill checks dealing with demons and devils equal to 1\/2 your class level (or +5 at 10th level).<\/p>\n\n\t<p><strong>Summon Fiends (Sp)<\/strong>: Once per day, at 10th level, you can summon either a baatezu legion (1d6 bone devils or 1d4 barbed devils) or tanar&#39;ri horde (1d6 vrocks or 1d4 hezrous) as a full-round action. The fiendish legion or horde appears at the beginning of your next turn. This ability is the equivalent of a 9th-level spell (caster level equals your character level).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bind fiend <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Call forth fiend <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bind tormented soul <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td>+1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Gift of the archfiend, double command <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Archfiend&#39;s favor, summon fiends <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Tome of Magic 220<\/h5>","reference":"Usergen"},{"id":10864,"name":"Bloodclaw Master","type":"prestige","alignment":"","hit_die":"12","full_text":"<div topic='titel'><p><h3>Bloodclaw Master<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 12.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Martial Maneuvers<\/strong>: Must know three Tiger Claw maneuvers.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Maneuvers<\/strong>: At each odd-numbered level, you gain a new maneuver known from the Tiger Claw discipline. You must meet a maneuver\u2019s prerequisite to learn it. You add your full bloodclaw master levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. At 3rd level, you gain an additional maneuver readied per day.<\/p>\n\n\t<p><strong>Shifting (Su)<\/strong>: You can become more like a tiger by focusing your feral nature. Once per day, you can enter a state that is superficially similar to a barbarian\u2019s rage. While you are shifting, your appearance takes on tigerlike aspects: Your fingernails become more pointed and clawlike, the irises of your eyes become narrow, catlike slits, your ears grow more pointed, and so on. While shifting, you gain a +2 bonus to Strength and you grow claws that can be used as natural weapons. These claws deal 1d4 points of damage with each successful attack. You can attack with one claw as a standard action or with two claws as a full attack action (as a primary natural weapon). You cannot attack more than once per round with a single claw, even if your base attack bonus is high enough to give you multiple attacks. You can attack with a claw as a light off-hand weapon while wielding a weapon in your primary hand, but doing so incurs the normal penalties for fighting with two weapons. Shifting is a free action and lasts for a number of rounds equal to your Con modifier + your bloodclaw master class level. At 3rd level and again at 5th level, you gain an additional daily use of your shifting ability.<\/p>\n\n\t<p><strong>Claws of the Beast (Ex)<\/strong>: When attacking with two daggers or Tiger Claw weapons (kukri, kama, handaxe, unarmed strike, or claws), you add your full Strength bonus to damage rolls made for your off-hand weapon.<\/p>\n\n\t<p><strong>Superior Two-Weapon Fighting (Ex)<\/strong>: Starting at 2nd level, when you attack with two daggers or Tiger Claw weapons, you do not take the \u20132 penalty on attack rolls for fighting with two weapons.<\/p>\n\n\t<p><strong>Tiger Claw Synergy (Ex)<\/strong>: Beginning at 2nd level, while you are in a Tiger Claw stance, you can choose to gain either a +1 dodge bonus to your Armor Class or a +10-foot bonus to your base speed. You make this choice when you enter the stance. At 4th level, you become more accurate at dealing Tiger Claw strikes. You gain a +1 bonus on any attack rolls made as part of a strike from the Tiger Claw discipline.<\/p>\n\n\t<p>Pouncing Strike (Ex): From 3rd level on, when wielding two weapons, you can take a standard action to make a single melee attack with each weapon. Each attack is made at your highest attack bonus. You can also make an attack with each weapon against an opponent at the end of a charge. When you use pouncing strike, you lose the use of one Tiger Claw strike you have readied for the current encounter, just as if you had initiated the strike (except you do not also gain the strike\u2019s normal effect). Once you use this ability, you can recover the maneuver you expended and use it normally.<\/p>\n\n\t<p><strong>Low-Light Vision (Ex)<\/strong>: At 3rd level, your eyes function better in dim light, as you adopt the senses of the tiger. You gain low-light vision.<\/p>\n\n\t<p><strong>Rending Claws (Ex)<\/strong>: At 5th level, while you are shifting and attacking with two daggers or two Tiger Claw weapons and you successfully hit an opponent with both weapons in the same round, the second weapon that hits deals an extra 2d6 points of damage. This effect is considered a boost from the Tiger Claw discipline. When you use rending claws, you lose the use of one Tiger Claw boost you have readied for the current encounter, just as if you had initiated the boost (except you do not also gain the boost\u2019s normal effect). Once you use this ability, you can recover the maneuver you expended and use it normally.<\/p>\n\n\t<p><strong>Scent (Ex)<\/strong>: Once you have reached 5th level, your heightened animalistic senses also give you the ability to smell nearby creatures. You gain the scent special ability (MM 314).<\/p>\n\n\t<h4><span class=caps>SHIFTERS<\/span> <span class=caps>AND<\/span> <span class=caps>THE<\/span> <span class=caps>BLOODCLAW<\/span> <span class=caps>MASTER<\/span><\/h4>\n\n\t<p>A shifter character, from the <span class=caps>EBERRON<\/span> campaign setting, gains slightly different benefits from taking levels in this class. The class\u2019s shifting ability instead grants the shifter one additional shift per day at 1st and 5th levels (but not 3rd level), and the duration of the character\u2019s racial shifting ability is increased by 1 round for each level he takes in this prestige class. The PC is treated as having the razorclaw shifter trait for the purpose of meeting prerequisites (such as for other shifter feats).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Maneuvers Known <\/th>\n\t\t\t<th>Maneuvers Readied <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> Shifting 1\/day, claws of the beast <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> Superior two-weapon fighting, tiger claw synergy (stance) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> Pouncing strike, low-light vision, shifting 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> Tiger claw synergy (strike) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> Rending claws, scent, shifting 3\/day <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Tome of Battle: The Book of Nine Swords 96<\/h5>","reference":"Usergen"},{"id":10865,"name":"Bloodstorm Blade","type":"prestige","alignment":"","hit_die":"12","full_text":"<div topic='titel'><p><h3>Bloodstorm Blade<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 12.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Martial Maneuvers<\/strong>: Must know one Iron Heart strike and one Iron Heart stance.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Returning Attacks (Ex)<\/strong>: You can hurl your weapon at a foe and command it to ricochet back to you. Any weapon you throw behaves as though it has the returning special ability (<span class=caps>DMG<\/span> 225). When you use returning attacks, you lose the use of one Iron Heart strike you have readied for the current encounter, just as if you had initiated the strike (except you do not also gain the strike&#39;s normal effect). Once you use this ability, you can recover the maneuver you expended and use it normally.<\/p>\n\n\t<p><strong>Throw Anything<\/strong>: As an initiate of the mysteries of the bloodstorm technique, you learn to throw swords as easily as others hurl daggers. You gain Throw Anything (see the sidebar) as a bonus feat.<\/p>\n\n\t<p><strong>Weapon Aptitude (Ex)<\/strong>: Your training with a wide range of weaponry and tactics allows you the opportunity to gain great skill with particular weapons. You can qualify for feats requiring a minimum number of fighter levels (such as Weapon Specialization) as if you had a fighter level equal to your combined warblade and bloodstorm blade levels &#8212;2. Furthermore, you have the flexibility to adjust your weapon training. Each morning, you can spend 1 hour practicing and change the weapons selected for any feat you have that applies only to a single chosen weapon. For example, you could change your Weapon Focus (greataxe) feat so its benefit applies to longswords instead. You can adjust any number of your feats in this way, and you don&#39;t have to adjust them all in the same way. You can&#39;t change the weapon choices in such a way that you no longer meet a feat&#39;s prerequisite. For instance, you must be proficient with a weapon chosen for Weapon Focus; and if you have both Weapon Focus and Weapon Specialization with the longsword, you couldn&#39;t change Weapon Focus without also changing Weapon Specialization to the same weapon. You must also have that weapon available during practice; if you don&#39;t have a longsword handy, you can&#39;t assign your feats to affect longswords.<\/p>\n\n\t<p><strong>Martial Throw (Ex)<\/strong>: Starting at 2nd level, you can initiate a strike from the Iron Heart discipline with a thrown weapon. The strike must be one that has a target of one creature. A strike that targets multiple creatures or objects cannot be used with martial throw.<\/p>\n\n\t<p><strong>Thunderous Throw (Ex)<\/strong>: Beginning at 2nd level, you build up incredible tension as you ready yourself to throw your weapon, which becomes visible around you like heat waves. When you release your weapon, that power rushes out with your weapon. As a swift action, you can choose to treat your ranged attack rolls with thrown weapons as melee attacks for the rest of your turn. You use your melee attack bonus, including Strength bonus, feats, and so forth, to determine your attack bonus for each attack as normal, but you apply the standard modifiers for range penalties. Attacking into melee, through cover, and so forth incurs the standard penalties. In addition, you can apply 1-1\/2 times your Strength bonus to damage if you wield the thrown weapon with two hands, and you can use Power Attack with your thrown weapon attacks (adding two times the number subtracted from attack rolls as a bonus on damage rolls when throwing a twohanded weapon).<\/p>\n\n\t<p><strong>Bonus Fighter Feat<\/strong>: Bloodstorm blades study all aspects of combat as they learn to rain blows down upon distant foes and enemies close at hand. At 3rd, 6th, and 9th level, you gain a bonus feat chosen from the list of fighter bonus feats. You must meet the prerequisite of the feat to take it.<\/p>\n\n\t<p><strong>Lightning Ricochet (Ex)<\/strong>: From 4th level on, you can throw your weapon at a nearby foe and command it to immediately bounce back to your grasp. Any time you make a ranged attack with a thrown weapon on your turn, the weapon immediately returns to you, and you can catch it as a free action. This ability allows you to make a full attack entirely with thrown weapon attacks, or with a mix of thrown and melee attacks.<\/p>\n\n\t<p><strong>Blood Wind Ricochet (Ex)<\/strong>: As a full-round action, at 5th level and higher, you can hurl a weapon at a foe and compel it to ricochet to other enemies before hurtling back to your waiting hand. The weapon you throw behaves as though it has the returning special ability (<span class=caps>DMG<\/span> 225), except that you determine the point during your turn when the weapon returns to you. When using this ability, you make a full attack with a thrown weapon, but each ranged attack must be resolved against a separate target. You can choose the order in which you attack your foes. Range and cover penalties are resolved for each attack after the first as though that attack originated from the space of the creature you last attacked. If a creature has total cover relative to you, you cannot attack it. When you use blood wind ricochet, you lose the use of one Iron Heart strike you have readied for the current encounter, just as if you had initiated the strike (except you do not also gain the strike&#39;s normal effect). Once you use this ability, you can recover the maneuver you expended and use it normally.<\/p>\n\n\t<p><strong>Eye of the Storm (Ex)<\/strong>: At 7th level, you learn to center your being and adopt a mindset of calm readiness despite the furor of battle raging about you. While you are in an Iron Heart stance, you can forgo its normal benefit as a swift action to gain the effect of eye of the storm. This ability lasts as long as you would maintain the Iron Heart stance, or as described below. You can also stop using eye of the storm and resume gaining the normal benefit of the stance as a swift action. When you use this ability, you gain a +4 dodge bonus to Armor Class against ranged attacks and a +2 competence bonus on Reflex saves. In addition, when a foe makes an attack of opportunity against you when you make a ranged attack while threatened, you can make a single melee attack against that foe as a swift action (assuming you&#39;re not unarmed and you threaten the foe). Such an attack does not count as an attack of opportunity. To retain this defensive posture, you can move no more than 10 feet on your turn.<\/p>\n\n\t<p><strong>Blood Rain (Ex)<\/strong>: Beginning at 8th level, you can enter a state that enables you to inflict a terrible bleeding wound on any living creature you damage with a thrown weapon or a melee attack. While you are in an Iron Heart stance, you can forgo its normal benefit as a swift action to gain the effect of blood rain. This ability lasts as long as you would maintain the Iron Heart stance, or as described below. You can also stop using blood rain and resume gaining the normal benefit of the stance as a swift action. The creature you hit with your attack takes 3 points of damage due to blood loss at the beginning of your turn each round. This effect ends if you stop using the stance. An affected creature can end the effect by being the beneficiary of any healing (such as a cure spell) or a DC 15 Heal check. The bleeding effect of blood rain does not stack with itself or the blood rain ability of another bloodstorm blade.<\/p>\n\n\t<p><strong>Blade Storm (Ex)<\/strong>: At 10th level, you can hurl your weapon as a full-round action to make it seem as if you are attacking a dozen foes at once. You become the center of a storm of steel as your thrown weapon flies out to strike a foe, returns to ricochet harmlessly off you, then flies out to attack another foe. You can make a ranged attack with a thrown weapon at your highest attack bonus against as many targets as you wish. You can attack each target just once with this attack, calculating range and cover penalties from your position on the battlefield. When you use blade storm, you lose the use of one Iron Heart strike you have readied for the current encounter, just as if you had initiated the strike (except you do not also gain the strike&#39;s normal effect). Once you use this ability, you can recover the maneuver you expended and use it normally.<\/p>\n\n\t<h4><span class=caps>STOPPING<\/span> A <span class=caps>RETURNING<\/span> <span class=caps>WEAPON<\/span><\/h4>\n\n\t<p>It might seem logical to ready an action to grab a weapon that flies about the battlefield or somehow strike it from the air, but a thrown weapon is no more vulnerable to such tactics than an arrow. Although a feat such as Deflect Arrows remains useful protection, a thrown weapon with the returning special ability must be treated like any other thrown weapon. Once thrown, it is in rapid constant motion and never hovers or hangs in the air. However, some of the tactics that work against arrows can be effective against a bloodstorm blade&#39;s thrown weapon attacks. For example, a creature could ready an action to close a door between itself and a bloodstorm blade when the blade throws a weapon. If the readied action was contingent on the weapon being thrown, the closed door would provide total cover against the attack. If the readied action was contingent on the weapon passing through the open door, the weapon would attack the bloodstorm blade&#39;s intended target, but would be prevented from returning and fall to the floor after making its attack (whether successful or not), since line of effect no longer exists between the weapon and its wielder.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Returning attacks, Throw anything, weapon aptitude <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Martial throw, thunderous throw <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Bonus fighter feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Lightning ricochet <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Blood wind ricochet <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bonus fighter feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Eye of the storm <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Blood rain <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus fighter feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Blade storm <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Tome of Battle: The Book of Nine Swords 100<\/h5>","reference":"Usergen"},{"id":10866,"name":"Deepstone Sentinel","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Deepstone Sentinel<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Martial Maneuvers<\/strong>: Must know at least two Stone Dragon maneuvers and one Stone Dragon stance.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Maneuvers<\/strong>: At each odd-numbered level, you gain a new maneuver known from the Stone Dragon discipline. You must meet a maneuver\u2019s prerequisite to learn it. You add your full deepstone sentinel levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. At 3rd level, you gain an additional maneuver readied per day.<\/p>\n\n\t<p><strong>Mountain Fortress Stance (Su)<\/strong>: As a novice deepstone sentinel, you learn to make yourself as impenetrable as a mountain fortress. This ability is a key component of this prestige class\u2019s combat abilities. While you are in a Stone Dragon stance, you can forgo its normal benefit as a swift action to gain the effect of mountain fortress stance. This ability lasts as long as you would maintain the Stone Dragon stance, or as described below. You can also stop using mountain fortress stance and resume gaining the normal benefit of the stance as a swift action. When you use this ability, you can choose to create a fortress of earth or rock, provided you are standing on earth, stone, rock, or a worked surface such as a cobblestone street or a flagstone floor (as long as natural earth or rock is no more than 1 foot below you). The square (or squares) that you occupy forms a pillar of earth or rock 5 feet tall, with you on top. Each square adjacent to you is buckled and steeply sloped, becoming difficult terrain. Any creature that attempts to enter or leave one of these squares must make a DC 10 Balance check or fall prone in the last square of the area it occupied. Creatures that ignore difficult terrain automatically succeed on this check, and flying creatures are unaffected. Creatures with four or more legs or the stability racial trait gain a +4 bonus on this Balance check. You retain the benefit of mountain fortress stance until you end your Stone Dragon stance or move more than 5 feet in a round. You are unaffected by the difficult terrain you create with this ability. If you move only 5 feet in a round, the pillar of earth you have created moves with you, creating new squares of difficult terrain in every square adjacent to your new position. If creatures occupy those newly adjacent squares, they do not need to immediately make Balance checks as described above. However, if on their turn they attempt to leave the area of difficult terrain, they are affected by mountain fortress stance as normal, and squares that are no longer adjacent to you return to their natural state. If you move more than 5 feet in a round while using mountain fortress stance, the effect ends, and the ground immediately returns to normal.<\/p>\n\n\t<p><strong>Passwall (Sp)<\/strong>: You can use <em>passwall<\/em> once per day per class level as a spell-like ability. Your caster level is equal to your deepstone sentinel class level.<\/p>\n\n\t<p><strong>Crashing Mountain Juggernaut (Su)<\/strong>: Beginning at 2nd level, if you start your turn with mountain fortress stance active, as a full-round action you can end the Stone Dragon stance you initiated to gain the benefit of this ability. When you do so, the hill you created with mountain fortress stance suddenly sinks, sending any foes standing in squares adjacent to you crashing to the ground. In addition, you tumble down the crumbling hill like a living avalanche. When you use this ability, all creatures within the area of difficult terrain created by your mountain fortress stance must make DC 15 Balance checks or fall prone. The bonus for stability or having extra legs does not apply. In addition, you can use a charge to attack an enemy as part of this ability\u2019s activation. If your attack is successful, it deals an extra 2d6 points of damage owing to the momentum you gain as you hurtle down your temporary hill and slam into your opponent. You cannot activate mountain fortress stance on the same turn in which you use this ability.<\/p>\n\n\t<p><strong>Indomitable Redoubt (Ex)<\/strong>: Once you attain 3rd level, while you are in mountain fortress stance, you can also initiate and gain the benefit of one additional Stone Dragon stance. This can be the stance you entered to initially activate mountain fortress stance, or another Stone Dragon stance you know. You must otherwise follow all the normal rules for entering and maintaining a stance.<\/p>\n\n\t<p><strong>Stone Curse (Su)<\/strong>: From 4th level on, you can strike an opponent and channel the leaden weight of the earth into its arms and legs. For a brief moment, it labors in vain, unable to move under the crushing burden you impose. As an immediate action, you can force an opponent you hit with a melee attack to make a successful Will save (DC 10 + 1\/2 your character level + your Str modifier) or become unable to move for 1 round. The creature\u2019s speed for all movement modes except flight drops to 0 feet. A creature\u2019s fly speed remains unchanged. You must choose to use this ability after successfully attacking an opponent but before rolling damage.<\/p>\n\n\t<p><strong>Dragon\u2019s Tooth (Su)<\/strong>: From 4th level on, as a standard action, you can cause a pillar of stone to erupt from the earth within 60 feet of you. The pillar occupies one square and is 5 or 10 feet tall (your choice). You can call forth a stone pillar only from natural, unworked earth or stone. A creature standing in the square must succeed on a Reflex save (DC 10 + 1\/2 your character level + your Str modifier) or be knocked prone. You can dismiss a pillar you created as a standard action, but otherwise the pillar remains where you called it forth.<\/p>\n\n\t<p><strong>Awaken the Stone Dragon (Su)<\/strong>: At 5th level, you can cause a localized earthquake to rumble through the ground around you. Through your study of Stone Dragon techniques and your strong connection to elemental earth, you can awaken the slumbering wrath of stone to send your enemies tumbling to the ground. The earth churns, rocks explode into cutting shards, and the ground rebels against your foes. Once per encounter as a swift action, you cause the ground around you to shudder and churn as if rocked by an earthquake. All enemies within a 60-foot radius must make successful Reflex saves (DC 10 + 1\/2 your character level +<br \/>your Str modifier) or take 12d6 points of damage and fall prone. A successful save allows an opponent to take half damage and remain standing. Improved stability (such as a dwarf\u2019s racial ability) does not help a creature avoid being knocked prone by this ability.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Maneuvers Known <\/th>\n\t\t\t<th>Maneuvers Readied <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> Mountain fortress stance, <em>passwall<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> Crashing mountain juggernaut <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> Indomitable redoubt <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> Stone curse, dragon&#39;s tooth <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> Awaken the stone dragon <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Tome of Battle: The Book of Nine Swords 105<\/h5>","reference":"Usergen"},{"id":10867,"name":"Eternal Blade","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Eternal Blade<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Martial Maneuvers<\/strong>: Any two Devoted Spirit or Diamond Mind maneuvers.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Maneuvers<\/strong>: At each odd-numbered level, you gain a new maneuver known from the Devoted Spirit, Diamond Mind, Iron Heart, or White Raven discipline. You must meet a maneuver\u2019s prerequisite to learn it. You add your full eternal blade levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. At 3rd level, 6th level, and 9th level, you gain an additional maneuver readied per day.<\/p>\n\n\t<p><strong>Stances Known<\/strong>: At 5th level, you learn a new martial stance from the Devoted Spirit, Diamond Mind, Iron Heart, or White Raven disciplines. You must meet a stance\u2019s prerequisite to learn it.<\/p>\n\n\t<p><strong>Blade Guide (Su)<\/strong>: You gain a blade guide, the spirit of an ancient member of the eternal blades, that provides you with advice, tactical assistance, and training. The blade guide is incorporeal, has hit points equal to your own, and is size Fine. Its AC is 18, and it can fly with perfect maneuverability and a speed of 30 feet. If your blade guide is destroyed, or it somehow moves out of your line of effect, it reappears in your space in 1d6 rounds. The guide is the physical manifestation of a spirit that resides on the Outer Planes. Destroying a blade guide\u2019s form merely severs its link to the Material Plane for a short time. A blade guide appears as a mote of white energy. It uses your senses to see and hear, and communicates with you by telepathy. Thus, it cannot interact with objects and creatures that you cannot see. Your blade guide is meant to aid you in combat, not serve as a scout. Sometimes, your guide appears as a ghostly image of how it looked in life. This manifestation requires tremendous effort, and your guide chooses to attempt it only when it must communicate with others under dire circumstances. When a blade guide manifests, it can speak with others as normal. A blade guide can appear in this manner for up to 10 minutes per day. While it manifests, you lose access to your blade guide and any class abilities that require it to function. If a blade guide must make a saving throw, it uses your save modifier. It lacks skill ranks, feats, Hit Dice, and ability score modifiers.<\/p>\n\n\t<p><strong>Eternal Training (Ex)<\/strong>: Your blade guide offers you intense martial training based on its years of combat experience in mortal life. Each night when you enter trance, your blade guide enters your mind. In your dreams, the two of you spar and practice across a hundred different battlefields. You fight ogres, trolls, and other monsters that your guide creates from the ether of dreams. You practice maneuvers beyond your normal capacity. With each night that passes, you become more and more skilled in the fighting arts. Once per day, you can draw upon this nightly training to aid you in a single battle. You can choose one of two benefits. Each of these benefits lasts for one encounter. You gain an insight bonus equal to your Intelligence bonus (if any) on attack rolls and damage rolls against creatures of a single type. If you select humanoid or outsider as the type, you must also choose a subtype. Alternatively, you can gain the use of one maneuver from the Diamond Mind or Devoted Spirit discipline. You must meet the prerequisite for this maneuver as normal. A crusader\/eternal guardian who selects this option is immediately granted this maneuver. A maneuver gained with eternal training can be recovered with your normal recovery method (if you have one) during the encounter, but knowledge of the maneuver fades immediately after the encounter ends. You gain an additional use per day of this ability at 3rd, 5th, 7th, and 9th level. Even if you have multiple uses of this ability per day, you can use this ability only once per encounter. You can use this ability only while you have access to your blade guide.<\/p>\n\n\t<p><strong>Guided Strike (Ex)<\/strong>: Your blade guide assesses your enemies, seeking out weak points in their armor and offering you advice on where and how to strike. Drawing on its experience and keen eye for strategy and tactics, your guide grants you advice that can render even the most daunting foe impotent. Beginning at 2nd level, as a swift action, you can confer with your guide concerning a single foe that you face. For the rest of your turn, you automatically overcome your foe\u2019s damage reduction, if any. You can use this ability only while you have access to your blade guide.<\/p>\n\n\t<p><strong>Armored Uncanny Dodge (Ex)<\/strong>: So long as your blade guide is active, you gain the benefit of uncanny dodge starting at 3rd level. See the rogue class feature (PH 50). If you already have uncanny dodge, you instead gain improved uncanny dodge. If you lose access to your blade guide, you lose this ability until your guide returns. You can use uncanny dodge or improved uncanny dodge even if you wear medium or heavy armor.<\/p>\n\n\t<p><strong>Eternal Knowledge (Ex)<\/strong>: Your blade guide is an expert in a variety of areas. In addition to the tactical and strategic guidance it offers, it also grants you access to great stores of lore. From history to planar phenomena, your guide has seen almost everything. When you attain 4th level, your blade guide can make Knowledge checks with a bonus equal to your eternal blade level + your Int modifier. When you first gain this ability, you can select two areas of knowledge. For each additional two levels you gain in the eternal blade prestige class (at 6th, 8th, and 10th level), your guide gains access to another area of knowledge.<\/p>\n\n\t<p><strong>Defensive Insight (Ex)<\/strong>: Your blade guide\u2019s advice and insights grant you an intellectual edge in combat, but there is a fine line between knowing how to do something and executing it in combat. If you take a moment to focus yourself, you can apply your knowledge to the situation at hand. Beginning at 6th level, as a swift action, you can size up an opponent and use your tactical knowledge against him. You gain a dodge bonus to AC equal to your Intelligence bonus (if any) against a single foe of your choice until the beginning of your next turn. You can use this ability only while you have access to your blade guide.<\/p>\n\n\t<p><strong>Tactical Insight (Ex)<\/strong>: Although you might be young by the elves\u2019 reckoning, your blade guide lends you the experience and wisdom of one who has fought battles across countless fields. In almost any situation you face, you have the experience, tactical lore, and knowledge needed to defeat your enemy. From 8th level on, as a swift action, you can assess a tactical situation and make an attack that improves the attacks of your allies. For the rest of your turn, any opponent you hit with a melee attack takes a penalty to AC equal to your Intelligence bonus (if any) for 1 round. This penalty applies only to attacks made by your allies. If you lose access to your blade guide, you lose this ability until it returns.<\/p>\n\n\t<p><strong>Island in Time (Ex)<\/strong>: At 10th level, you can throw yourself into a fight under your blade guide\u2019s careful direction. You meld with it, allowing it to control your actions while you draw upon its vast combat experience. Once per encounter, you can take your turn as an immediate action. Using this ability does not change your initiative count, and you can use all your actions as normal. For example, if your initiative count is 15, you could act normally, use this ability to act again on initiative count 14, then act normally on the following round on initiative count 15. If you lose access to your blade guide, you lose this ability until it returns.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Maneuvers Known <\/th>\n\t\t\t<th>Maneuvers Readied <\/th>\n\t\t\t<th>Stances Known <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> Blade guide, eternal training 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> Guided strike <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> Armored uncanny dodge, eternal training 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> Eternal knowledge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> Eternal training 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> Defensive insight <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> Eternal training 4\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> Tactical insight <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> Eternal training 5\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> Island in time <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Tome of Battle: The Book of Nine Swords 109<\/h5>","reference":"Usergen"},{"id":10868,"name":"Jade Phoenix Mage","type":"prestige","alignment":"Any nonevil","hit_die":"6","full_text":"<div topic='titel'><p><h3>Jade Phoenix Mage<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonevil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Martial Maneuvers<\/strong>: Must know at least two martial maneuvers, including one strike.<\/p>\n\n\t<p><strong>Martial Stances<\/strong>: Must know at least one martial stance.<\/p>\n\n\t<p><strong>Spells<\/strong>: Ability to cast 2nd-level arcane spells.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: At each level except 1st and 6th, you gain new spells per day and an increase in caster level (and  spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a Jade Phoenix mage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Maneuvers<\/strong>: At each odd-numbered level, you gain a new maneuver known from the Desert Wind or Devoted Spirit disciplines. You must meet a maneuver\u2019s prerequisite to learn it. You add your full Jade Phoenix mage levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. At 3rd level, 6th level, and 9th level, you gain an additional maneuver readied per day.<\/p>\n\n\t<p><strong>Stances Known<\/strong>: At 5th level, you learn a new martial stance from the Desert Wind or Devoted Spirit disciplines. You must meet a stance\u2019s prerequisite to learn it.<\/p>\n\n\t<p><strong>Arcane Wrath (Su)<\/strong>: You can spontaneously channel stored spell energy (prepared spells or spell slots) into your melee attacks. As a swift action, you can lose any prepared arcane spell or spell slot to gain a +4 bonus on a single attack or martial strike, as well as an extra 1d10 points of damage per spell level expended. Both bonuses can be applied only on an attack made before the beginning of your next turn. For example, if you lose a 3rd-level spell slot or prepared spell, you gain a +4 bonus on an attack roll you make before your next turn, and you deal an extra 3d10 points of damage if your attack is successful.<\/p>\n\n\t<p><strong>Rite of Waking (Ex)<\/strong>: When you become a Jade Phoenix mage, you participate in the Rite of Waking with the master who accepted you into the society. This rite takes 10 minutes, but requires nothing other than the presence of a Jade Phoenix master and a suitable candidate. On completion of the rite, you gain awareness of your previous lives. You now remember places you visited, people you knew, and things you did in lifetimes long past. You gain a +2 bonus on Knowledge checks, and you can attempt a Knowledge check even if you are untrained in the appropriate Knowledge skill. You also gain a +2 bonus on saving throws against death effects and fear effects.<\/p>\n\n\t<p><strong>Mystic Phoenix Stance (Su)<\/strong>: At 2nd level, you learn how to channel the energy from one of your stances in a new way. While you are in a stance from any discipline you know, you can forgo its normal benefit as a swift action to gain the effect of mystic phoenix stance. This ability lasts as long as you would maintain the stance, or as described below. You can also stop using mystic phoenix stance and resume gaining the normal benefit of the stance as a swift action. While you use this ability, your caster level when you cast arcane spells increases by 1, and you gain a +2 dodge bonus to AC. In addition, when you first activate this ability, you can choose to expend an arcane spell slot. If you do, you also gain damage reduction against all but evil-aligned attacks as long as you maintain the stance. The value of your damage reduction is equal to 2 \u00d7 the level of the spell you expend (maximum damage reduction 10\/evil for expending a 5thlevel spell).<\/p>\n\n\t<p><strong>Empowering Strike (Su)<\/strong>: Beginning at 4th level, when you successfully attack an enemy with a martial strike, an arcane spell that you cast before the end of your next turn is empowered (as by the Empower Spell metamagic feat). Casting a spell that has been empowered through this ability does not increase the effective level of a spell you cast. You do not need to know the Empower Spell feat to use this ability. You can use this ability once per encounter.<\/p>\n\n\t<p><strong>Firebird Stance (Su)<\/strong>: At 6th level, you learn another application for a stance you know. While you are in a stance from any discipline you know, you can forgo its normal benefit as a swift action to gain the effect of firebird stance. This ability lasts as long as you would maintain the stance, or as described below. You can also stop using firebird stance and resume gaining the normal benefit of the stance as a swift action. While this ability is active, you gain resistance to fire 10, and your caster level when you cast any fire spell increases by 3. In addition, you can choose to expend an arcane spell slot when you activate the ability. If you do, you gain an aura that deals 1d6 points of damage per spell level to any creature within 10 feet (Reflex half, DC 14 + key spellcasting ability modifier). Half the damage dealt by the aura is fire, and the other half is raw arcane energy (untyped damage). The aura deals damage each round at the beginning of your turn. Once you activate this ability, the fiery aura lasts for 1 minute, after which time the effect ends and the normal effect of your stance resumes.<\/p>\n\n\t<p><strong>Jade Phoenix Master (Su)<\/strong>: When you attain 6th level, you earn the right to call yourself a Jade Phoenix master. You can now perform the Rite of Waking for someone else, provided he or she is a suitable candidate and embodies the reincarnated spirit of one of the ancient masters. (The DM decides if this is true for any given <span class=caps>NPC<\/span>.) You gain the ability to sense the direction and distance to the nearest Jade Phoenix mage, master, or candidate simply by meditating for 1 minute without interruption.<\/p>\n\n\t<p><strong>Quickening Strike (Su)<\/strong>: Starting at 8th level, when you successfully attack an enemy with a martial strike, an arcane spell of 5th level or lower that you cast before the end of your next turn is quickened (as by the Quicken Spell metamagic feat). Casting a spell that has been quickened by this ability does not increase the effective level of the spell you cast. You do not need to know the Quicken Spell feat to use this ability. You can use this ability once per encounter.<\/p>\n\n\t<p><strong>Emerald Immolation (Sp)<\/strong>: At 10th level, once per week you can perform the awesome emerald immolation. You explode in a searing blast of green fire that deals 20d6 points of damage in a 20-foot radius (Reflex half, DC 19 + key spellcasting ability modifier). Half the damage the blast deals is fire, and the other half is raw arcane energy (untyped damage). Extraplanar creatures that fail their saves must immediately succeed on a Will save (DC 19 + key  spellcasting ability modifier) or be dismissed to their native planes. This blast utterly destroys you, but 1d6 rounds later, you re-form in the exact spot where you were when you employed this ability. You are dazed for 1 round after you reappear, but you are healed of all damage (including ability drain or damage), blindness, deafness, disease, paralysis, or poison. Any equipment you were wearing or objects you were holding or carrying when you used this ability re-form with you, exactly as they were. This ability is the equivalent of a 9th-level spell.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Maneuvers Known <\/th>\n\t\t\t<th>Maneuvers Readied <\/th>\n\t\t\t<th>Stances Known <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> Arcane wrath, rite of waking <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> Mystic phoenix stance <\/td>\n\t\t\t<td> +1 level arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> Empower strike <\/td>\n\t\t\t<td> +1 level arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> Firebird stance, Jade Phoenix master <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> Quickening Strike <\/td>\n\t\t\t<td> +1 level arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> <em>Emerald immolation<\/em> <\/td>\n\t\t\t<td> +1 level arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Tome of Battle: The Book of Nine Swords 113<\/h5>","reference":"Usergen"},{"id":10869,"name":"Master of Nine","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Master of Nine<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Skills<\/strong>: 10 ranks in four key discipline skills.<\/p>\n\n\t<p><strong>Martial Maneuvers<\/strong>: Must know at least one maneuver from six different disciplines.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Maneuvers<\/strong>: At each odd-numbered level, you gain two new maneuvers known from any of the nine disciplines. At each even-numbered level, you gain one new maneuver known from any of the nine disciplines. You must meet a maneuver\u2019s prerequisite to learn it. You add your full master of nine levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. At each level, you gain an additional maneuver readied per day.<\/p>\n\n\t<p><strong>Stances Known<\/strong>: At 2nd level and again at 4th level, you learn a new martial stance from any discipline. You must meet a stance\u2019s prerequisite to learn it.<\/p>\n\n\t<p><strong>Dual Stance (Ex)<\/strong>: Starting at 2nd level, you can choose to not lose your current stance when you enter a different stance from another discipline. The amount of time you can spend in two stances is limited. You can use this ability to gain the benefits of two stances for a maximum of 2 rounds per class level each day, split up as you desire among multiple uses and multiple stance pairs.<\/p>\n\n\t<p><strong>Perfect Form (Ex)<\/strong>: Beginning at 3rd level, you initiate your maneuvers with greater fluidity and grace. The save DC (if any) of any maneuver you initiate increases by 1.<\/p>\n\n\t<p><strong>Counter Stance (Ex)<\/strong>: From 4th level on, whenever you initiate a counter maneuver, you can change your stance as part of the counter\u2019s action, even if it is not your turn.<\/p>\n\n\t<p><strong>Mastery of Nine (Ex)<\/strong>: At 5th level, you have attained mastery of all nine disciplines. You gain a +2 bonus on attack rolls made when initiating any strike maneuver, and your strikes deal extra damage equal to the number of disciplines you readied maneuvers from at the beginning of the day. For example, if you ready maneuvers from six different disciplines, you gain a +6 bonus on damage rolls when you initiate your strikes.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Manevuers Known <\/th>\n\t\t\t<th>Maneuvers Readied <\/th>\n\t\t\t<th>Stances Known <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> Dual stance <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> Perfect form <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> Counter stance <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> Mastery of nine <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Tome of Battle: The Book of Nine Swords 119<\/h5>","reference":"Usergen"},{"id":10870,"name":"Ruby Knight Vindicator","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Ruby Knight Vindicator<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Martial Maneuvers<\/strong>: Must know at least one Devoted Spirit maneuver.<\/p>\n\n\t<p><strong>Martial Stancess<\/strong>: Must know at least one Devoted Spirit stance.<\/p>\n\n\t<p><strong>Deity<\/strong>: Wee Jas.<\/p>\n\n\t<p><strong>Special<\/strong>: Ability to turn or rebuke undead.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: At each level except 1st and 6th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a devoted enforcer, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Maneuvers<\/strong>: At each even-numbered level, you gain one new maneuver known from the Devoted Spirit, Shadow Hand, Stone Dragon, or White Raven disciplines. You must meet a maneuver\u2019s prerequisite to learn it. You add your full Ruby Knight vindicator levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. At 5th level and 9th level, you gain an additional maneuver readied per day.<\/p>\n\n\t<p><strong>Stances Known<\/strong>: At 1st level and again at 6th level, you learn a new martial stance from the Devoted Spirit, Shadow Hand, Stone Dragon, or White Raven discipline. You must meet a stance\u2019s prerequisite to learn it.<\/p>\n\n\t<p><strong>Divine Recovery (Su)<\/strong>: Beginning at 2nd level, you can channel divine power to recharge your martial maneuvers. You can expend a turn or rebuke undead attempt as a swift action to recover one expended maneuver. If you are a crusader, the maneuver you recover is immediately available to you as a granted maneuver.<\/p>\n\n\t<p><strong>Armored Stealth (Ex)<\/strong>: Knights-vindicator are taught unusual techniques for staying out of sight. Starting at 5th level, you no longer take an armor check penalty on Hide checks. Your armor check penalty still applies to any other skills affected by armor check penalties.<\/p>\n\n\t<p><strong>Divine Impetus (Su)<\/strong>: At 7th level, you learn how to use the divine power of the Stern Lady to quicken your reactions and act without hesitation. You can expend a turn or rebuke undead attempt to gain one additional swift action this round. For example, you could use this ability to both change your stance and initiate a boost maneuver in the same turn, or if you initiated a counter before your turn, you can activate this ability and then initiate a boost on your turn.<\/p>\n\n\t<p><strong>Divine Fury (Su)<\/strong>: From 9th level on, you can directly channel Wee Jas\u2019s divine energy into your martial strikes. As a free action, you can spend a turn or rebuke undead attempt to add a +4 sacred (or profane, if you are evil) bonus on your attack roll with one martial strike this turn. In addition to its normal effects, the strike deals an extra 1d10 points of damage.<\/p>\n\n\t<p><strong>Multiclass Note<\/strong>: A paladin who becomes a Ruby Knight vindicator can continue advancing as a paladin.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Maneuvers Known <\/th>\n\t\t\t<th>Maneuvers Readied <\/th>\n\t\t\t<th>Stances Known <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> Divine recovery <\/td>\n\t\t\t<td> +1 level divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> Armored stealth <\/td>\n\t\t\t<td> +1 level divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> Divine impetus <\/td>\n\t\t\t<td> +1 level divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> Divine fury <\/td>\n\t\t\t<td> +1 level divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Tome of Battle: The Book of Nine Swords 122<\/h5>","reference":"Usergen"},{"id":10871,"name":"Shadow Sun Ninja","type":"prestige","alignment":"Any good","hit_die":"8","full_text":"<div topic='titel'><p><h3>Shadow Sun Ninja<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Martial Maneuvers<\/strong>: Must know one 2nd-level Setting Sun or Shadow Hand maneuver, one Setting Sun maneuver of any level, and one Shadow Hand maneuver of any level.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Maneuvers<\/strong>: At 1st, 3rd, 6th, and 9th level, you gain one new maneuver known from the Setting Sun or Shadow Hand disciplines. You must meet a maneuver\u2019s prerequisite to learn it. You add your full Shadow Sun ninja levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. At 5th level and 10th level, you gain an additional maneuver readied per day.<\/p>\n\n\t<p><strong>Stances Known<\/strong>: At 5th level, you learn a new martial stance from the Setting Sun or Shadow Hand disciplines. You must meet a stance\u2019s prerequisite to learn it.<\/p>\n\n\t<p><strong>Monk Abilities<\/strong>: Your add your class level to your monk level to determine your class-based AC bonus, unarmed damage, unarmored speed bonus, penalty on your attacks when using your flurry of blows ability, and the number of daily attempts of your Stunning Fist feat. If you have no monk levels, you gain the AC bonus of a monk whose level equals your Shadow Sun ninja level. In addition, you gain additional uses of the Stunning Fist feat as a monk. (Your non-monk, non-Shadow Sun ninja class levels provide one use per four levels and your monk, and Shadow Sun ninja class levels provide one use per level.) You do not count your class levels for the purpose of determining when you gain any other monk class features, such as bonus feats, evasion, or other special abilities.<\/p>\n\n\t<p><strong>Touch of the Shadow Sun (Su)<\/strong>: A Shadow Sun ninja strikes a careful balance between light and dark, good and evil. Although your heart is dedicated to good, you know that the shadow of evil will always be a part of you. This realization, along with careful control of your ki energy, allows you to wield the energy of both the dark and light aspects of your being. This understanding and mastery allows you to deal damage with one attack, then turn and heal an ally with the reverse of that harmful energy. With a melee touch attack made as a standard action, you can deal negative energy damage equal to your base unarmed damage + your Wis modifier. Note that undead are healed by this attack, since it uses negative energy. In the round after you use this ability, you can touch a creature as a standard action and heal an amount of damage equal to the damage you dealt with your negative energy touch on the previous round. If the target of this healing touch makes no effort to prevent you from touching him, you can touch the creature as a swift action. You cannot use both aspects of this ability on the same round, nor can you use the negative energy touch again in a round after you have already successfully used it. After you channel negative energy into a creature, you convert that energy into a positive energy charge that prevents you from using the negative energy aspect of this ability until the positive energy has been discharged.<\/p>\n\n\t<p><strong>Flame of the Shadow Sun (Su)<\/strong>: Beginning at 2nd level, you can create a protective cloak of negative energy by using your ki. This cloak absorbs cold damage. You can then gather this energy, transform it, and unleash it as a searing attack. As an immediate action, you can shroud yourself in shimmering, dark energy that provides resistance to cold 10 until the start of your next turn. If this resistance reduces the damage you take from any attack or effect, you can take a swift action on your next turn to hurl a bolt of fiery energy with a range of 60 feet. This bolt requires a ranged touch attack to hit and deals 2d6 points of fire damage.<\/p>\n\n\t<p><strong>Light within Darkness (Su)<\/strong>: From 4th level on, the darkness cannot muffle your inner light. Rather, the shadows cause it to seethe and roil as the light within you struggles to break free. If you make a melee attack against an opponent on the round after you make a successful Hide check, you burst into a searing corona of light. All opponents within 60 feet of you that failed to detect you while you were hiding must make Fortitude saves (DC 10 + 1\/2 your character level + your Wis modifier) or be blinded for 1 round. Creatures who are aware of the ninja, such as those who made successful Spot checks to notice her, are unaffected by this attack.<\/p>\n\n\t<p><strong>Darkness within Light (Su)<\/strong>: You know that while light cannot exist without darkness, the opposite is also true. By focusing your ki and closing your eyes, you view the world in a vague, shadowy form. Those also trapped within darkness appear clear and distinct before you. Starting at 5th level, you can close your eyes and willfully ignore any other senses that confer the ability to pinpoint the location of a creature (such as blindsense, blindsight, and scent). You become effectively blinded, but you gain a special benefit on attacks made against targets that are also blinded or effectively blinded. Against such foes, you ignore the drawbacks for fighting while blinded. Instead, you gain a +4 bonus on melee attack rolls and a +4 bonus on melee damage rolls against such enemies. In addition, if you have the Stunning Fist feat, blinded opponents take a \u20132 penalty on their saves to resist your stunning attacks. You suffer the penalties for being blinded and deafened until the start of your next turn. The blindness cannot be negated through any means, magical or mundane, until that time. You gain the benefit of this ability if you willingly turn off your sense of sight or if some effect, such as a blindness spell, robs you of your sight.<\/p>\n\n\t<p><strong>Void of the Shadow Sun (Su)<\/strong>: You eventually learn to draw upon the power of light to shield you from attacks. Even if an opponent manages to breach this shield, it is not destroyed. Rather than fade away, the shield shifts into an aura of icy cold, black energy that can harm your enemies. Starting at 7th level, as a swift action you can wreath yourself in a halo of bright, flaming light. You gain a +2 deflection bonus to AC. This ability lasts until the start of your next turn. If an opponent successfully hits you despite your improved AC, you lose the deflection bonus to AC and you cannot use this ability again on your next turn. However, you can project a pulse of frigid, black energy in a 30-foot-radius burst around you as a standard action in the round after your shield is pierced. Enemies in this area take 8d6 points of cold damage, with a Fortitude save (DC 10 + 1\/2 your character level + your Wis modifier) for half damage.<\/p>\n\n\t<p><strong>Child of Shadow and Light (Su)<\/strong>: As you learn to harness the power of your ki, you become capable of spilling forth light and dark energy. Beginning at 8th level, you can focus your power, engulfing the area around you in alternating patterns of light and dark. While you are in a Setting Sun or Shadow Hand stance, you can forgo its normal benefit as a swift action to gain the effect of child of shadow and light. This ability lasts as long as you would maintain the Setting Sun or Shadow Hand stance, or as described below. You can also stop using child of shadow and light and resume gaining the normal benefit of the stance as a swift action. If you use this ability to exert light energy, the area around you fills with blinding light. All enemies within a 60-footradius burst become dazzled (<span class=caps>DMG<\/span> 300) for 1 round. This is a 9th-level spell for purposes of determining how it interacts with magical darkness. If you exert dark energy, the area around you is cast into total darkness for 1 round in a 60-foot-radius burst. This ability is considered a 9th-level spell for the purpose of determining how it interacts with magical light. As long as you maintain this stance, you alternate between projecting light and darkness. If this ability is active at the beginning of your turn, its effects reverse. If it projects light, it now projects darkness, and vice versa. You cannot activate this ability in the same round in which you end its effect.<\/p>\n\n\t<p><strong>Balance of Light and Dark (Su)<\/strong>: As a Shadow Sun ninja, you strive to control your dark side, even as you use it to power your martial arts. Sometimes, particularly when you face a truly daunting foe, you can allow your inner shadow to run rampant. In such cases, you undergo a terrible transformation. When you adopt this wrathful battle aspect, your foes are doomed. Yet, each time you use this ability, you teeter closer to damnation. At 10th level, once per day as a swift action, you can transform into a creature of pure darkness for 1 minute. Your body and all items you carry when you transform become a deep, inky black. You gain immunity to critical hits, mind-affecting abilities, death attacks, energy drain, and poison. You also gain a +8 bonus on Hide checks. Negative energy attacks, such as inf lict spells, heal rather than harm you. You gain a +4 bonus on attacks against creatures in areas of darkness or shadowy illumination. In addition to these benefits, with each successful unarmed attack you make, you can choose to bestow one negative level on your opponent. You heal 5 points of damage for each negative level you bestow. These negative levels disappear in 1 hour. If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a \u20131 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities). Additionally, a spellcaster loses one spell or spell slot from her highest available level. Negative levels stack. At the end of your transformation, you take 1 point of Constitution damage per negative level you bestowed. If this damage drops your Constitution to 0 or lower, your body dissipates into an inky cloud. Unless you are restored to life by true resurrection, you rise in 1d4 days as a vampire. Your alignment becomes evil, though your alignment on the law\u2013chaos axis remains the same. You are now a dedicated champion of evil and an <span class=caps>NPC<\/span>. You retain access to all your abilities in this prestige class and lack a normal vampire\u2019s vulnerability to sunlight. Your vampiric body forms in the spot where your mortal form perished. Legend holds that the souls of Shadow Sun ninjas who are corrupted in this manner are imprisoned within the Iron City of Dis, Dispater\u2019s capital within the depths of Hell. A successful quest to free the soul from its prison cell destroys the vampire and restores the Shadow Sun ninja to life. Legend holds that several mighty Shadow Sun heroes languish within Dispater\u2019s prison, waiting to be freed.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Maneuvers Known <\/th>\n\t\t\t<th>Maneuvers Readied <\/th>\n\t\t\t<th>Stances Known <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> Monk abilities, touch of the Shadow Sun <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> Flame of the Shadow Sun <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> Light within darkness <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> Darkness within light <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> Void of the Shadow Sun <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> Child of shadow and light <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> Balance of light and dark <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Tome of Battle: The Book of Nine Swords 126<\/h5>","reference":"Usergen"},{"id":10872,"name":"Battle Scion","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Battle Scion<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Unearthed Arcana 164<\/h5>","reference":"Usergen"},{"id":10873,"name":"Faith Scion","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Faith Scion<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Unearthed Arcana 166<\/h5>","reference":"Usergen"},{"id":10874,"name":"Prestige Bard","type":"prestige","alignment":"Any nonlawful","hit_die":"6","full_text":"<div topic='titel'><p><h3>Prestige Bard<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonlawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Ability to cast at least one 1st-level arcane spell from each of the divination, enchantment, and illusion schools.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: As the standard bard in the Player&#39;s Handbook. A prestige bard can cast any arcane spells in light armor without the normal arcane spell failure chance.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: When a new prestige bard level is gained (except at 1st, 3rd, 7th, and 13th level), the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class.<\/p>\n\n\t<p>A prestige bard casts arcane spells from the schools of divination, enchantment, and illusion at +2 caster level. She casts arcane spells from the schools of evocation and necromancy at &#8212;2 caster level.<\/p>\n\n\t<p><strong>Bardic Knowledge (Ex)<\/strong>: As the standard bard ability of the same name.<\/p>\n\n\t<p><strong>Bardic Music<\/strong>: As the standard bard ability of the same name, except that the minimum number of ranks in Perform required is increased by 5 (8 ranks for countersong, fascinate, or inspire courage; 11 ranks for inspire competence, and so forth).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bardic music (countersong, fascinate, inspire courage +1), bardic knowledge <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Inspire competence <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Inspire courage +2 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Inspire greatness <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3  <\/td>\n\t\t\t<td>+6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Song of freedom <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Inspire courage +3 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Inspire heroics <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Mass suggestion <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Inspire courage +4 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Unearthed Arcana 69<\/h5>","reference":"Usergen"},{"id":10875,"name":"Prestige Paladin","type":"prestige","alignment":"Lawful good","hit_die":"10","full_text":"<div topic='titel'><p><h3>Prestige Paladin<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: Ability to cast protection from evil as a divine spell.<br \/><strong>Special<\/strong>: Ability to turn undead.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: As the standard paladin in the Player&#39;s Handbook.<\/p>\n\n\t<p><strong>Spells per Day<\/strong>: A prestige paladin&#39;s training focuses on divine spellcasting. At every odd-numbered level reached, the prestige paladin gains new spells per day as if he had also gained a level in whatever divine spellcasting class he belonged to before he added the prestige class.<\/p>\n\n\t<p><strong>Detect Evil (Sp)<\/strong>: As the standard paladin ability of the same name.<\/p>\n\n\t<p><strong>Smite Evil (Su)<\/strong>: As the standard paladin ability of the same name.<\/p>\n\n\t<p><strong>Turn Undead (Su)<\/strong>: For the purpose of determining his ability to turn undead, a prestige paladin&#39;s class levels stack with his levels from all his other classes from which he has gained the ability to turn undead. For instance, a 4th-level fighter\/1st-level cleric\/2nd-level prestige paladin would turn undead as a 3rd-level cleric.<\/p>\n\n\t<p><strong>Divine Grace (Su)<\/strong>: As the standard paladin ability of the same name.<\/p>\n\n\t<p><strong>Lay on Hands (Su)<\/strong>: As the standard paladin ability of the same name, except that the total number of hit points of damage that a prestige paladin can heal per day is equal to his Charisma modifier \u00d7 (his paladin level + 3). For example, a 3rd-level prestige paladin with a Charisma of 16 (+3 modifier) can heal 18 points of damage per day.<\/p>\n\n\t<p><strong>Special Mount (Sp)<\/strong>: As the standard paladin ability of the same name, except treat the prestige paladin&#39;s effective level as three higher when calculating the mount&#39;s bonus Hit Dice, powers, and so forth (see the sidebar The Paladin&#39;s Mount on page 45 of the Player&#39;s Handbook).<\/p>\n\n\t<p><strong>Aura of Courage (Su)<\/strong>: As the standard paladin ability of the same name.<\/p>\n\n\t<p><strong>Divine Health (Ex)<\/strong>: As the standard paladin ability of the same name.<\/p>\n\n\t<p><strong>Remove Disease (Sp)<\/strong>: As the standard paladin ability of the same name, except that a prestige paladin gains the ability at 4th level and can use this ability one additional time per week for every four levels gained thereafter (twice at 8th and three times at 12th).<\/p>\n\n\t<p><strong>Code of Conduct and Associates<\/strong>: These restrictions are the same as those described in the Player&#39;s Handbook.<\/p>\n\n\t<h4>Ex-Paladins<\/h4>\n\n\t<p>Same as for the standard paladin, but with no restrictions on multiclassing.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Detect evil, smite evil 1\/day, turn undead <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Divine grace, lay on hands, special mount <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Aura of courage, divine health <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Remove disease 1\/week <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Smite evil 2\/day <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Remove disease 2\/week <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Smite evil 3\/day <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Remove disease 3\/week <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +13 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +14 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +15 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Smite evil 4\/day <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Unearthed Arcana 70<\/h5>","reference":"Usergen"},{"id":10876,"name":"Prestige Ranger","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Prestige Ranger<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: Must be able to cast <a href=\/spells\/players-handbook-v35--6\/calm-animals--2530\/>calm animals<\/a> as a divine spell.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: As the standard ranger in the Player&#39;s Handbook.<\/p>\n\n\t<p><strong>Animal Companion (Ex)<\/strong>: At 1st level, a prestige ranger gains an animal companion. This is identical to the standard druid ability of the same name.<\/p>\n\n\t<p>If a prestige ranger already has an animal companion from another class, the character&#39;s prestige ranger levels stack with those class levels for purposes of determining the companion&#39;s abilities.<\/p>\n\n\t<p><strong>Favored Enemy (Ex)<\/strong>: As the standard ranger ability of the same name.<\/p>\n\n\t<p><strong>Wild Empathy (Ex)<\/strong>: As the standard ranger ability of the same name.<\/p>\n\n\t<p>If a prestige ranger already has the wild empathy ability from another class, the character&#39;s prestige ranger levels stack with those class levels when making animal empathy checks.<\/p>\n\n\t<p><strong>Bonus Feat<\/strong>: At 2nd level, a prestige ranger gains either Manyshot or Improved Two-Weapon Fighting as a bonus feat. She must have the Rapid Shot feat to select Manyshot as a bonus feat, and she must have Two-Weapon Fighting to select Improved Two-Weapon Fighting as a bonus feat. However, the ranger need not have any of the other normal prerequisites for the bonus feat selected.<\/p>\n\n\t<p>At 7th level, a prestige ranger gains either Improved Precise Shot or Greater Two-Weapon Fighting as a bonus feat. She must have the Manyshot and Rapid Shot feats to select Improved Precise Shot as a bonus feat, and she must have Two-Weapon Fighting and Improved Two-Weapon Fighting to select Greater Two-Weapon Fighting as a bonus feat. However, the ranger need not have any of the other normal prerequisites for the bonus feat selected.<\/p>\n\n\t<p><strong>Woodland Stride (Ex)<\/strong>: As the standard ranger ability of the same name.<\/p>\n\n\t<p><strong>Camouflage (Ex)<\/strong>: As the standard ranger ability of the same name.<\/p>\n\n\t<p><strong>Hide in Plain Sight (Ex)<\/strong>: As the standard ranger ability of the same name.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> 1st favored enemy, animal companion, wild empathy <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Bonus feat, woodland stride <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Swift tracker <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> 2nd favored enemy <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Camouflage <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> 3rd favored enemy <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +13 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Hide in plain sight <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +14 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +15 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> 4th favored enemy <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Unearthed Arcana 71<\/h5>","reference":"Usergen"},{"id":10877,"name":"Spell Scion","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Spell Scion<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Unearthed Arcana 167<\/h5>","reference":"Usergen"},{"id":10878,"name":"Swift Scion","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Swift Scion<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Unearthed Arcana 168<\/h5>","reference":"Usergen"},{"id":10879,"name":"Tainted Sorcerer","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Tainted Sorcerer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Unearthed Arcana 191<\/h5>","reference":"Usergen"},{"id":10880,"name":"Tainted Warrior","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Tainted Warrior<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Unearthed Arcana 193<\/h5>","reference":"Usergen"},{"id":10881,"name":"Aglarondan Griffonrider","type":"prestige","alignment":"Any nonevil","hit_die":"8","full_text":"<div topic='titel'><p><h3>Aglarondan Griffonrider<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonevil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: The character must qualify to select regional feats from Aglarond (Aglarond is her home region, or she has 2 ranks in Knowledge [local&#8212;Aglarond]).<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: An Aglarondan griffonrider is proficient with all simple and martial weapons, and with light and medium armor, but not with shields.<\/p>\n\n\t<p><strong>Bonded Mount<\/strong>: When a character becomes an Aglarondan griffonrider, she is gifted with a griffon as a willing, bonded mount. It gains the advantages listed on Table 2&#8212;2, based on the griffonrider&#39;s level. The griffon retains its own type and gains no abilities other than those listed, although the griffonrider may be able to confer the ability to perform special maneuvers. The griffonrider can have only one bonded mount at a time, and either party may sever this relationship at any time without penalty (although the griffon almost never does so unless the griffonrider violates the griffonrider code described below).<\/p>\n\n\t<p>If the griffonrider is a paladin, she may designate the griffon as both her bonded mount and her special paladin mount. In this case, the mount abilities described under Paladin in Chapter 3: Characters of the Player&#39;s Handbook supersede those listed on Table 2&#8212;2 here, and the paladin adds her griffonrider levels to her paladin levels to determine which abilities her bonded mount gains.<\/p>\n\n\t<h4><span class=caps>THE<\/span> GRIFFONRIDER&#39;S <span class=caps>MOUNT<\/span><\/h4>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Griffonrider Level <\/th>\n\t\t\t<th>Bonus Hit Dice <\/th>\n\t\t\t<th>Natural Armor Bonus <\/th>\n\t\t\t<th>Strength Adjustment <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1&#8212;3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4&#8212;6 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7&#8212;9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><em>Griffonrider Level<\/em>: The character&#39;s griffonrider levels only. If the mount receives negative levels, treat it as the mount of a correspondingly lower-level griffonrider.<\/p>\n\n\t<p><em>Bonus Hit Dice<\/em>: These are extra ten-sided (d10) Hit Dice, each of which gains a Constitution modifier as normal. Extra Hit Dice also improve the griffon&#39;s base attack and base save bonuses.<\/p>\n\n\t<p><em>Natural Armor Bonus<\/em>: This number is an improvement to the griffon&#39;s natural armor bonus.<\/p>\n\n\t<p><em>Strength Adjustment<\/em>: Add this figure to the griffon&#39;s Strength score. This is not a cumulative adjustment.<\/p>\n\n\t<p><strong>Flyby Attack<\/strong>: While an Aglarondan griffonrider is on her bonded mount, both she and her griffon have access to the Flyby Attack feat described in the Monster Manual.<\/p>\n\n\t<p><strong>Aerial Evasion (Ex)<\/strong>: Beginning at 2nd level, when an Aglarondan griffonrider is airborne on her bonded mount, both she and her mount gain the benefit of evasion. If exposed to any attack that normally allows a character to attempt a Reflex saving throw for half damage, the character and her mount may attempt a single saving throw at the better of their two Reflex saving throw bonuses. If successful, both the griffonrider and her mount take no damage. Aerial evasion can&#39;t be used if the griffon is carrying a medium load.<\/p>\n\n\t<p>At 8th level, the griffonrider and her mount gain superior aerial evasion. This works like aerial evasion, except they take only half damage on a failed saving throw.<\/p>\n\n\t<p><strong>Improved Mounted Combat (Ex)<\/strong>: At 3rd, 5th, and 7th level, an Aglarondan griffonrider increases by one the number of Ride checks she may attempt each round to negate a hit against her mount (two times per round at 3rd, three times per round at 5th, and four times per round at 7th). The hit is negated if the griffonrider&#39;s Ride check result is greater than the attack roll.<\/p>\n\n\t<p><strong>Hover (Ex)<\/strong>: Starting at 4th level, when an Aglarondan griffonrider is on her bonded mount, her mount gains the ability to hover much as some dragons do. When flying, the griffon can halt its forward motion and hover in place, fly straight down, or fly straight up, regardless of its maneuverability. While hovering, the griffon can perform a full attack action but cannot rake.<\/p>\n\n\t<p><strong>Power Dive (Ex)<\/strong>: At 6th level, an Aglarondan griffonrider gains the ability to direct her bonded mount to perform a power dive attack while she is riding it. The griffon must begin its move at least 50 feet above its target, and it uses the charge action to attack with both foreclaws simultaneously, making a single attack that deals 2d4 + (Strength bonus \u00d7 1 1\/2) points of damage. The griffon may fly past the target and alter course after it makes its attack.<\/p>\n\n\t<p><strong>Superior Flight (Ex)<\/strong>: From 9th level on, when an Aglarondan griffonrider is airborne on her bonded mount, her mount&#39;s fly speed increases to 100 feet (good). The griffonrider knows how to encourage the best possible performance from her mount.<\/p>\n\n\t<p><strong>Fell Swoop (Ex)<\/strong>: When an Aglarondan griffonrider reaches 10th level, her mount deals double damage in a power dive attack, as if it knew the Spirited Charge feat.<\/p>\n\n\t<h4><span class=caps>THE<\/span> <span class=caps>GRIFFONRIDER<\/span> <span class=caps>CODE<\/span><\/h4>\n\n\t<p>A griffonrider is sworn to defend the people of Aglarond, obey the orders of the Simbul or her duly authorized proxy, and uphold the laws of the land.<\/p>\n\n\t<p><strong>Replacement Mounts<\/strong>: If the griffonrider&#39;s mount is slain, she may obtain a new mount at no cost the next time she gains a level in the Aglarondan griffonrider prestige class. (Some griffonriders prefer to have a slain mount raised or resurrected at their own expense to avoid the delay.) The griffonrider and her new mount require three days of training before the griffonrider&#39;s special benefits accrue. If a griffonrider loses her third mount and does not replace the mount at her own expense, she becomes an ex-griffonrider as noted below.<\/p>\n\n\t<p><strong>Ex-Griffonriders<\/strong>: A griffonrider who loses three mounts or who fails to uphold the griffonrider code loses all special abilities derived from this prestige class.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Bonded mount, Flyby Attack <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Aerial evasion <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Improved mounted combat (1) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Hover <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Improved mounted combat (2) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Power dive <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Improved mounted combat (3) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Superior aerial evasion <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Superior flight <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Fell swoop <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Unapproachable East 18<\/h5>","reference":"Usergen"},{"id":10882,"name":"Black Flame Zealot","type":"prestige","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Black Flame Zealot<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><br\/><h5>Reference: Unapproachable East 21<\/h5>","reference":"Usergen"},{"id":10883,"name":"Durthan","type":"prestige","alignment":"Any nongood","hit_die":"4","full_text":"<div topic='titel'><p><h3>Durthan<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nongood.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Gender<\/strong>: Female.<br \/><strong>Spellcasting<\/strong>: Able to cast 2nd-level arcane spells and 2nd-level divine spells.<br \/><strong>Special<\/strong>: The character must qualify to select regional feats from Rashemen (Rashemen is her home region, or she has 2 ranks in Knowledge [local&#8212;Rashemen]).<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Durthans gain no proficiency in any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: At each durthan level, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). This essentially means that she adds the level of durthan to the level of whatever spellcasting class the character has, then determines spells per day and caster level accordingly. If the character had more than one spellcasting class before becoming a durthan, the player must decide to which class to add each durthan level for the purpose of determining spells per day.<\/p>\n\n\t<p>A character who has converted hathran levels to durthan levels retains the same allocations of caster level increase among her various arcane and divine spellcaster levels (in other words, she does not reassign these level increases when converting levels in this manner).<\/p>\n\n\t<p>The durthans also have a short custom spell list. These spells are arcane spells and must be acquired as any other arcane spell. They use spell slots of the appropriate level in the durthan&#39;s arcane spellcasting class.<\/p>\n\n\t<h4><span class=caps>DURTHAN<\/span> <span class=caps>SPELL<\/span> <span class=caps>LIST<\/span><\/h4>\n\n\t<p>3rd level&#8212;<a href=\/spells\/players-handbook-v35--6\/call-lightning--2592\/>call lightning<\/a>.<br \/>4th level&#8212;<a href=\/spells\/players-handbook-v35--6\/control-winds--2798\/>control winds<\/a>.<br \/>5th level&#8212;<a href=\/spells\/players-handbook-v35--6\/commune-with-nature--2480\/>commune with nature<\/a>.<br \/>6th level&#8212;<a href=\/spells\/players-handbook-v35--6\/repel-wood--2863\/>repel wood<\/a>.<br \/>7th level&#8212;<a href=\/spells\/forgotten-realms-campaign-setting--19\/waterspout--1196\/>waterspout (<span class=caps>FRCS<\/span>)<\/a>.<br \/>8th level&#8212;<a href=\/spells\/players-handbook-v35--6\/whirlwind--2661\/>whirlwind<\/a>.<br \/>9th level&#8212;<a href=\/spells\/players-handbook-v35--6\/elemental-swarm--2390\/>elemental swarm<\/a>.<\/p>\n\n\t<p><strong>Place Magic<\/strong>: Durthans possess a special bond to the land of Rashemen that lets them draw upon the power of the spirits to cast spells without preparing them. When a hathran or durthan uses place magic, she can cast any arcane or divine spell known to her. (Spells on her hathran or durthan spell list can be cast as either arcane or divine spells, as she desires.)<\/p>\n\n\t<p>A place magic spell uses an unassigned spell slot of the appropriate type (arcane or divine) and level. If the caster does not have an open spell slot, she may spontaneously lose a prepared spell of the appropriate type and level to cast her place magic spell. Using place magic takes longer than casting a spell normally; any spell that takes 1 standard action to cast requires 1 full round to cast with place magic. Spells with casting times longer than 1 standard action simply add 1 round to the casting time. For more information, see Place Magic in Chapter 4: Magic and Spells.<\/p>\n\n\t<p><strong>Telthor Companion<\/strong>: Beginning at 3rd level, a durthan acquires a telthor (see the Telthor entry in Chapter 6: Monsters of the East) as a companion creature. The telthor must be an animal with the telthor template. This spirit creature is loyal to the durthan in the manner of a familiar or special mount. It has a supernatural bond to her rather than to a specific location, and it remains healthy as long as it stays within one mile of the durthan. The telthor has a number of Hit Dice up to the durthan&#39;s class level (not her total character level); as the durthan gains levels, the telthor advances in Hit Dice as the base creature. The durthan may dismiss her telthor at any time (normally in an area suitable for the telthor to live, for even the cruelest durthans respect the spirits of the land). If her telthor is dismissed or slain, the durthan may acquire another telthor after one month.<\/p>\n\n\t<p>At 7th level, the durthan gains a second telthor companion. Each telthor may have a number of Hit Dice equal to the durthan&#39;s class level (or fewer) and advances in Hit Dice as she gains levels.<\/p>\n\n\t<p><strong>Cold Resistance (Ex)<\/strong>: At 4th and 6th levels, a durthan becomes increasingly resistant to cold, gaining cold resistance in the amount listed on the table.<\/p>\n\n\t<p><strong>Cold Immunity (Ex)<\/strong>: At 9th level, a durthan becomes completely immune to cold damage.<\/p>\n\n\t<p><strong>Utter Cold (Su)<\/strong>: At 10th level, a durthan may call upon the primal cold of winter that annually blankets Rashemen to make her spells more difficult to resist. The save DC for any spell she casts with the cold energy descriptor increases by +2. This increase is cumulative with those granted by the Spell Focus or Greater Spell Focus feats.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells Per Day\/Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Place magic <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Telthor companion <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Cold resistance 5 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Cold resistance 10 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Telthor companion <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Cold immunity <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Utter cold <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Unapproachable East 22<\/h5>","reference":"Usergen"},{"id":10884,"name":"Master of the Yuirwood","type":"prestige","alignment":"Any nonevil","hit_die":"8","full_text":"<div topic='titel'><p><h3>Master of the Yuirwood<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonevil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: The character must qualify to select regional feats from Aglarond or the star elf region (the region is his home region, or he has 2 ranks in Knowledge [local&#8212;Aglarond or star elf]).<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Masters of the Yuirwood are proficient with all simple and martial weapons, with light armor, and with shields.<\/p>\n\n\t<p><strong>Spells Per Day\/Spells Known<\/strong>: At each master of the Yuirwood level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). This essentially means that he adds the level of master of the Yuirwood to the level of whatever spellcasting class the character has, then determines spells per day and caster level accordingly.<\/p>\n\n\t<p>If the character had more than one spellcasting class before becoming a master of the Yuirwood, the player must decide to which class to add each master of the Yuirwood level for the purpose of determining spells per day.<\/p>\n\n\t<p><strong>Work Menhir Circle (Su)<\/strong>: Once per day per class level, the master of the Yuirwood can activate the menhir circles scattered throughout the Yuirwood. These circles act as keyed portals (see Chapter 2: Magic in the <span class=caps>FORGOTTEN<\/span> <span class=caps>REALMS<\/span> Campaign Setting), transporting users to any other menhir circle in the Yuirwood or to the star elf realm of Sild\u00ebyuir. The master of the Yuirwood can choose which menhir circle he wishes to travel to. Once activated, the portal remains open for 1 full round. During this time, any creature touching one of the menhirs is transported to the destination the master of the Yuirwood chose.<\/p>\n\n\t<p>At 4th level, the master of the Yuirwood can use a Yuirwood menhir circle portal to transport himself to any circle of standing stones in any wooded region in Faer\u00fbn, regardless of whether or not the destination stones are a portal terminus, although he must have knowledge of the destination he is trying to reach.<\/p>\n\n\t<p>At 7th level, the character can use this ability to return to a menhir circle in the Yuirwood from a circle of standing stones in a wooded region anywhere in Faer\u00fbn, regardless of whether the origination circle is a portal terminus or not. In effect, the master can create a one-way portal that lasts 1 round from any suitable spot, as long as the destination is a menhir circle in the Yuirwood.<\/p>\n\n\t<p>At 10th level, the master of the Yuirwood can use a menhir circle to transport to a ring of menhirs in any wooded region in another world, although he must have knowledge of the destination he is trying to reach. He can return to the Yuirwood from a menhir circle in another world, regardless of whether the origination circle is a portal terminus or not.<\/p>\n\n\t<p><strong>Uncanny Dodge (Ex)<\/strong>: Beginning at 2nd level, a master of the Yuirwood gains uncanny dodge as the rogue ability, retaining his Dexterity bonus to AC even when flat-footed. At 5th level, he gains the improved uncanny dodge ability and cannot be flanked except by a rogue of at least four levels higher. If a master of the Yuirwood has another class that grants the uncanny dodge ability, he gains improved uncanny dodge instead.<\/p>\n\n\t<p><strong>Pass without Trace (Sp)<\/strong>: At 3rd level, a master of the Yuirwood can use pass without trace once per day, affecting up to one creature per class level.<\/p>\n\n\t<p><strong>Speak with Animals (Sp)<\/strong>: At 6th level, a master of the Yuirwood can use speak with animals at will.<\/p>\n\n\t<p><strong>Forest&#39;s Grace (Ex)<\/strong>: At 9th level, a master of the Yuirwood applies his Charisma modifier (if positive) as a bonus on all saving throws.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day\/Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Work menhir circle (Yuirwood) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Uncanny dodge <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Pass without trace <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Work menhir circle (Faer\u00fbn) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Improved uncanny dodge <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Speak with animals <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Work menhir circle (return) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Forest&#39;s grace <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Work menhir circle (other worlds) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Unapproachable East 24<\/h5>","reference":"Usergen"},{"id":10885,"name":"Nar Demonbinder","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Nar Demonbinder<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: Able to cast 4th-level arcane or divine spells, knowledge of at least one summon monster spell.<\/p>\n\n\t<p><strong>Languages<\/strong>: Abyssal.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Nar demonbinders gain no proficiency in any weapon or armor.<\/p>\n\n\t<p><strong>Spells Per Day<\/strong>: Beginning at 1st level, a Nar demonbinder gains the ability to cast a small number of arcane spells. He gains arcane spells per day according to Table 2&#8212;6. He must learn and choose his spells from the Nar demonbinder spell list, below. The character&#39;s caster level is equal to his Nar demonbinder level plus his levels in one other spellcasting class of his choice. To cast a spell, the demonbinder must have a Charisma score of at least 10 + the spell&#39;s level. Demonbinder bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + the demonbinder&#39;s Charisma modifier. Nar demonbinders prepare and cast their demonbinder spells as sorcerers, as shown below.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th style=text-align:center; colspan=6>Nar Demonbinder Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t\t<th>6th <\/th>\n\t\t\t<th>7th <\/th>\n\t\t\t<th>8th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Fiendish Familiar<\/strong>: A Nar demonbinder can call a fiendish familiar. Doing so takes a day and uses up magical materials that cost 100 gp. The demonbinder may choose either an imp or a quasit as a familiar, just as if he knew the Improved Familiar feat and were an arcane spellcaster of the appropriate level. The fiendish familiar is magically linked to its master just like a normal familiar. The imp or quasit uses the basic statistics for a creature of its kind as given in the Monster Manual, with the following exceptions. (Unless otherwise stated, for all fiendish familiar abilities dependent on the master&#39;s level, count only sorcerer\/wizard levels and Nar demonbinder levels, which stack for the purposes of determining the familiar&#39;s abilities.)<\/p>\n\n\t<p><em>Hit Points<\/em>: One-half of the master&#39;s total or the fiendish familiar&#39;s normal total, whichever is higher.<\/p>\n\n\t<p><em>Attacks<\/em>: Use the master&#39;s base attack bonus or the fiendish familiar&#39;s, whichever is better. Use the familiar&#39;s Dexterity or Strength modifier, whichever is greater, to get the familiar&#39;s melee attack bonus with unarmed attacks. Damage equals that of a normal creature of that kind.<\/p>\n\n\t<p><em>Special Attacks<\/em>: The fiendish familiar has all the special attacks of its kind.<\/p>\n\n\t<p><em>Special Qualities<\/em>: The fiendish familiar has all the special qualities of its kind.<\/p>\n\n\t<p><em>Saving Throws<\/em>: The fiendish familiar uses the master&#39;s base save bonuses if they are better than its own. The familiar uses its own ability score modifiers on saves, and it doesn&#39;t enjoy other bonuses that the Nar demonbinder might have (such as from magic items or feats).<\/p>\n\n\t<p><em>Skills<\/em>: Use the normal skill ranks for a creature of that kind, modified by the fiendish familiar&#39;s own ability score modifiers.<\/p>\n\n\t<p><em>Familiar Special Abilities<\/em>: Use Table 3&#8212;19: Familiar Special Abilities in the Player&#39;s Handbook to determine additional abilities as you would for a normal familiar. The character may add any levels of sorcerer and\/or wizard to his Nar demonbinder class level for purposes of determining his fiendish familiar&#39;s special abilities.<\/p>\n\n\t<p><strong>Inimical Casting (Ex)<\/strong>: A Nar demonbinder knows how to employ spells that deflect the attacks of outsiders, regardless of alignment. When a Nar demonbinder casts one of the spells listed below, he may choose one of the listed effects instead.<\/p>\n\n\t<p>Magic circle against good can be cast as magic circle against evil, magic circle against chaos, or magic circle against law.<\/p>\n\n\t<p>Dispel good may be cast as dispel chaos, dispel evil, or dispel law.<\/p>\n\n\t<p>Blasphemy may be cast as dictum, holy word, or word of chaos.<\/p>\n\n\t<p>Unholy aura may be cast as holy aura, cloak of chaos, or shield of law.<\/p>\n\n\t<p><strong>Iron Sign<\/strong>: On reaching 2nd level, a Nar demonbinder learns how to fashion a special token known as an iron sign. Creating the token requires three days and 1,000 gp in magical materials. The iron sign is the size of a large amulet. The demonbinder can use it in one of two ways.<\/p>\n\n\t<p><em>Calling Diagram<\/em>: The iron sign functions as a calling diagram (see Conjuration under Schools of Magic in Chapter 10: Magic of the Player&#39;s Handbook) that combines a magic circle with dimensional anchor. The demonbinder need only set the token on a suitable surface, and no Spellcraft check is necessary to scribe the diagram. A creature held by the iron sign must remain within 5 feet of it and otherwise behaves as if it were completely enclosed in a suitably sized calling diagram.<\/p>\n\n\t<p>The iron sign can hold a called creature for up to one day per caster level of the character who crafted it. Unlike a normal calling diagram, the iron sign cannot be disturbed unless something physically removes the token from the spot where it was placed (naturally, the called creature cannot disturb the token either directly or indirectly).<\/p>\n\n\t<p><em>Demon Trap<\/em>: As a full-round action, the demonbinder can set the token on a suitable surface and try to compel a free outsider within 30 feet of the token into its effective calling diagram (Will save negates, DC 10 + Nar demonbinder level + Nar demonbinder&#39;s Charisma modifier). The subject is entitled to spell resistance. If the creature fails its saving throw, it is transported to a square of its choice within 5 feet of the iron sign, and trapped just as if the demonbinder had conjured it into a calling diagram.<\/p>\n\n\t<p>When a trapped creature leaves the iron sign (because it was freed by the demonbinder, escaped on its own, or the duration of the calling diagram lapsed), the token crumbles into powder and is destroyed.<\/p>\n\n\t<p><strong>Master Summoner (Ex)<\/strong>: At 3rd level, a Nar demonbinder gains a +4 bonus on opposed Charisma checks to trap or compel creatures called through any planar binding spell.<\/p>\n\n\t<p><strong>Brazen Sign<\/strong>: On reaching 4th level, a Nar demonbinder learns how to fashion a brazen sign. This works exactly like the iron sign, except that the called creature cannot use its spell resistance to attempt to break out of the calling diagram or to resist being caught in the demon trap. Crafting a brazen sign requires five days and the expenditure of materials worth 2,000 gp.<\/p>\n\n\t<p><strong>Infernal Certitude (Ex)<\/strong>: Due to his long study of demons, devils, and such creatures, a 5th-level Nar demonbinder gains a +4 bonus on spell penetration checks against any outsider.<\/p>\n\n\t<p><strong>Silver Sign<\/strong>: On reaching 6th level, a Nar demonbinder learns how to fashion a silver sign. This works just like the brazen sign, except that the DC of the Charisma check for the called creature to escape increases by +5, and none of its attacks or abilities can exit the area within 5 feet of the token. Crafting a silver sign requires seven days and the expenditure of 5,000 gp in materials.<\/p>\n\n\t<p><strong>Baleful Energy (Ex)<\/strong>: On attaining 7th level, when a Nar demonbinder casts a spell that deals damage, one-half of the damage dealt is derived directly from infernal power and is therefore not reduced by resistance to the energy type of the damaging spell. In the case of flame strike, the entire damage of the spell is derived from infernal power and is not subject to fire resistance (although targets are still permitted spell resistance and saving throws).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=5>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t\t<th>6th <\/th>\n\t\t\t<th>7th <\/th>\n\t\t\t<th>8th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Fiendish familiar, inimical casting <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Iron sign <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Master summoner <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Brazen sign <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Infernal certitude <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Silver sign <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Baleful energy <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\/tr>\n\t<\/table><br\/><h5>Reference: Unapproachable East 25<\/h5>","reference":"Usergen"},{"id":10886,"name":"Nentyar Hunter","type":"prestige","alignment":"Any nonevil","hit_die":"6","full_text":"<div topic='titel'><p><h3>Nentyar Hunter<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonevil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: The character must qualify to take regional feats from the Great Dale character region (the Great Dale is her home region, or she has 2 ranks of Knowledge [local&#8212; Great Dale]).<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: A Nentyar hunter is proficient with all simple and martial weapons, and with light armor, but not with shields.<\/p>\n\n\t<p><strong>Spells Per Day<\/strong>: Beginning at 1st level, a Nentyar hunter gains the ability to cast a small number of divine spells. She gains divine spells per day according to Table 2&#8212;7. She must choose her spells from the Nentyar hunter spell list, below. The character&#39;s caster level is equal to her Nentyar hunter level plus her levels in cleric or druid (or half her levels in ranger). To cast a spell, the hunter must have a Wisdom score of at least 10 + the spell&#39;s level. Nentyar hunter bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the hunter&#39;s Wisdom modifier. Nentyar hunters prepare and cast their hunter spells as druids.<\/p>\n\n\t<p><strong>Woodland Stride (Ex)<\/strong>: A Nentyar hunter may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering other impairment. However, thorns, briars, and overgrown areas that are magically manipulated to impede normal movement still affect her.<\/p>\n\n\t<p><strong>Swift Tracker (Ex)<\/strong>: At 2nd level, a Nentyar hunter gains the ability to move at normal speed while following tracks without taking the normal &#8212;5 penalty.<\/p>\n\n\t<p><strong>Swiftness of the Stag (Su)<\/strong>: At 3rd level, a Nentyar hunter&#39;s speed increases by +10 feet when she is wearing no armor or light armor and is not carrying a heavy load.<\/p>\n\n\t<p><strong>Eyes of the Hawk (Ex)<\/strong>: A Nentyar hunter develops preternaturally sharp vision and gains a +4 bonus on all Spot checks at 4th level.<\/p>\n\n\t<p><strong>Heart of the Lion (Su)<\/strong>: At 5th level, a Nentyar hunter becomes immune to fear, magical or otherwise. Unlike a paladin&#39;s aura of courage, this confers no special resistance to fear on any of her allies.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=5>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Class <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Woodland stride <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Swift tracker <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Swiftness of the stag <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Eyes of the hawk <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Heart of the lion <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Unapproachable East 28<\/h5>","reference":"Usergen"},{"id":10887,"name":"Raumathari Battlemage","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Raumathari Battlemage<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Feats<\/strong>: Any one metamagic feat.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: Able to cast 3rd-level arcane spells and knowledge of at least four evocation spells.<\/p>\n\n\t<p><strong>Languages<\/strong>: Able to read Roushoum and the Imaskari script (this generally requires a Speak Language skill rank for each dead language).<\/p>\n\n\t<p><strong>Proficiencies<\/strong>: Proficient with martial weapons.<\/p>\n\n\t<p><strong>Special<\/strong>: The character must find a mentor who already has levels in Raumathari battlemage and spend at least ten days studying in the mentor&#39;s company. During this time of study, both mentor and student must spend at least 8 hours a day in training.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Raumathari battlemages gain no proficiency in any weapon or armor.<\/p>\n\n\t<p><strong>Spells Per Day\/Spells Known<\/strong>: At each Raumathari battlemage level (except 5th), the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). This essentially means that he adds the level of Raumathari battlemage to the level of whatever spellcasting class the character has, then determines spells per day and caster level accordingly.<\/p>\n\n\t<p>If the character had more than one spellcasting class before becoming a Raumathari battlemage, the player must decide to which class to add each Raumathari battlemage level for the purpose of determining spells per day.<\/p>\n\n\t<p><strong>Sword Focus (Su)<\/strong>: A Raumathari battlemage may perform a special rite to make a single sword into a focus for his spells. The focus sword can then replace any material component of less than 50 gp value in the casting of the battlemage&#39;s spells. The sword is not consumed or damaged by its use as a focus, although it must be in hand to be used in this way. The Raumathari battlemage gains +1 caster level with any spell cast through his sword focus.<\/p>\n\n\t<p>The rite to create a sword focus requires three days and 1,000 gp in magical materials as well as a masterwork weapon. Magic swords may be attuned as sword foci. A battlemage may attune only a single sword at a time; if he loses the weapon, he must repeat the rite to create a new sword focus.<\/p>\n\n\t<p><strong>Channel Spell (Su)<\/strong>: As a free action, a Raumathari battlemage can cast a spell through his melee weapon (usually his sword) as he attacks with it. He gains an attack bonus equal to the level of the channeled spell for that attack only. The channeled spell counts against the battlemage&#39;s normal daily limit. The maximum allowable spell level and number of times per day this ability can be used increase as noted below.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Channel Spell <\/th>\n\t\t\t<th>Maximum Spell Level <\/th>\n\t\t\t<th>Number of Channel Attempts Per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> I <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> II <\/td>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <span class=caps>III<\/span> <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> IV <\/td>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>The number of channel attempts allowed per day is an absolute limit&#8212;a character with Channel Spell IV can&#39;t use his ability ten times on spells of various levels.<\/p>\n\n\t<p>A channeled spell targets the creature hit by the battlemage&#39;s weapon, which still gets a saving throw if the spell allows one. Even if a spell can target more than one creature, channeling it through the weapon limits its effect to the single opponent attacked. If the weapon attack misses, the channeled spell is wasted. The spell to be channeled must have a range of touch, be a ray effect (in which case the ray affects only the creature attacked), or specify a creature as the target. For example, sleep is not eligible since it does not affect a &quot;target creature.&quot;<\/p>\n\n\t<p><strong>Battle Spell (Su)<\/strong>: As a free action, the Raumathari battlemage may apply a single metamagic feat to a spell as he casts it. Unlike a bard or sorcerer&#39;s use of metamagic feats, this does not affect the casting time of the spell. At 2nd level, the battlemage may use this ability once per day and apply the Silent Spell feat to the battle spell he chooses to cast.<\/p>\n\n\t<p>At 4th level, the battlemage gains a second battle spell per day, which he can still as per the Still Spell feat.<\/p>\n\n\t<p>At 6th level, the battlemage gains a third battle spell per day, which he can empower as per the Empower Spell feat.<\/p>\n\n\t<p>At 8th level, the battlemage gains a fourth battle spell per day, which he can quicken as per the Quicken Spell feat.<\/p>\n\n\t<p>At 10th level, the battlemage gains a fifth battle spell per day, which he can maximize as per the Maximize Spell feat.<\/p>\n\n\t<p><strong>Sublime Sword (Su)<\/strong>: At 5th level, the save DC of any spell cast through the Raumathari battlemage&#39;s sword focus increases by 1.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day\/Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sword focus, channel spell I <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Battle spell (silent) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Channel spell II <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Battle spell (still) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Sublime sword <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Battle spell (empower) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Channel spell <span class=caps>III<\/span> <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Battle spell (quicken) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Channel spell IV <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Battle spell (maximize) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Unapproachable East 29<\/h5>","reference":"Usergen"},{"id":10888,"name":"Runescarred Berserker","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Runescarred Berserker<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Feats<\/strong>: At least one berserker lodge feat from Chapter 3: Regions and Feats.<br \/><strong>Special<\/strong>: The character must be able to rage at least once per day, as the barbarian class ability, and must be a member of a berserker lodge. (For more information about berserker lodges, see Chapter 10: Rashemen.) Also, the character must qualify to select regional feats from Rashemen (Rashemen is his home region, or he has 2 ranks in Knowledge [local&#8212; Rashemen]).<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Runescarred berserkers gain no proficiency in any weapon or armor.<\/p>\n\n\t<p><strong>Scribe Runescar (Sp)<\/strong>: At 1st level, a runescarred berserker learns how to carve a runescar into her own skin. A runescar is a means of storing a spell, much like a scroll. The berserker knows only a limited number of spells with which to imbue runescars, selected from the runescarred berserker spell list below. To learn a runescar spell, the berserker must have a Wisdom score of at least 10 + the spell level. A runescar berserker can only cast spells by crafting them as runescars; she has no other spellcasting capability and cannot use spell completion or spell trigger magic items based on spells from this list.<\/p>\n\n\t<p>Scribing a runescar takes 1 hour, the expenditure of materials equal to 5 gp \u00d7 spell level \u00d7 caster level, and the expenditure of XP equal to 1\/25th the gp spent. The character may set the caster level of the runescar at anywhere from the minimum class level necessary for her to know the rune to her own runescarred berserker class level. She may scribe a runescar only on her own body. The act of scribing a runescar is painful and deals 1d6 points of damage per spell level at the end of the scribing time. (The berserker is free to heal this damage by any normal means afterward&#8212;the runescar remains until activated.)<\/p>\n\n\t<p>A runescarred berserker can bear no more than seven runescars at any one time: two on the chest, two on the upper arms, two on the backs of the hands, and one on the face. Runescars are dormant until activated and cannot be dispelled (although they can be suppressed).<\/p>\n\n\t<p>Runescars are considered divine spells, although a berserker does not actively prepare or cast them. The save DC, if necessary, is 10 + spell level + the berserker&#39;s Wisdom score. To activate a runescar, the character must take a standard action and touch the rune. All runescar spells target only the runescarred berserker or an item in her possession, even if the spell scribed could normally be bestowed on another subject.<\/p>\n\n\t<p>After activation, the runescar&#39;s magic is discharged, and the rune fades to nothing but a faint outline. Typically, a berserker&#39;s skin is crisscrossed with dozens of old, discharged runescars.<\/p>\n\n\t<p><strong>Extra Rage (Ex)<\/strong>: A runescarred berserker gains additional daily uses of the barbarian rage ability. At 2nd level, she gains one additional rage per day; at 5th level, she gains a second additional rage; and at 9th level, she gains a third additional rage. For example, a barbarian 8\/runescarred berserker 5 can rage three times per day from her barbarian levels, plus two more times from her runescarred berserker levels, for a total of five rages per day.<\/p>\n\n\t<p><strong>Ritual Scarring (Ex)<\/strong>: Through frequent disfiguration of her own skin, a runescarred berserker gains a +1 natural armor bonus to AC at 3rd level. This increases to +2 at 6th level, and +3 at 9th level.<\/p>\n\n\t<p><strong>Spawn of the Frost (Su)<\/strong>: Inured to the bitter cold of Rashemen&#39;s winters, a runescarred berserker gains cold resistance 5.<\/p>\n\n\t<p><strong>Damage Reduction (Ex)<\/strong>: Starting at 4th level, a runescarred berserker gains the ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the berserker takes each time she is dealt damage from a weapon or natural attack. At 7th level and 10th level, this damage reduction increases to 2 and then 3 points. This overlaps (does not stack with) damage reduction from any other class feature.<\/p>\n\n\t<p><strong>Greater Rage<\/strong>: Starting at 8th level, a runescarred berserker&#39;s rage bonuses become +6 to Strength, +6 to Constitution, and a +3 morale bonus on Will saves. Her AC penalty remains &#8212;2.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=5>Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Scribe runescar <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Extra rage <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Ritual scarring +1 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Spawn of the frost, damage reduction 1\/&#8212; <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Extra rage <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Ritual scarring +2 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Damage reduction 2\/&#8212; <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Greater rage <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Extra rage, ritual scarring +3 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Damage reduction 3\/&#8212; <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Unapproachable East 31<\/h5>","reference":"Usergen"},{"id":10889,"name":"Shou Disciple","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Shou Disciple<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Base Reflex Save<\/strong>: +2.<br \/><strong>Special<\/strong>: The character must qualify to select regional feats from the Shou expatriate or Thesk regions (the region is her home region, or she has 2 ranks in Knowledge [local&#8212;Shou expatriate or Thesk]).<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Shou disciples are proficient with martial weapons and light armor, as well as with the following monk weapons: kama, nunchaku, and siangham. Light armor does not interfere with any of a Shou disciple&#39;s class abilities, but shields and medium or heavy armor do. When wearing medium or heavy armor or using a shield, the Shou disciple loses his class dodge bonus and any flurry of blows ability.<\/p>\n\n\t<p><strong>Dodge Bonus (Ex)<\/strong>: Shou disciples are highly trained at dodging blows. When a Shou disciple designates an opponent for his Dodge feat, this bonus replaces the normal +1 dodge bonus to AC against that opponent. A condition that makes him lose his Dexterity bonus to AC also makes him lose this dodge bonus.<\/p>\n\n\t<p><strong>Unarmed Strike (Ex)<\/strong>: As the monk ability, except that a Shou disciple deals unarmed damage as shown on Table 2&#8212;10. A Shou disciple with levels in the monk class can take the better of the two damage ranges, or he can add his Shou disciple levels to his monk levels and use the unarmed damage of a monk of the resulting level if that produces a better result.<\/p>\n\n\t<p><strong>Martial Flurry (Ex)<\/strong>: At 3rd level, a Shou disciple gains the ability to use any light melee weapon for his flurry of blows, not just special monk weapons. At 5th level, the Shou disciple may use any melee weapon for his flurry of blows.<\/p>\n\n\t<p><strong>Bonus Feat<\/strong>: At 2nd and 4th level, a Shou disciple gets a bonus feat, which must be drawn from the following list: Combat Reflexes, Deflect Arrows, Endurance, Expertise, Improved Initiative, Improved Trip, Mobility, Power Attack, Spring Attack, Weapon Finesse, and Weapon Specialization. The character must meet all the feat&#39;s prerequisites to select it.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Unarmed Damage <\/th>\n\t\t\t<th>Dodge Bonus <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> 1d6 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Unarmed strike <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> 1d8 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> 1d10 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Martial flurry (light) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> 1d10 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> 2d6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Martial flurry (any) <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Unapproachable East 32<\/h5>","reference":"Usergen"},{"id":10890,"name":"Talontar Blightlord","type":"prestige","alignment":"Any evil","hit_die":"8","full_text":"<div topic='titel'><p><h3>Talontar Blightlord<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: Able to cast 4th-level divine spells.<\/p>\n\n\t<p><strong>Proficiency<\/strong>: Glaive. A druid who wields a glaive is in violation of her spiritual oaths, but a character may take a Martial Weapon Proficiency feat with the weapon and simply refrain from wielding it until she qualifies for the blightlord class.<\/p>\n\n\t<p><strong>Patron Deity<\/strong>: Talona.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Talontar blightlords gain no proficiency in any weapon or armor. Druids who become blightlords no longer need abide by their weapon and armor restrictions, as the blightlords turn their backs on the conventional druidic traditions.<\/p>\n\n\t<p><strong>Spells Per Day<\/strong>: At every Talontar blightlord level (except 6th and 10th), the character gains new divine spells per day as if she had also gained a level in a divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). This essentially means that she adds the level of Talontar blightlord to the level of whatever spellcasting class the character has, then determines spells per day and caster level accordingly.<\/p>\n\n\t<p>If the character had more than one divine spellcasting class before becoming a Talontar blightlord, the player must decide to which class to add each Talontar blightlord level for the purpose of determining spells per day.<\/p>\n\n\t<p><strong>Blightbringer Prestige Domain<\/strong>: At 1st level, a Talontar blightlord gains access to the <a href=\/spells\/domains\/blightbringer\/>Blightbringer<\/a> prestige domain, described in the sidebar. The domain must be assigned to the character&#39;s spell progression in an existing divine spellcasting class.<\/p>\n\n\t<p><strong>Blightblood (Ex)<\/strong>: A Talontar blightlord is completely immune to all disease, magical or otherwise. Blightspawned creatures (see Chapter 6: Monsters of the East) do not attack her unless she attacks them, although they may attack other creatures in her company.<\/p>\n\n\t<p><strong>Illmaster<\/strong>: Any animal companions a blightlord possesses gain the blightspawned template (see Chapter 6: Monsters of the East). This does not affect the number of animal companions she may have at any given time.<\/p>\n\n\t<p><strong>Blight Touch (Su)<\/strong>: Starting at 3rd level, once per day as a standard action, a Talontar blightlord may attempt a melee touch attack to infect a victim with Talona&#39;s blight.<\/p>\n\n\t<p><strong>Talona&#39;s Blight<\/strong>: Supernatural disease&#8212;by spell, Fortitude save (DC 10 + Talontar blightlord class level + Talontar blightlord&#39;s Wisdom modifier), incubation period 1d6 days; damage 1d4 Constitution and 1d4 Charisma. Unlike normal diseases, Talona&#39;s blight continues until the victim reaches Constitution 0 (and dies), Charisma 0 (possibly becoming a blightspawned creature, if it is a valid type), or receives a remove disease spell or similar magic.<\/p>\n\n\t<p>At 5th, 7th, and 9th level, the Talontar blightlord gains one more use of this power per day.<\/p>\n\n\t<p><strong>Blightmind (Su)<\/strong>: On reaching 4th level, once per day as a standard action, a Talontar blightlord may establish a mental link with and dominate (as dominate monster) a single blightspawned creature within 60 feet. The mental link lasts for up to 1 minute per blightlord level and has a range of up to one mile. While the link is in effect, the blightlord may concentrate to receive sensory input from the linked creature or issue it instructions. (The creature obeys any orders to the best of its ability and need not be continuously directed in its assigned tasks.)<\/p>\n\n\t<p>The blightspawned creature receives a Will saving throw (DC 10 + Talontar blightlord&#39;s class level + Talontar blightlord&#39;s Wisdom modifier) to negate the effect.<\/p>\n\n\t<p><strong>Black Glaive (Su)<\/strong>: Starting at 6th level, any glaive wielded by a Talontar blightlord gains the icy burst ability, dealing +1d6 points of bonus cold damage on a successful hit (or +2d10 points on a successful critical hit). In addition, the blightlord can make a normal melee attack with the glaive to deliver her blight touch attacks.<\/p>\n\n\t<p><strong>Corrupting Blows (Su)<\/strong>: An 8th-level Talontar blightlord&#39;s black glaive gains the wounding ability. A creature struck by the black glaive loses 1 hit point per round on the blightlord&#39;s action. Multiple hits by the blightlord have no additional effect and deal no additional wounding damage&#8212;a creature is either wounded or it is not. The wounding damage continues until the victim is treated with a successful Heal check (DC 20) or receives magical healing.<\/p>\n\n\t<p><strong>Winterheart (Ex)<\/strong>: At 10th level, a Talontar blightlord&#39;s infected blood effects a terrible change in her physiology. Her skin blackens and splits, becoming cold and slimy to the touch, although she does not bleed or suffer pain from this transformation. Her type changes to &quot;plant,&quot; which means (among other things) that she is no longer subject to poison, sleep, mind-affecting effects, paralysis, polymorphing, critical hits, sneak attacks, or spells and effects that affect humanoids only.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells Per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Blightbringer prestige domain, blightblood <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Illmaster <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Blight touch 1\/day <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Blightmind <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Blight touch 2\/day <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Black glaive <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Blight touch 3\/day <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Corrupting blows <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Blight touch 4\/day <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Winterheart <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Unapproachable East 34<\/h5>","reference":"Usergen"},{"id":10891,"name":"Telflammar Shadowlord","type":"prestige","alignment":"Any nongood","hit_die":"6","full_text":"<div topic='titel'><p><h3>Telflammar Shadowlord<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nongood.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>Race: The character must possess the shadow-walker template, which is conferred by a special rite consecrated to Mask (see Chapter 6: Monsters of the East). Members in good standing of the Shadowmasters guild can arrange for the rite of transformation by gifting 2,000 gp to Mask&#39;s temple in Telflamm; others must give at least 10,000 gp and perform a service of some kind for the clerics of Mask. A character who is not a shadow-walker can still qualify for the Telflammar shadowlord prestige class, but he must meet the spellcasting requirement below.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: If the character is not a shadow-walker, he must either possess the ability to shadow jump (as the shadowdancer prestige class ability) or be able to cast dimension door as a spell or spell-like ability.<\/p>\n\n\t<p><strong>Special<\/strong>: Sneak attack damage +2d6.<\/p>\n\n\t<p><strong>Special<\/strong>: The character must qualify to select regional feats from Thesk (the region is his home region, or he has 2 ranks in Knowledge [local&#8212;Thesk]).<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Telflammar shadowlords gain no proficiency in any weapon or armor.<\/p>\n\n\t<p><strong>Spells Per Day\/Spells Known<\/strong>: At each Telflammar shadowlord level, the character gains the ability to cast a small number of arcane spells. He gains arcane spells per day according to Table 2&#8212;12 and must choose his spells from the Telflammar shadowlord spell list, below. The shadowlord&#39;s caster level is equal to his Telflammar shadowlord level. To cast a spell, the shadowlord must have an Intelligence score of at least 10 + the spell&#39;s level. Telflammar shadowlord bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the shadowlord&#39;s Intelligence modifier. When the shadowlord gets 0 spells of a given level, such as 0 1st-level spells at 1st level, the shadowlord gets only bonus spells. The shadowlord prepares and casts spells just as a wizard does.<\/p>\n\n\t<p><strong>Shadowsight (Ex)<\/strong>: Gifted with a mystical connection to shadow and darkness, the shadowlord gains a superior form of darkvision with a 60-foot range. He can see through any form of normal or magical darkness without hindrance.<\/p>\n\n\t<p><strong>Shadow Jump (Su)<\/strong>: A Telflammar shadowlord can travel between shadows as if by means of a <a href=\/spells\/players-handbook-v35--6\/dimension-door--2388\/>dimension door<\/a> spell. The limitation is that the magical transport must begin and end in an area with at least some shadow or darkness. The shadowlord can jump up to a total of 20 feet per class level per day in this way. This amount can be split up among many jumps, but each jump, no matter how small, counts as a 10-foot increment. If the Telflammar shadowlord already has shadow jump from another class (because he did not meet the spellcasting prerequisite, for example), this ability confers no additional benefit.<\/p>\n\n\t<p><strong>Shadow Blur (Su)<\/strong>: At 2nd level, a Telflammar shadowlord gains an unusual defense&#8212;anytime he is not in daylight or the illuminated radius of a light source, the shadows cloak his every movement, conferring the benefits of a <a href=\/spells\/players-handbook-v35--6\/blur--2664\/>blur<\/a> spell. The shadowlord can choose to activate or end this effect as a free action.<\/p>\n\n\t<p><strong>Shadow Walk (Sp)<\/strong>: Once per day starting at 3rd level, a Telflammar shadowlord may use <a href=\/spells\/players-handbook-v35--6\/shadow-walk--2703\/>shadow walk<\/a> as a caster whose level is equal to his shadowlord class level. If he previously possessed the ability to use <a href=\/spells\/players-handbook-v35--6\/shadow-walk--2703\/>shadow walk<\/a> as a spell-like ability, he gains a second daily use of that power.<\/p>\n\n\t<p><strong>Shadow Pounce (Ex)<\/strong>: At 4th level, a Telflammar shadowlord learns how to attack swiftly from the shadows. Any time he uses an ability, spell, or effect with the teleportation descriptor (for example, his shadow jump ability), he may execute a full attack upon completion of the teleportation. The shadowlord must have line of sight on his intended target from his original location, and the spot to which he teleports must be a place from which he can launch a melee attack at the intended target with whatever weapon he has in hand at the beginning of his action.<\/p>\n\n\t<p><strong>Shadow Discorporation (Su)<\/strong>: At 5th level, a Telflammar shadowlord learns how to use his mastery of shadows to cheat death. If the shadowlord is in shadow or darkness (anything but direct daylight or the illuminated radius of a light source), any damage that would reduce him to 0 hit points or below instead has a chance to discorporate him. The shadowlord attempts a Reflex save (DC 5 + damage dealt); if successful, he simply breaks apart into dozens of flitting shadows and vanishes, along with anything he is holding or carrying. At the next sunset, the shadowlord reappears at a spot of his choosing within one mile of the place where he was forced to discorporate. While discorporated, the shadowlord simply does not exist&#8212;he can do nothing, nor can any of his enemies do anything to him.<\/p>\n\n\t<p><strong>Death Attack (Ex)<\/strong>: At 6th level, a Telflammar shadowlord gains the ability to make a death attack as the assassin ability. If the shadowlord has levels in the assassin prestige class (see Chapter 2: Characters in the <span class=caps>DUNGEON<\/span> MASTER&#39;s Guide), he may add his assassin and Telflammar shadowlord class levels together to calculate the save DC of his death attack.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=3>Spells per Day\/Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Shadowsight, shadow jump <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Shadow blur <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Shadow walk <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Shadow pounce <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Shadow discorporation <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Death attack <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Unapproachable East 36<\/h5>","reference":"Usergen"},{"id":10892,"name":"Thayan Slaver","type":"prestige","alignment":"Any evil","hit_die":"6","full_text":"<div topic='titel'><p><h3>Thayan Slaver<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Sneak attack damage +2d6.<br \/><strong>Special<\/strong>: The character must qualify to select regional feats from Thay (Thay is his home region, or he has 2 ranks in Knowledge [local&#8212;Thay]).<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Thayan slavers are proficient with all simple weapons, with light armor, and with shields. They are also proficient with the sap, spiked chain, whip, and net.<\/p>\n\n\t<p><strong>Spells Per Day\/Spells Known<\/strong>: At each Thayan slaver level, the character gains the ability to cast a small number of arcane spells. He gains arcane spells per day according to Table 2&#8212;13. He must choose his spells from the Thayan slaver spell list, below. The slaver&#39;s caster level is equal to his Thayan slaver level. To cast a spell, the slaver must have an Intelligence score of at least 10 + the spell&#39;s level. Thayan slaver bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the slaver&#39;s Intelligence modifier. When the slaver gets 0 spells of a given level, such as 0 1st-level spells at 1st level, the slaver gets only bonus spells. The slaver prepares and casts spells just as a wizard does.<\/p>\n\n\t<p><strong>Ruthless Beating<\/strong>: A Thayan slaver is an expert at dealing out nonlethal punishment. He takes no penalty for choosing to deal subdual damage instead of normal damage with a melee weapon. A slaver may also use a melee weapon to deal subdual damage in a sneak attack, although he attacks with a &#8212;2 penalty in this case.<\/p>\n\n\t<p><strong>Enervating Attack<\/strong>: As the assassin death attack ability, except that Thayan slavers have only the option of paralyzing their victims. If a Thayan slaver has levels in the assassin prestige class (see Chapter 2: Characters in the <span class=caps>DUNGEON<\/span> MASTER&#39;s Guide), he may add his assassin and Thayan slaver class levels together for purposes of calculating the DC of his enervating attack. Slaver class levels do not add to the DC of the assassin&#39;s death attack.<\/p>\n\n\t<p><strong>Break Will (Ex)<\/strong>: At 2nd level, the Thayan slaver gains the ability to break a target&#39;s will. Any time the Thayan slaver wins an Intimidation check by 10 or more, the opponent takes 1 point of temporary Wisdom damage. Such lost Wisdom returns at the rate of 1 point per day of rest, but most Thayan slavers don&#39;t give their slaves a chance to recover.<\/p>\n\n\t<p><strong>Sneak Attack (Ex)<\/strong>: At 4th, 7th, and 10th level, a Thayan slaver deals additional sneak attack damage as the rogue ability. If the Thayan slaver gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack.<\/p>\n\n\t<p><strong>Crippling Strike (Ex)<\/strong>: At 5th level, a Thayan slaver can sneak attack opponents with such precision that his blows weaken and hamper them. When the slaver damages an opponent with a sneak attack, that opponent also takes 1 point of temporary Strength damage. Ability points lost in this way return on their own at the rate of 1 point per day for each damaged ability.<\/p>\n\n\t<p><strong>Stunning Blow (Ex)<\/strong>: Three times per day, an 8th-level Thayan slaver may declare a stunning blow before any melee attack. If the slaver hits, the victim must make a successful Fortitude save (DC 10 + Thayan slaver class level + Thayan slaver&#39;s Intelligence modifier) or be stunned for 1 round (until just before the slaver&#39;s next action). A stunned character can&#39;t act and loses any Dexterity bonus to Armor Class. Attackers get a +2 bonus on attack rolls against a stunned opponent.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=4>Spells Per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Ruthless beating, enervating attack <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Break will <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\ttd> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sneak attack +1d6 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Crippling strike <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Sneak attack +2d6 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Stunning blow <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sneak attack +3d6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Unapproachable East 37<\/h5>","reference":"Usergen"},{"id":10893,"name":"Arachnomancer","type":"prestige","alignment":"Any evil","hit_die":"6","full_text":"<div topic='titel'><p><h3>Arachnomancer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Base Save Bonus<\/strong>: Fortitude +4.<\/p>\n\n\t<p><strong>Spells<\/strong>: Able to cast <a href=\/spells\/players-handbook-v35--6\/spider-climb--2877\/>spider climb<\/a>, <a href=\/spells\/players-handbook-v35--6\/summon-swarm--2459\/>summon swarm<\/a>, and <a href=\/spells\/players-handbook-v35--6\/web--2472\/>web<\/a> as<br \/>arcane spells.<\/p>\n\n\t<p><strong>Special<\/strong>: The candidate must undergo a scarification ritual.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Arachnomancers gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day<\/strong>: At 1st, 3rd, 4th, 6th, 7th, 9th, and 10th level, an arachnomancer gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, metamagic or item creation feats, or the like). If the character had more than one spellcasting class before becoming an arachnomancer, the player must decide to which class to add each arachnomancer level for the purpose of determining spells per day, spells known, and overall caster level.<\/p>\n\n\t<p><strong>Poison Save Bonus (Ex)<\/strong>: An arachnomancer adds his class level to all saves against poison.<\/p>\n\n\t<p><strong>Speak with Spiders (Su)<\/strong>: The arachnomancer can communicate with any spiderkind creature (see sidebar) as a free action. Mindless creatures can communicate and understand only extremely simple concepts (one word at best), but they generally don&#39;t try to eat someone who communicates with them.<\/p>\n\n\t<p><strong>Spider Magic<\/strong>: Add the following spells to the character&#39;s spell list (or to each spell list, if he has more than one): <br \/>0&#8212; <a href=\/spells\/underdark--34\/stick--3517\/>stick<\/a> <sup>4<\/sup>; <br \/>1st&#8212; <em>summon Small monstrous spider<\/em> <sup>1<\/sup> ; <br \/>2nd&#8212; <a href=\/spells\/underdark--34\/spiderskin--3516\/>spiderskin<\/a> <sup>4<\/sup>, <em>summon Medium monstrous spider<\/em> <sup>1<\/sup> ; <br \/>3rd&#8212; <a href=\/spells\/players-handbook-v35--6\/neutralize-poison--2413\/>neutralize poison<\/a>, <a href=\/spells\/players-handbook-v35--6\/poison--2754\/>poison<\/a>, <em>summon Large monstrous spider<\/em> <sup>1<\/sup> ; <br \/>4th&#8212; <a href=\/spells\/players-handbook-v35--6\/giant-vermin--2820\/>giant vermin<\/a> <em>(spiders only)<\/em>, <a href=\/spells\/players-handbook-v35--6\/repel-vermin--2355\/>repel vermin<\/a>, <em>summon Huge monstrous spider<\/em> <sup>1<\/sup> ; <br \/>5th&#8212; <em>spider plague<\/em> <sup>2<\/sup> ; <br \/>6th&#8212; <em>summon Gargantuan monstrous spider<\/em> <sup>1<\/sup> ; <br \/>7th&#8212; <em>spider shapes<\/em> <sup>3<\/sup> ; <br \/>8th&#8212; <em>summon Colossal monstrous spider<\/em> <sup>1<\/sup> ; <br \/>9th&#8212; <a href=\/spells\/players-handbook-v35--6\/shapechange--2870\/>shapechange<\/a> (into spider or spiderkind creature only; see sidebar on page 30).<\/p>\n\n\t<p>1 As <a href=\/spells\/players-handbook-v35--6\/summon-monster-i--2441\/>summon monster<\/a>, except that the spell summons one monstrous spider of the indicated size, 1d3 monstrous spiders one size category smaller, or 1d4+1 monstrous spiders two size categories smaller.<\/p>\n\n\t<p>2 As <a href=\/spells\/players-handbook-v35--6\/insect-plague--2402\/>insect plague<\/a>, but summons spider swarms instead of locust swarms.<\/p>\n\n\t<p>3 As <a href=\/spells\/players-handbook-v35--6\/animal-shapes--2776\/>animal shapes<\/a>, but allows transformation into monstrous spider form only.<\/p>\n\n\t<p>4 New spell described in this book.<\/p>\n\n\t<p>Spider magic spells are added to the character&#39;s class lists of available spells, so that he may choose them whenever he has the opportunity to acquire new spells of the appropriate level. He does not automatically learn them (in the case of a spellcaster who keeps spellbooks) or know them (in the case of a spellcaster who does not keep spellbooks).<\/p>\n\n\t<p><strong>Spiderform (Su)<\/strong>: Beginning at 2nd level, an arachnomancer may transform himself into a Small, Medium, or Large monstrous spider three times per day. At 5th level, he can also take the form of a Tiny or Huge monstrous spider, and at 8th level, he can take the form of a Gargantuan monstrous spider. This ability functions like <a href=\/spells\/players-handbook-v35--6\/polymorph--2854\/>polymorph<\/a>, except that the indicated forms are the only ones available and the duration of the change is up to 10 minutes per arachnomancer level. Resuming normal form requires a standard action but does not provoke an attack of opportunity.<\/p>\n\n\t<p><strong>Poison Touch (Ex)<\/strong>: The arachnomancer can secrete poison as a free action. When he first gains this ability at 3rd level, his touch deals 1d4 points of Strength damage. The damage increases to 1d6 points at 6th level and to 1d8 points at 9th level. In each case, a successful Fortitude save (DC 10 + arachnomancer level + arachnomancer&#39;s Con modifier) halves the damage, to a minimum of 1 point. The arachnomancer&#39;s poison cannot be harvested or saved for any purpose.<\/p>\n\n\t<p><strong>Command Spiders (Su)<\/strong>: At 4th level, an arachnomancer gains the ability to compel any spider or spiderkind creature (see sidebar) in the same way that an evil cleric can rebuke or command undead. The arachnomancer can attempt to command spiders a number of times per day equal to 3 + his Charisma modifier. He is treated as a cleric of a level equal to his character level (not arachnomancer level) for the purpose of turning checks and turning damage.<\/p>\n\n\t<p><strong>Webwalking (Su)<\/strong>: Beginning at 5th level, an arachnomancer can ignore webs (magical or nonmagical) as if affected by a <a href=\/spells\/players-handbook-v35--6\/freedom-of-movement--2322\/>freedom of movement<\/a> spell. He can climb webs at his normal land speed without needing to make a Climb check and walk along webs without needing to make a Balance check.<\/p>\n\n\t<p><strong>Wall of Webs (Sp)<\/strong>: At 7th level, an arachnomancer gains the ability to create a wall-like barrier of webs once per day. Unlike the webs produced by the <a href=\/spells\/players-handbook-v35--6\/web--2472\/>web<\/a> spell, those in the wall of webs are resistant to fire and as tough as steel. A wall of webs functions like the <a href=\/spells\/players-handbook-v35--6\/wall-of-iron--2469\/>wall of iron<\/a> spell (caster level equals arachnomancer level), except that an arachnomancer can use his webwalking ability to move through the wall unhindered, and any other creature can use <a href=\/spells\/players-handbook-v35--6\/freedom-of-movement--2322\/>freedom of movement<\/a> to do the same.<\/p>\n\n\t<p><strong>Spider Blast (Sp)<\/strong>: Once per day, a 10th-level arachnomancer can produce a 50-footlong, cone-shaped blast of extremely poisonous, normalsized spiders. Every creature within the area of the blast takes 5d4 points of damage and must make 1d4 Fortitude saves against poison (DC 10 + arachnomancer level + arachnomancer&#39;s Con modifier; 1d6 points of Strength damage for both initial and secondary damage). Each creature is also allowed a Reflex save at the same DC for partial effect: Success means the victim takes half damage and need make only one Fortitude saving throw against poison (though the second saving throw normally required against a poison&#39;s secondary effect still applies). The spiders fade away at the end of the arachnomancer&#39;s turn.<\/p>\n\n\t<h4>Scarification Ritual<\/h4>\n\n\t<p>To demonstrate his seriousness and devotion to the study of arachnemancy, a candidate for this prestige class must undergo a scarification ritual that involves searing his flesh with brands and rubbing dark ash or other pigmentation into the wound to create a raised, dark scar. The end result of this rite is a face well marked with a spider insignia.<\/p>\n\n\t<h4>Spiderkind<\/h4>\n\n\t<p>The term spiderkind includes all of the following creatures in the D&amp;D\u00ae game.<\/p>\n\n\t<p>City of the Spider Queen: Arachnoid creature, drider vampire, wraith spider.<\/p>\n\n\t<p>Fiend Folio: Chwidencha.<\/p>\n\n\t<p>Monster Manual: Aranea, bebilith (demon), drider, ettercap, phase spider, monstrous spider, retriever (demon), spider swarm.<\/p>\n\n\t<p>Monster Manual II: Neogi, shadow spider, spellgaunt.<\/p>\n\n\t<p>Monsters of Faer\u00fbn: Chitine, choldrith, myrolochar, subterranean (hairy and sword) spiders, yochlol (demon).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Poison save bonus, speak with spiders, spider magic <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Spiderform (S, M, L) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Poison touch (1d4 Str) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Command spiders <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Spiderform (T, H), webwalking <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Poison touch (1d6 Str) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Wall of webs 1\/day <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Spiderform (G) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Poison touch (1d8 Str) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Spider blast <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Underdark 28<\/h5>","reference":"Usergen"},{"id":10894,"name":"Cavelord","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Cavelord<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Cavelords are proficient with all simple and martial weapons, with all types of armor, and with all types of shields except tower shields.<\/p>\n\n\t<p><strong>Tunnelrunner<\/strong>: At 1st level, a cavelord gains Tunnelrunner (see Chapter 2: Regions and Feats) as a bonus feat.<\/p>\n\n\t<p><strong>Cave Tracker (Ex)<\/strong>: Beginning at 2nd level, a cavelord can move at normal speed while following tracks without taking the normal &#8212;5 penalty on the Survival check, as long as those tracks are confined to a cave or tunnel environment.<\/p>\n\n\t<p><strong>Lesser Cavesense (Ex)<\/strong>: Gifted with a mystical connection to the Underdark, the cavelord gains a superior form of darkvision with a 120-foot range when he reaches 2nd level. He also gains a +4 competence bonus on any Listen checks made in a subterranean setting.<\/p>\n\n\t<p><strong>Tunnelswimmer (Su)<\/strong>: A cavelord is at home in the subterranean waters that pervade the Underdark. Upon reaching 4th level, he can hold his breath three times longer than normal before he is at risk of drowning (a number of rounds equal to six times his Constitution score for a typical humanoid character). The cavelord also gains a swim speed of 30 feet.<\/p>\n\n\t<p><strong>Strength of Stones (Su)<\/strong>: At 5th level, a cavelord gains the ability to invoke the strength of the earth. Once per day as a free action, he can gain an insight bonus to Strength equal to his cavelord level that lasts for 1 minute.<\/p>\n\n\t<p><strong>Greater Cavesense (Ex)<\/strong>: When a cavelord reaches 7th level, his mystical connection to the Underdark increases, granting him the tremorsense ability (see Chapter 7 of the Monster Manual) with a 30-foot range.<\/p>\n\n\t<p><strong>Changestones (Sp)<\/strong>: At 8th level, a cavelord gains the ability to use changestones (see Chapter 4: Magic and Spells) once per day (caster level 14th).<\/p>\n\n\t<p><strong>Bones of the Earth (Su)<\/strong>: When a cavelord reaches 10th level, the earth recognizes him as its own and protects him from death. If the cavelord takes damage that would reduce him to &#8212;10 or fewer hit points while in a cave, tunnel, or other Underdark environment, he may attempt a Fortitude save (DC 5 + damage dealt). If the save is successful, the cavelord instantly turns to stone, as if subject to the <a href=\/spells\/players-handbook-v35--6\/flesh-to-stone--2815\/>flesh to stone<\/a> spell, before death can claim him. (This ability also works if unstaunched bleeding would cause the cavelord&#39;s hit points to drop to &#8212;10 or below. The DC for the Fortitude save in this case is 6.) His stone form becomes fixed in place as if it were a natural feature of the cavern. Twenty-four hours later, the earth looses its healing grip, and the cavelord becomes flesh again. He awakens with 1 hit point and no prepared spells or power points. Any significant damage done to his stony form (such as breaking off the head, or shattering the body) kills the cavelord.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span><\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Tunnelrunner <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Cave tracker, lesser cavesense <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Tunnelswimmer <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Strength of stones <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Greater cavesense <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Changestones 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bones of the earth <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Underdark 30<\/h5>","reference":"Usergen"},{"id":10895,"name":"Deep Diviner","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Deep Diviner<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Ability to cast 2nd-level arcane spells.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Deep diviners gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day<\/strong>: At each deep diviner level except 6th, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, metamagic or item creation feats, and the like). If the character had more than one spellcasting class before becoming a deep diviner, the player must decide to which class to add each deep diviner level for the purpose of determining spells per day, spells known, and overall caster level.<\/p>\n\n\t<p><strong>Locate Node (Su)<\/strong>: At 1st level, a deep diviner gains the ability to sense the direction and strength of the nearest earth node, regardless of distance (see Node Magic in Chapter 4). To locate the node, she must meditate for 10 minutes. She can use this ability once per day per deep diviner level, so a 3rd-level deep diviner could make three attempts to locate the nearest node in a single day.<\/p>\n\n\t<p>The deep diviner&#39;s ability to sense earth nodes is blocked by even a thin sheet of lead, and by certain rare ores in the earth of the DM&#39;s choice.<\/p>\n\n\t<p><strong>Node Spellcasting<\/strong>: At 1st level, a deep diviner gains Node Spellcasting as a bonus feat (see Chapter 2: Regions and Feats).<\/p>\n\n\t<p><strong>Speak To Stone (Sp)<\/strong>: When a deep diviner reaches 2nd level, her presence can lend nearby rock and earth a fleeting awareness. This ability can be used once per day, and the sentience lasts for 1 minute per caster level of the deep diviner. During this period, the character can comprehend and communicate with stone and earth, including normally nonanimate rock, worked stone, and dirt. She can pose questions to and receive answers from a pebble, a section of tunnel wall, or a pile of loose earth. A stone normally has no sense of its surroundings, but the deep diviner&#39;s presence allows it to recall a very limited amount of information. As with the <a href=\/spells\/players-handbook-v35--6\/stone-tell--2518\/>stone tell<\/a> spell, speaking stones may relate who or what has touched them and give complete descriptions of what is covered or concealed behind or under them.<\/p>\n\n\t<p><strong>Node Store<\/strong>: At 3rd level, a deep diviner gains Node Store as a bonus feat (see Chapter 2: Regions and Feats).<\/p>\n\n\t<p><strong>Summon Earth Elemental (Sp)<\/strong>: Once per day at 5th level and above, the deep diviner can summon a Large earth elemental as though with the <a href=\/players-handbook-v35--6\/summon-monster-vi--2446\/>summon monster VI<\/a> spell (caster level 12th).<\/p>\n\n\t<p><strong>Node Charge (Su)<\/strong>: At 6th level, a deep diviner can tap the power of an earth node even from a distance. If she spends at least 4 hours in an earth node, she can leave with her connection to it intact. At any time during the next ten days while she is outside the keyed earth node, she can activate that connection for 1 minute as a free action. Once connected, the deep diviner can use all abilities granted to her by that earth node as if she were still within it. After using this ability, the deep diviner must return to an earth node and spend at least 4 hours within its confines (see Node Magic in Chapter 4: Magic and Spells) before she can tap its power remotely again.<\/p>\n\n\t<p><strong>Metanode Spell<\/strong>: At 8th level, a deep diviner gains Metanode Spell as a bonus feat (see Chapter 2: Regions and Feats).<\/p>\n\n\t<p><strong>Wall of Stone (Sp)<\/strong>: Upon reaching 9th level, a deep diviner gains the ability to use <a href=\/spells\/players-handbook-v35--6\/wall-of-stone--2470\/>wall of stone<\/a> (caster level 16th) once per day.<\/p>\n\n\t<p><strong>Mantle of Earth (Su)<\/strong>: At 10th level, a deep diviner can become a greater earth elemental (see the Monster Manual) once per day for up to 10 minutes. This ability functions like the <a href=\/spells\/players-handbook-v35--6\/polymorph--2854\/>polymorph<\/a> spell, except that the deep diviner gains all the elemental&#39;s extraordinary abilities and supernatural abilities. She also gains access to all the elemental&#39;s feats for as long as she remains in that form. Changing form is a standard action that does not provoke an attack of opportunity.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells Per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Locate node, Node Spellcasting <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Speak to stone <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Node Store <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Summon earth elemental <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Node Charge <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Metanode Spell <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Wall of stone <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Mantle of earth <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Underdark 32<\/h5>","reference":"Usergen"},{"id":10896,"name":"Drow Judicator","type":"prestige","alignment":"Any evil","hit_die":"8","full_text":"<div topic='titel'><p><h3>Drow Judicator<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: Able to cast 1st-level arcane or divine spells.<\/p>\n\n\t<p><strong>Special<\/strong>: The candidate must survive the rites of entry administered by clerics of Selvetarm or Lolth.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Drow judicators are proficient with all simple and martial weapons, with all types of armor, and with all types of shields except tower shields.<\/p>\n\n\t<p><strong>Spells per Day<\/strong>: At every third drow judicator level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level (for male drow, this is usually an arcane spellcasting class, although male clerics of Selvetarm sometimes become drow judicators). He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, metamagic or item creation feats, and the like). If the character had more than one spellcasting class before becoming a drow judicator, the player must decide to which class to add each drow judicator level for the purpose of determining spells per day, spells known, and overall caster level.<\/p>\n\n\t<p><strong>War Strike (Su)<\/strong>: War is the ultimate expression of Selvetarm&#39;s power, so its lessons are the very first that the drow judicator learns. Beginning at 1st level, he can attempt a war strike with one normal melee attack. If he hits, he deals 2d6 points of Constitution damage in addition to his regular damage. The target may attempt a Fortitude save (DC 10 + drow judicator level + drow judicator&#39;s Cha modifier) to halve the Constitution damage. This ability is usable once per day.<\/p>\n\n\t<p><strong>Command Spiders (Su)<\/strong>: As a special dispensation from Lolth, Selvatarm can grant his judicators the ability to command spiders. When a drow judicator reaches 2nd level, he gains the ability to compel spiders in the same way that an evil cleric can rebuke or command undead (see the Player&#39;s Handbook). The drow judicator can attempt to command spiders a number of times per day equal to 3 + his Charisma modifier. He is treated as a cleric of a level equal to his drow judicator level for the purpose of turning checks and turning damage.<\/p>\n\n\t<p><strong>Selvetarm&#39;s Blessing (Ex)<\/strong>: At 2nd level and above, a drow judicator receives a +3 profane bonus on all saving throws.<\/p>\n\n\t<p><strong>Selvetarm&#39;s Wrath (Su)<\/strong>: Beginning at 4th level, a drow judicator may attempt to deliver extra damage with one normal melee attack. On a successful attack, he deals 1 extra point of damage per drow judicator level. For example, an 8th-level drow judicator armed with a longsword deals 1d8+8 points of damage, plus any additional bonuses (for high Strength, magical effects, or the like) that would normally apply. This ability is usable once per day at 4th level, twice per day at 7th level, and three times per day at 10th level.<\/p>\n\n\t<p><strong>Spider Servant<\/strong>: At 5th level, a drow judicator can call for a spider servant. See the Spider Servant sidebar for details.<\/p>\n\n\t<p><strong>Spider&#39;s Grace (Sp)<\/strong>: At 8th level, a drow judicator gains the ability to take on attributes of a spider for up to 10 minutes once per day. While this ability is active, the character can climb on surfaces as if subjected to a <a href=\/spells\/players-handbook-v35--6\/spider-climb--2877\/>spider climb<\/a> spell, and he receives a +4 insight bonus on Hide and Move Silently checks. He also gains a bite attack that deals 1d4 points of damage and is poisonous. The bite is a secondary natural weapon that can be used once per round at the drow judicator&#39;s highest base attack bonus, with the standard &#8212;5 penalty for a secondary attack. The Fortitude save DC for the poison is 18 + the drow judicator&#39;s Con modifier, and it deals 1d6 points of Strength damage for both its initial and its secondary damage.<\/p>\n\n\t<p><strong>Judgment (Su)<\/strong>: At 10th level, a drow judicator gains the ability to judge all creatures within 100 feet of him that he can see. Those he finds wanting are immediately targeted with a <a href=\/spells\/players-handbook-v35--6\/horrid-wilting--2742\/>horrid wilting<\/a> effect (caster level 18th; save DC 18 + drow judicator&#39;s Wis modifier). The drow judicator can base his decision on any parameters he chooses. This ability is usable once per day as a standard action.<\/p>\n\n\t<h4>Spider Servant<\/h4>\n\n\t<p>At 5th level or above, a drow judicator can call a spiderlike monster to serve him. He may choose to call an 8-HD Large fiendish monstrous spider, a fiendish sword spider, a myrlochar, or a phase spider. (See the Monster Manual or Monsters of Faer\u00fbn for these creatures&#39; statistics.) He can use this spider servant as a guardian or a mount, at his discretion. The spider servant gains HD and special abilities based on the drow judicator&#39;s class level, as given on Table 3&#8212;5.<\/p>\n\n\t<p>The drow judicator may have only one spider servant at a time. Should his servant die, he may call for another after 24 hours. The new spider servant has all the accumulated abilities due a servant of the character&#39;s current drow judicator level.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><span class=caps>SPIDER<\/span> <span class=caps>SERVANTS<\/span> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Drow Judicator Level <\/th>\n\t\t\t<th>Bonus HD <\/th>\n\t\t\t<th>Natural Armor Adj. <\/th>\n\t\t\t<th>Str Adj. <\/th>\n\t\t\t<th>Int Adj. <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> Improved evasion, share saving throws, share spells <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th&#8212;7th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Speak with drow judicator <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th&#8212;9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Blood bond <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Spell resistance <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><em>Drow Judicator Level<\/em>: The character&#39;s level in the drow judicator prestige class.<\/p>\n\n\t<p><em>Bonus HD<\/em>: These are extra Hit Dice appropriate to the creature&#39;s type (vermin for a Large monstrous spider or sword spider, outsider for a myrlochar, or magical beast for a phase spider). Each bonus Hit Die gains a Constitution modifier and improves the creature&#39;s base attack and base save bonuses, as normal.<\/p>\n\n\t<p><em>Natural Armor Adj.<\/em>: The number noted here is an improvement to the servant&#39;s existing natural armor bonus. It represents the preternatural toughness of a drow judicator&#39;s servant.<\/p>\n\n\t<p><em>Str Adj.<\/em>: Add this figure to the servant&#39;s Strength score.<\/p>\n\n\t<p><em>Int Adj.<\/em>: Add this figure to the servant&#39;s Intelligence score.<\/p>\n\n\t<p><em>Improved Evasion (Ex)<\/em>: When subjected to an attack that normally allows a Reflex saving throw for half damage, a servant takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.<\/p>\n\n\t<p><em>Share Saving Throws<\/em>: For each of its saving throws, the servant uses its own base save bonus or the drow judicator&#39;s, whichever is higher. The servant applies its own ability modifiers to saves, and it doesn&#39;t share any other bonuses on saves that the drow judicator might have (such as from magic items or feats).<\/p>\n\n\t<p><em>Share Spells<\/em>: At the drow judicator&#39;s option, he may have any spell (but not any spell-like ability) he casts upon himself also affect his spider servant. The servant must be within 5 feet of him at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the spider servant if the latter moves farther than 5 feet away and will not affect the creature again even if it returns to the drow judicator before the duration expires. Additionally, the drow judicator may cast a spell with a target of &quot;You&quot; on his spider servant (as a touch range spell) instead of on himself. The drow judicator and his servant can share spells even if the spells normally do not affect creatures of the servant&#39;s type.<\/p>\n\n\t<p><em>Speak with Drow Judicator<\/em>: The drow judicator and his servant can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.<\/p>\n\n\t<p><em>Blood Bond<\/em>: The spider servant gains a +2 bonus on all attack rolls, checks, and saves if it witnesses the drow judicator threatened or harmed. This bonus lasts as long as the threat is immediate and apparent.<\/p>\n\n\t<p><em>Spell Resistance<\/em>: The spider servant&#39;s spell resistance equals the drow judicator&#39;s class level + 15. To affect the servant with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the servant&#39;s spell resistance.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells Per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> War strike 1\/day <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Command spiders, Selvetarm&#39;s blessing <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Selvetarm&#39;s wrath 1\/day <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Spider servant <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Selvetarm&#39;s wrath 2\/day <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Spider&#39;s grace <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Judgment, Selvetarm&#39;s wrath 3\/day <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Underdark 33<\/h5>","reference":"Usergen"},{"id":10897,"name":"Illithid Body Tamer","type":"prestige","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Illithid Body Tamer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race<\/strong>: Illithid, illithidkin, or a creature with the half-illithid template.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Illithid body tamers are proficient with all simple and martial weapons, with all types of armor, and with all types of shields except tower shields.<\/p>\n\n\t<p><strong>Code of Mental Abstinence (Ex)<\/strong>: Just as some humanoid cultures believe that celibacy enhances their spiritual powers, illithid body tamers believe that reliance on psionics weakens their hard-won physical abilities.<\/p>\n\n\t<p>An abstinent illithid body tamer gains 10 temporary hit points, plus 4 temporary hit points per illithid body tamer level. If these hit points are lost to damage, the body tamer recovers them with 8 hours of rest. It also gains a +2 insight bonus on all melee damage rolls for tentacle and weapon attacks.<\/p>\n\n\t<p>To be considered abstinent, the body tamer must not have used any of its psionic abilities (including <em>mind blast<\/em>, <em>charm monster<\/em>, <em>detect thoughts<\/em>, <em>levitate<\/em>, <em>plane shift<\/em>, and <em>suggestion<\/em>) within the last 24 hours. If it uses any of these abilities, it does not have access to any of its usual benefits for abstinence until 24 hours after its last use of such an ability.<\/p>\n\n\t<p>An illithid body tamer is not slavishly devoted to its code. If using <em>plane shift<\/em> or <em>mind blast<\/em> is clearly in its best interest, then it does so, preferring to lose access to the benefits of abstinence than lose its life.<\/p>\n\n\t<p><strong>Strength of Arms (Ex)<\/strong>: When making a full attack with both a manufactured weapon and its tentacles, an illithid body tamer may designate either its tentacles or its weapon as its primary attack. If its weapon is its primary attack, it strikes with the weapon at its highest base attack bonus (making multiple attacks if its base attack bonus is high enough), but a &#8212;2 penalty applies to each tentacle attack made that round. If its tentacles are its primary attack, they strike at its highest base attack bonus, but it can strike only once with its manufactured weapon, and a &#8212;2 penalty applies to that attack.<\/p>\n\n\t<p>A body tamer using both weapon and tentacles can still withdraw the brains of foes with its tentacles as normal, whether or not the tentacles are its primary attack. However, it usually simply discards the brains and moves on to the next foe. Nourishment can wait.<\/p>\n\n\t<p><strong>Tentacle of Fate (Ex)<\/strong>: When an illithid body tamer reaches 3rd level, its base tentacle damage increases from 1d4 to 1d6.<\/p>\n\n\t<p><strong>Improved Trip<\/strong>: At 4th level, the illithid body tamer gains Improved Trip as a bonus feat.<\/p>\n\n\t<p><strong>Improved Disarm (Ex)<\/strong>: At 5th level, an illithid body tamer gains the use of the Improved Disarm feat when using its tentacles to perform the disarm action. It need not meet the normal prerequisites for the feat to use it in this way. The body tamer&#39;s tentacles are treated as a one-handed weapon for the purpose of disarm attempts.<\/p>\n\n\t<p><strong>Reaching Tentacle (Ex)<\/strong>: When an illithid body tamer attains 6th level, its reach with its tentacles increases by 5 feet. This adjustment stacks with the additional reach provided by tentacle extensions (see Chapter 5: Equipment and Magic Items), if such are in use.<\/p>\n\n\t<p><strong>Whirlwind Tentacle (Ex)<\/strong>: At 7th level, an illithid body tamer gains the use of the Whirlwind Attack feat when using its tentacles to perform such an attack. It need not meet the normal prerequisites for the feat to use it in this way. Because of its multiple tentacles and reaching tentacle ability, it can make one attack against every creature in the area it threatens, instead of just every creature within 5 feet.<\/p>\n\n\t<p><strong>Tentacle of Destiny (Ex)<\/strong>: When an illithid body tamer reaches 8th level, its base tentacle damage increases from 1d6 to 1d8.<\/p>\n\n\t<p><strong>Death Whirlwind (Su)<\/strong>: At 10th level, an illithid body tamer psionically energizes its whirlwind tentacle ability with a death impulse once per day. When it uses this ability in combination with a whirlwind tentacle attack, every creature struck must make a successful Fortitude save (DC 15 + illithid body tamer&#39;s Con modifier) or die as if brought to &#8212;10 hit points. Constructs and undead are immune to this effect.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Code of mental abstinence, strength of arms <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Tentacle of fate <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Improved Trip <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Improved Disarm <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Reaching tentacle <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Whirlwind tentacle <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Tentacle of destiny <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Death whirlwind <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Underdark 35<\/h5>","reference":"Usergen"},{"id":10898,"name":"Imaskari Vengeance Taker","type":"prestige","alignment":"Any lawful","hit_die":"6","full_text":"<div topic='titel'><p><h3>Imaskari Vengeance Taker<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any lawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to cast 3rd-level arcane spells.<\/p>\n\n\t<p><strong>Special<\/strong>: The candidate must have slain a creature or enemy purely for revenge. She must also swear to obey the Imaskari vengeance taker code (see sidebar on page 38).<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Imaskari vengeance takers gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day<\/strong>: At every even-numbered Imaskari vengeance taker level, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in an arcane spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, metamagic or item creation feats, and the like). If the character had more than one arcane spellcasting class before becoming an Imaskari vengeance taker, the player must decide to which class to add each Imaskari vengeance taker level for the purpose of determining spells per day, spells known, and overall caster level.<\/p>\n\n\t<p><strong>Target of Vengeance (Ex)<\/strong>: Beginning at 1st level, an Imaskari vengeance taker may select a specific creature as the target of her vengeance. Her calculated study of this foe grants her a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks made against that one creature. Likewise, she gets a +2 bonus on weapon damage rolls against her foe. Each time the Imaskari vengeance taker gains a new level in the prestige class, her bonuses against her target of vengeance increase by +1.<\/p>\n\n\t<p>To designate a target of vengeance, the Imaskari vengeance taker must spend one full day performing a set of special rites. She must either know the name of her foe or have met the individual at least once. An Imaskari vengeance taker may have only one target of vengeance at a time. She can designate a new target after successfully slaying her previous target or by spending three full days performing the necessary rituals.<\/p>\n\n\t<p>An Imaskari vengeance taker who has levels in the ranger class may add one-half the bonus noted above (rounded down) to her favored enemy bonus when attacking or using the indicated skills against a target of vengeance that is also one of her favored enemies.<\/p>\n\n\t<p><strong>Poison Use<\/strong>: At 2nd level, an Imaskari vengeance taker learns to use poison effectively. She never risks accidentally poisoning herself when applying poison to a blade.<\/p>\n\n\t<p><strong>Sneak Attack (Ex)<\/strong>: At 3rd level, an Imaskari vengeance taker learns the art of the sneak attack. If she can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Basically, the vengeance taker&#39;s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the vengeance taker flanks her target. This extra damage is 1d6 at 3rd level, and it increases to 2d6 at 5th level, 3d6 at 7th level, and 4d6 at 9th level. Should the vengeance taker score a critical hit with a sneak attack, this extra damage is not multiplied.<\/p>\n\n\t<p>Ranged attacks can count as sneak attacks only if the target is within 30 feet. An Imaskari vengeance taker can&#39;t strike with deadly accuracy from beyond that range. With a sap (blackjack) or an unarmed strike, an Imaskari vengeance taker can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual &#8212;4 penalty, because she must make optimal use of her weapon in order to execute a sneak attack.<\/p>\n\n\t<p>An Imaskari vengeance taker can sneak attack only living creatures with discernible anatomies&#8212;undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The vengeance taker must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A vengeance taker cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.<\/p>\n\n\t<p>If the Imaskari vengeance taker is entitled to sneak attack damage from another source (such as rogue levels), the damage does stack.<\/p>\n\n\t<p><strong>Far Sense (Sp)<\/strong>: Upon reaching 4th level, an Imaskari vengeance taker gains the ability to use <a href=\/spells\/players-handbook-v35--6\/clairaudienceclairvoyance--2479\/>clairaudience clairvoyance<\/a> (caster level equals 1\/2 Imaskari vengeance taker&#39;s character level) to acquire information about her target of vengeance. This ability is usable once per day.<\/p>\n\n\t<p><strong>Seeker (Sp)<\/strong>: Beginning at 6th level, an Imaskari vengeance taker can use divination (caster level equals 1\/2 Imaskari vengeance taker&#39;s character level) to ask questions that bear on her target of vengeance. This ability is usable once per day.<\/p>\n\n\t<p><strong>Scry Target (Sp)<\/strong>: When an Imaskari vengeance taker reaches 8th level, she can attempt to see her target of vengeance from afar. This effect functions like the <a href=\/spells\/players-handbook-v35--6\/scrying--2512\/>scrying<\/a> spell (caster level equals 1\/2 Imaskari vengeance taker&#39;s character level), except that the vengeance taker does not need a reflective surface, and the &#8212;5 penalty for knowing the target well applies to the Will save, even if the vengeance taker is not well acquainted with the target. This ability is usable once per week.<\/p>\n\n\t<p><strong>Death Attack (Ex)<\/strong>: If an Imaskari vengeance taker studies her target of vengeance for 3 rounds and then successfully deals damage to that individual via a sneak attack with a melee weapon, the target must make a successful Fortitude save (DC 10 + vengeance taker level + vengeance taker&#39;s Intelligence modifier) or die. Success means the attack is resolved as a normal sneak attack. While studying the victim, the vengeance taker can undertake other actions so long as her attention stays focused on the target and the target does not detect the vengeance taker or recognize her as an enemy. Once the vengeance taker has completed her 3 rounds of study, she must make the death attack within the next 3 rounds. If the death attack is attempted and fails or if the vengeance taker does not launch the attack within 3 rounds of completing the study, 3 more rounds of study are required before she can attempt another death attack. A vengeance taker does not have the option of paralyzing her victim with a death attack.<\/p>\n\n\t<p>A vengeance taker with levels in the assassin prestige class (see Chapter 2 of the Dungeon Master&#39;s Guide) may add her assassin and vengeance taker class levels together for the purpose of calculating the save DC for her vengeance taker death attack.<\/p>\n\n\t<h4>The Imaskari Vengeance Taker Code<\/h4>\n\n\t<p>An Imaskari vengeance taker must swear before the Retributive Masters (whose lodge is located in a hidden spot outside the even more secret realm of Deep Imaskar) to take vengeance on those who deserve justice, on those who commit crimes against creatures protected by the Retributive Masters, and on those who impede the vengeance taker in her task. She further swears to obey the orders of the Retributive Masters in all matters.<\/p>\n\n\t<p>A vengeance taker who violates this code (usually by refusing to obey the Retributive Masters, or by allowing the unjust to escape vengeance) loses her ability to designate a target of vengeance and may not progress any further in levels as an Imaskari vengeance taker. She regains her target of vengeance ability and advancement potential if she atones for her disobedience, which can usually be accomplished by undertaking a special quest assigned by the Retributive Masters.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells Per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Target of vengeance <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Poison use <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sneak attack +1d6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Far sense <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Sneak attack +2d6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Seeker <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Sneak attack +3d6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Scry target <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Sneak attack +4d6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Death attack <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Underdark 37<\/h5>","reference":"Usergen"},{"id":10899,"name":"Inquisitor of the Drowning Goddess","type":"prestige","alignment":"Lawful evil or lawful neutral","hit_die":"8","full_text":"<div topic='titel'><p><h3>Inquisitor of the Drowning Goddess<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful evil or lawful neutral.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Patron<\/strong>: Blibdoolpoolp.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Inquisitors of the Drowning Goddess are proficient with steel fins (see Chapter 5: Equipment and Magic Items). They gain no proficiency with any other weapon or armor.<\/p>\n\n\t<p><strong>Fear Aura (Su)<\/strong>: Once per day, an inquisitor of the Drowning Goddess can project a fear aura to a radius of 20 feet as a standard action. This effect lasts for 1 round per inquisitor level. Each foe in the area must make a Will save (DC 10 + inquisitor level + inquisitor&#39;s Cha modifier) or be affected as if by a fear spell (caster level equals inquisitor level). A new saving throw is required for each round that the creature remains in the area.<\/p>\n\n\t<p><strong>Grappling Adhesive (Ex)<\/strong>: At 2nd level, an inquisitor of the Drowning Goddess learns how to utilize his own natural adhesive effectively in unarmed combat. He gains a +2 bonus on grapple checks made to start or maintain a grapple and a +2 bonus on attack rolls made to disarm an opponent with his bare hands. When he reaches 4th level, each of these bonuses increases to +4.<\/p>\n\n\t<p>The inquisitor of the Drowning Goddess requires one hour and special materials costing 20 gp to coat his limbs with grappling adhesive, which remains effective for up to 24 hours.<\/p>\n\n\t<p><strong>Mien of Justice (Ex)<\/strong>: At 1st level, an inquisitor of the Drowning Goddess gains a +4 insight bonus on Intimidate and Sense Motive checks. At 5th level, this bonus increases to +8.<\/p>\n\n\t<p><strong>Devoted Mind (Ex)<\/strong>: Upon reaching 3rd level, an inquisitor of the Drowning Goddess gains a +4 insight bonus on saving throws against all spells with the charm, compulsion, or glamer descriptors.<\/p>\n\n\t<p><strong>Body-Coating Adhesive (Ex)<\/strong>: At 5th level, an inquisitor of the Drowning Goddess can use his own body oil and other materials to give his body a finish almost like flypaper, which can hold fast any creatures or items that touch him. Anyone who makes an unsuccessful melee attack against an inquisitor so prepared must succeed on a Reflex save (DC 15 + inquisitor&#39;s Con modifier), or the weapon used in the attack sticks to the inquisitor and is yanked out of its wielder&#39;s grip. Creatures using natural weapons are automatically grappled if they get stuck.<\/p>\n\n\t<p>An inquisitor requires one hour and special materials costing 50 gp to coat his body with adhesive, but the secretion remains sticky for up to three days, or until it actually catches something or someone, whichever comes first. Successfully trapping a creature or item uses up the adhesive, so the inquisitor&#39;s body can trap no further creatures or items until its coating is replenished. Pulling a stuck weapon or limb from the inquisitor requires a successful DC 20 Strength check. An inquisitor can secrete a natural oil to break up and remove the adhesive any time he likes.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Fear aura, mien of justice +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Grappling adhesive +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Devoted mind <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Grappling adhesive +4, mark of the outcast <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Body-coating adhesive, mien of justice +8 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Underdark 39<\/h5>","reference":"Usergen"},{"id":10900,"name":"Prime Underdark Guide","type":"prestige","alignment":"Any nonevil","hit_die":"6","full_text":"<div topic='titel'><p><h3>Prime Underdark Guide<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonevil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Must know at least four languages.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Prime Underdark guides gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells<\/strong>: Beginning at 1st level, a prime Underdark guide gains the ability to cast a small number of arcane spells. To cast a spell, the prime Underdark guide must have an Intelligence score of at least 10 + the spell&#39;s level, so a character with an Intelligence score of 10 or lower cannot cast these spells. Prime Underdark guide bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the prime Underdark guide&#39;s Intelligence modifier. When the prime Underdark guide gets 0 spells per day of a given level (for instance, 0 1st-level spells at 1st level), she gains only the bonus spells she would be entitled to for that spell level based on her Intelligence score. A prime Underdark guide without a bonus spell for that level cannot yet cast a spell of that level. The prime Underdark guide&#39;s spell list appears below. A prime Underdark guide prepares and casts spells just as a wizard does. She keeps her spells in a spellbook and must study them each morning. She can add to her spellbook by copying spells from wizards or from other prime Underdark guides.<\/p>\n\n\t<p><strong>Aid Another Nearby (Ex)<\/strong>: A prime Underdark guide need not be adjacent to another creature to use the aid another action for certain purposes. Beginning at 1st level, she can aid another at a distance of up to 30 feet on Balance, Climb, Jump, Survival, Swim, and Use Rope checks, as long as her ally can see or hear her.<\/p>\n\n\t<p><strong>Bonus Language<\/strong>: Since prime Underdark guides travel among many different races, they tend to pick up other languages with great facility. At 1st level and every other level thereafter, a prime Underdark guide gains one bonus language of her choice. (She cannot choose secret languages as bonus languages with this ability.)<\/p>\n\n\t<p><strong>Aid Group (Ex)<\/strong>: A prime Underdark guide is accustomed to managing and helping large groups of people. Beginning at 2nd level, she can assist one creature per prime Underdark guide level on Balance, Climb, Jump, Survival, Swim, and Use Rope checks whenever she uses the aid another action. All creatures she is so aiding must be within 30 feet of her.<\/p>\n\n\t<p><strong>Danger Sense (Ex)<\/strong>: A prime Underdark guide possesses an uncanny intuition that warns her of impending danger. At 2nd level, she gains a +2 insight bonus on Reflex saves to avoid traps or natural hazards, a +2 dodge bonus to Armor Class against attacks made by traps or natural hazards, and a +2 insight bonus on Spot checks made to spot creatures at the beginning of an encounter (see the Encounter Distance rules in Chapter 3 of the Dungeon Master&#39;s Guide). At 4th level, these bonuses increase to +4, and at 8th level, they increase to +6.<\/p>\n\n\t<p><strong>Underdark Lore<\/strong>: A prime Underdark guide is especially adept at gathering knowledge. At 2nd level, she gains the ability to recall legends or information about various topics. This ability works like bardic knowledge (see the bard class entry in the Player&#39;s Handbook), except that the prime Underdark guide&#39;s bonus for an Underdark lore check is her character level + her Intelligence modifier. This ability applies only to information pertaining to the Underdark.<\/p>\n\n\t<p><strong>Underdark Traveler (Ex)<\/strong>: A prime Underdark guide is familiar with the culture and etiquette of many Underdark societies. At 2nd level, she receives a +2 bonus on all Diplomacy, Disguise, Gather Information, and Sense Motive checks made against members of Underdark races. This bonus increases to +3 at 5th level, to +4 at 7th level, and to +5 at 9th level.<\/p>\n\n\t<p><strong>Danger Warning (Su)<\/strong>: When the prime Underdark guide reaches 3rd level, her danger sense becomes so acute that nearby companions become similarly sensitive. As a standard action, the prime Underdark guide can select one ally per class level within 30 feet to share her danger sense. Each of these designated allies gains a +1 insight bonus on Reflex saves to avoid traps or natural hazards, a +1 dodge bonus to Armor Class against attacks made by traps or natural hazards, and a +1 insight bonus on Spot checks made to spot creatures at the beginning of an encounter (see the Encounter Distance rules in Chapter 3 of the Dungeon Master&#39;s Guide). This bonus increases to +2 at 6th level and to +3 at 10th level. Each creature so designated retains the benefit until it moves out of range or until the prime Underdark guide designates a different set of allies to receive the benefit.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=4>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Aid another nearby, bonus language <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Aid group, danger sense +2, Underdark lore, Underdark traveler +2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Bonus language, danger warning +1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Danger sense +4 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Bonus language, Underdark traveler +3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Danger warning +2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bonus language, Underdark traveler +4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Danger sense +6 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus language, Underdark traveler +5 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Danger warning +3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Underdark 40<\/h5>","reference":"Usergen"},{"id":10901,"name":"Sea Mother Whip","type":"prestige","alignment":"Lawful evil, neutral evil, chaotic evil, or neutral","hit_die":"8","full_text":"<div topic='titel'><p><h3>Sea Mother Whip<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful evil, neutral evil, chaotic evil, or neutral.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to cast 3rd-level divine spells.<\/p>\n\n\t<p><strong>Patron<\/strong>: Blibdoolpoolp.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Sea Mother whips are proficient with the pincer staff (see Chapter 5: Equipment and Magic Items). They gain no proficiency with any other weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day<\/strong>: At each Sea Mother whip level, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, metamagic or item creation feats, and the like). If the character had more than one divine spellcasting class before becoming a Sea Mother whip, the player must decide to which class to add each Sea Mother whip level for the purpose of determining spells per day, spells known, and overall caster level.<\/p>\n\n\t<p><strong>Watery Death Prestige Domain<\/strong>: At 1st level, a Sea Mother whip gains access to the Watery Death domain. If she was previously a cleric, she gains the prestige domain as a third domain and can choose to prepare domain spells from it just as she does from her other two domains. If the Sea Mother whip was previously a noncleric divine spellcaster (for example, a ranger), she gains one extra spell slot for each spell level to which she normally has access, but she must fill it with the Watery Death domain spell of that level. Regardless of her prior classes, a Sea Mother whip gains the granted power of the Watery Death domain (see Chapter 4: Magic and Spells).<\/p>\n\n\t<p><strong>Punish the Infidels (Sp)<\/strong>: At 2nd level, a Sea Mother whip can curse her enemies. Every opponent within 30 feet who can see and hear the Sea Mother whip suffers the effect of a doom spell (caster level equals Sea Mother whip level; save DC 11 + Wisdom modifier).<\/p>\n\n\t<p><strong>Independent Lightning Bolt (Su)<\/strong>: At 3rd level, a Sea Mother whip no longer requires the presence of other whips to generate a lightning bolt; she can do so on her own every 2d4 rounds as a standard action. The lightning bolt deals 1d6 points of damage per Sea Mother whip level, but a successful Reflex save (DC 10 + Sea Mother whip level + Sea Mother whip&#39;s Wis modifier) halves the damage.<\/p>\n\n\t<p><strong>Inspire the Faithful (Sp)<\/strong>: At 4th level, a Sea Mother whip can inspire her flock to great effect. Every other kuo-toa worshiper of Blibdoolpoolp within 30 feet who can see and hear the Sea Mother whip receives the benefit of an aid spell (caster level equals Sea Mother whip level).<\/p>\n\n\t<p><strong>Bolster Lightning Bolts (Su)<\/strong>: When the Sea Mother whip reaches 5th level, the save DC for any supernatural lightning bolt that she creates herself or joins with other whips to create automatically increases by +2.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells Per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Watery Death prestige domain <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Punish the infidels <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Independent lightning bolt <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Inspire the faithful <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bolster lightning bolts <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Underdark 42<\/h5>","reference":"Usergen"},{"id":10902,"name":"Shadowcrafter","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Shadowcrafter<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to cast any 3rd-level or higher spell with the illusion (shadow) descriptor.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Shadowcrafters gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day<\/strong>: At each shadowcrafter level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, metamagic or item creation feats, and the like). If the character had more than one spellcasting class before becoming a shadowcrafter, the player must decide to which class to add each shadowcrafter level for the purpose of determining spells per day, spells known, and overall caster level.<\/p>\n\n\t<p><strong>Shadow Mien (Su)<\/strong>: At 1st level, a shadowcrafter gains a +2 bonus on Disguise and Hide checks.<\/p>\n\n\t<p><strong>Enhanced Shadow Conjurations (Su)<\/strong>: When a shadowcrafter reaches 2nd level, his shadow conjurations automatically intensify in strength by 10%. Hence, <a href=\/spells\/players-handbook-v35--6\/shadow-conjuration--2699\/>shadow conjuration<\/a> is 30% as strong as the real thing instead of the standard 20%, and <a href=\/spells\/players-handbook-v35--6\/shadow-conjuration-greater--2700\/>greater shadow conjuration<\/a> is 70% as strong as the real thing instead of the standard 60%.<\/p>\n\n\t<p>When he reaches 6th level, the strength of his shadow conjurations increases by an additional 10%, for a total increase of 20%. Hence, shadow conjuration is 40% as strong as the real thing, and greater shadow conjuration is 80% as strong.<\/p>\n\n\t<p><strong>Enhanced Shadow Evocations (Su)<\/strong>: When a shadowcrafter reaches 3rd level, his shadow evocations intensify in strength by 10%. Hence, <a href=\/spells\/players-handbook-v35--6\/shadow-evocation--2701\/>shadow evocation<\/a> is 30% as strong as the real thing instead of the standard 20%, and <a href=\/spells\/players-handbook-v35--6\/shadow-evocation-greater--2702\/>greater shadow evocation<\/a> is 70% as strong as the real thing instead of the standard 60%.<\/p>\n\n\t<p>When he reaches 7th level, the strength of his shadow evocations increases by an additional 10%, for a total increase of 20%. Hence, shadow evocation is 40% as strong as the real thing, and greater shadow evocation is 80% as strong.<\/p>\n\n\t<p><strong>Shadow Spell Penetration (Ex)<\/strong>: At 4th level, a shadowcrafter gains a +2 bonus on caster level checks for all of his illusion (shadow) spells. This bonus stacks with that provided by the Spell Penetration and Greater Spell Penetration feats. At 8th level, this bonus increases to +4.<\/p>\n\n\t<p><strong>Resistance to Illusions (Ex)<\/strong>: At 5th level, a shadowcrafter gains a +2 bonus on saving throws against all illusion spells and effects.<\/p>\n\n\t<p><strong>No Delusions (Ex)<\/strong>: At 9th level, a shadowcrafter has such complete mastery of illusion spells that he no longer needs to interact with them to merit a saving throw. If he can see or otherwise witness the illusory effect, he can attempt a save.<\/p>\n\n\t<p><strong>Shadow Self (Ex)<\/strong>: At 10th level, a shadowcrafter has so attuned himself to shadows and illusions that he actually becomes a magical creature. He is forevermore a native outsider rather than a humanoid (or whatever creature type he previously was). Additionally, he gains damage reduction 10\/magic.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Shadow mien <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Enhanced shadow conjurations +10% <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Enhanced shadow evocations +10% <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Shadow spell penetration +2 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Resistance to illusions <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Enhanced shadow conjurations +20% <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Enhanced shadow evocations +20% <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Shadow spell penetration +4 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> No delusions <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Shadow self <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Underdark 43<\/h5>","reference":"Usergen"},{"id":10903,"name":"Vermin Keeper","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Vermin Keeper<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Wild shape ability<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Vermin keepers gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day<\/strong>: At each vermin keeper level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, metamagic or item creation feats, and the like). If the character had more than one spellcasting class before becoming a vermin keeper, the player must decide to which class to add each vermin keeper level for the purpose of determining spells per day, spells known, and overall caster level.<\/p>\n\n\t<p><strong>Handle Vermin (Ex)<\/strong>: At 1st level, a vermin keeper can apply his Handle Animal skill to vermin.<\/p>\n\n\t<p><strong>Vermin Empathy (Ex)<\/strong>: A vermin keeper can apply his wild empathy class ability to vermin. Vermin begin with an unfriendly attitude.<\/p>\n\n\t<p><strong>Vermin Form (Su)<\/strong>: Beginning at 1st level, a vermin keeper can use his wild shape ability to assume a vermin form. Starting at 1st level, he can turn himself into any Small vermin. As he gains vermin keeper levels, the diversity of forms available to him increases. He can become a Tiny vermin at 2nd level, a Medium vermin at 4th level, a Diminutive vermin at 5th level, a Large vermin at 7th level, a Fine vermin at 8th level, and a Huge vermin at 9th level.<\/p>\n\n\t<p><strong>Venom Immunity (Ex)<\/strong>: At 3rd level, a vermin keeper gains immunity to all organic poisons. This category includes all monster poisons but not mineral poisons or poison gas.<\/p>\n\n\t<p><strong>Vermin Companion (Ex)<\/strong>: At 3rd level, a vermin keeper can call a Small, Medium, or Large vermin as a companion in lieu of an animal (see sidebar for details). He may choose any kind of vermin for which statistics are provided in the Monster Manual. A vermin keeper cannot retain the animal companion he had from his previous class (if any) after he calls a vermin companion. Except as noted in the sidebar, this ability works the same as a druid&#39;s animal companion ability.<\/p>\n\n\t<p><strong>Extra Wild Shape Feat<\/strong>: A vermin keeper gains Extra Wild Shape as a bonus feat at 4th and 6th levels.<\/p>\n\n\t<p><strong>Swarm Form (Su)<\/strong>: At 10th level, a vermin keeper can use his wild shape to assume the form of any vermin swarm (any swarm whose constituent creatures are of the vermin type).<\/p>\n\n\t<h4>The Vermin Keeper&#39;s Vermin Companion<\/h4>\n\n\t<p>A vermin keeper&#39;s vermin companion retains its vermin type, though it is superior to a normal vermin of its kind and has special powers, as given on Table 3&#8212;12.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><span class=caps>VERMIN<\/span> <span class=caps>COMPANION<\/span> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Class Level <\/th>\n\t\t\t<th>Bonus  HD <\/th>\n\t\t\t<th>Natural Armor Adj. <\/th>\n\t\t\t<th>Str\/Dex Adj. <\/th>\n\t\t\t<th>Bonus  Tricks <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd&#8212;4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> Link, share spells <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th&#8212;6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> Evasion <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th&#8212;8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> Devotion <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th&#8212;10th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> Multiattack <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><em>Vermin Companion Basics<\/em>: Use the base statistics for a creature of the companion&#39;s kind, as given in the Monster Manual, but make the following changes.<\/p>\n\n\t<p><em>Intelligence<\/em>: A vermin companion has an Intelligence score of 2. The fact that it is equivalent in Intelligence to some animals has several effects. First, unlike other vermin, it is not mindless and therefore loses the mindless special quality, which means that it can be affected by mind-affecting spells and effects. Second, the vermin keeper can teach his companion tricks with the Handle Animal skill as though it were an animal. Finally, the vermin companion begins play with feats appropriate for its Hit Dice (vermin keeper&#39;s choice, though the creature must qualify for the selected feats) and skill points equal to its Hit Dice +3. The vermin companion&#39;s class skills are Listen and Spot.<\/p>\n\n\t<p><em>Class Level<\/em>: The character&#39;s vermin keeper level. Vermin keeper levels do not stack with levels of classes that grant an animal companion ability.<\/p>\n\n\t<p><em>Bonus HD<\/em>: Extra 8-sided dice, each of which gains a Constitution modifier and improves the vermin companion&#39;s base attack bonus and base save bonuses, as normal. A vermin companion&#39;s base attack bonus is the same as that of a druid of a level equal to the vermin&#39;s Hit Dice. It has good Fortitude saves (treat it as a character whose level equals the vermin&#39;s Hit Dice). A vermin companion doesn&#39;t gain any extra skill points or feats for bonus HD.<\/p>\n\n\t<p><em>Natural Armor Adj.<\/em>: The number noted here is an improvement to the vermin companion&#39;s existing natural armor bonus.<\/p>\n\n\t<p><em>Str\/Dex Adj.<\/em>: Add this value to the vermin companion&#39;s Strength and Dexterity scores.<\/p>\n\n\t<p><em>Bonus Tricks<\/em>: The value given in this column is the total number of &quot;bonus&quot; tricks that the vermin knows in addition to any that the vermin keeper might choose to teach it (see the Handle Animal skill description in the Player&#39;s Handbook). These bonus tricks don&#39;t require any training time or Handle Animal checks, and they don&#39;t count against the normal limit of tricks known by the vermin. The vermin keeper selects these bonus tricks, and once selected, they can&#39;t be changed.<\/p>\n\n\t<p><em>Link (Ex)<\/em>: A vermin keeper can handle his vermin companion as a free action, or push it as a move action. He gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding a vermin companion.<\/p>\n\n\t<p><em>Share Spells (Ex)<\/em>: At the vermin keeper&#39;s option, he may have any spell (but not any spell-like ability) he casts upon himself also affect his vermin companion. The vermin companion must be within 5 feet of him at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the vermin companion if the latter moves farther than 5 feet away and will not affect the creature again even if it returns to the vermin keeper before the duration expires. Additionally, the vermin keeper may cast a spell with a target of &quot;You&quot; on his vermin companion (as a touch range spell) instead of on himself. The vermin keeper and his vermin companion can share spells even if the spells normally do not affect creatures of the vermin type.<\/p>\n\n\t<p><em>Evasion (Ex)<\/em>: If a vermin companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.<\/p>\n\n\t<p><em>Devotion (Ex)<\/em>: A vermin companion&#39;s devotion to its master is so complete that it gains a +4 morale bonus on Will saves against enchantment spells and effects.<\/p>\n\n\t<p><em>Multiattack<\/em>: A vermin companion gains Multiattack as a bonus feat if it has three or more natural attacks (see the Monster Manual for details on this feat) and does not already have that feat. If it does not have the requisite natural attacks, the vermin companion instead gains one additional attack with its primary natural weapon, albeit at a &#8212;5 penalty.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells Per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Handle vermin, vermin empathy, vermin form (Small) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Vermin form (Tiny) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Venom immunity, vermin companion <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Extra Wild Shape, vermin form (Medium) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Vermin form (Diminutive) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Extra Wild Shape <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Vermin form (Large) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Vermin form (Fine) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Vermin form (Huge) <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Swarm form <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Underdark 44<\/h5>","reference":"Usergen"},{"id":10904,"name":"Yathchol Webrider","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Yathchol Webrider<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Race<\/strong>: Chitine, or any race that can spin webs from its body. Characters who know or can prepare web as either a spell or a spell-like ability also qualify.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Yathchol webriders are proficient with the club, crossbow (hand, light, or heavy), dagger (any type), dart, mace, morningstar, quarterstaff, rapier, sap, shortbow (normal and composite), and short sword. They are proficient with light armor but gain no proficiency with any shield.<\/p>\n\n\t<p><strong>Web Hide (Su)<\/strong>: Beginning at 1st level, a Yachthol webrider can hide herself from view in the open without anything to actually hide behind, so long as she is within 5 feet of natural or magical webs that cover an area measuring at least 5 feet on each side.<\/p>\n\n\t<p><strong>Web Ride (Sp)<\/strong>: A Yathchol webrider can travel instantaneously between separate sections of webbing. This magical transport must begin and end in an area adjacent to or within webbing that covers at least a 5-foot-square. At 1st level, the webrider can move up to a total of 20 feet per day in this way. This distance may be covered in a single ride of 20 feet, or two rides of 10 feet each. Moves shorter than 10 feet are possible, but the distance covered in each move is rounded up to the next 10-foot increment for the purpose of determining how much movement potential has been used. The total distance that a Yachthol webrider can move per day with the web ride ability increases with her level, to 160 feet at 4th level, 320 feet at 6th level, 640 feet at 8th level, and 1,280 feet at 10th level. These extended distances can likewise be split among many web rides, though the actual distance moved with each ride is rounded up to the next 10-foot increment, as above.<\/p>\n\n\t<p><strong>Spider Climbing (Ex)<\/strong>: Beginning at 2nd level, a Yachthol webrider can climb and travel on vertical surfaces and even traverse ceilings as well as a spider does if she has her bare hands and feet free for climbing. She has a climb speed of 20 feet and need not make Climb checks to scale a surface.<\/p>\n\n\t<p><strong>Summon Spider (Sp)<\/strong>: When she reaches 2nd level, a Yathchol webrider can summon a Large monstrous spider or spider swarm once per day. This ability is the equivalent of a <a href=\/spells\/players-handbook-v35--6\/summon-monster-iii--2443\/>summon monster III<\/a> spell (caster level 5 + Yachthol webrider level). At 5th level, the webrider can summon a Huge monstrous spider as the equivalent of a <a href=\/spells\/players-handbook-v35--6\/summon-monster-v--2445\/>summon monster V<\/a> spell, and at 9th level, she can summon a Gargantuan monstrous spider as the equivalent of a <a href=\/spells\/players-handbook-v35--6\/summon-monster-vii--2447\/>summon monster VII<\/a> spell. See the Monster Manual for each spider&#39;s statistics.<\/p>\n\n\t<p><strong>Web Blast<\/strong> (Su): At 3rd level, a Yathchol webrider can produce a blast of hardened webbing (range 60 feet) as a standard action twice per day. The webbing springs from the webrider&#39;s hand (or spinnerets, if any) and speeds toward its target. If the webrider succeeds at a ranged touch attack, the web blast deals 4d6 points of bludgeoning damage and forces the target to succeed on a Reflex save (DC 10 + webrider level + webrider&#39;s Con modifier) or be stuck in place. A stuck creature can attempt to break loose as a full-round action by making either a DC 20 Strength check or a DC 25 Escape Artist check, or it can take purely mental actions. No other actions are possible while the creature is stuck. This ability is usable four times per day at 7th level and six times per day at 10th level.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Web hide, web ride (20 ft.) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td>+1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Spider climbing, summon spider (Large) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Web blast (2\/day) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Web ride (160 ft.) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Summon spider (Huge) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Web ride (320 ft.) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Web blast (4\/day) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Web ride (640 ft.) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Summon spider (Gargantuan) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Web blast (6\/day), web ride (1,280 ft.) <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Underdark 46<\/h5>","reference":"Usergen"},{"id":10905,"name":"Legacy Champion","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Legacy Champion<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Must possess a legacy item, character level 10th.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Class Features<\/strong>: At each level except 1st and 7th, you gain class features and an increase in effective level as if you had also gained a level in a class to which you belonged before adding the prestige class level. The specific class features you gain include spells per day (and spells known, if applicable), improved chance of turning or destroying undead, metamagic or item creation feats, bonus feats, monk special abilities, sneak attack progressions, and so on, depending on the class. You do not, however, gain the benefit of your previous class&#39;s Hit Dice, attack progression, skill points, or saving throws. If you had more than one class before becoming a legacy champion, you must decide to which class to add each level for the purpose of determining class abilities.<\/p>\n\n\t<p><strong>Reduced Ritual Cost<\/strong>: After you&#39;ve made a successful Knowledge (history) check to learn the lesser legacy ritual for your legacy item, you can perform that ritual and gain the Lesser Legacy feat as normal. However, you do not pay the ritual&#39;s associated gp cost. You must still perform all other aspects of the ritual and pay any personal costs required to unlock lesser abilities. If you have more than one legacy item, you must decide to which one this reduction applies.<\/p>\n\n\t<p>On reaching 7th level, you can perform the greater legacy ritual for your item without paying the associated gp cost.<\/p>\n\n\t<p><strong>Bond of Lore (Ex)<\/strong>: You add your class level as an insight bonus to Knowledge (history) checks made in relation to your legacy item.<\/p>\n\n\t<p><strong>Replace Legacy Ability (Ex)<\/strong>: As your bond with your legacy item strengthens, you become capable of permanently changing the item&#39;s abilities to suit your needs. At 2nd level, you can replace any one least ability granted by your item with your choice of any least ability from Menu A in Chapter 4: Founding Legacies.<\/p>\n\n\t<p>At 5th level, you can replace any one least or lesser ability with your choice of any least ability from Menu A or any lesser ability from Menu D, respectively.<\/p>\n\n\t<p>At 10th level, you can replace any one least, lesser, or greater ability with your choice of any least ability from Menu A, any lesser ability from Menu D, or any greater ability from Menu G, respectively.<\/p>\n\n\t<p><strong>Extra Legacy Ability Use (Su)<\/strong>: As your bond with your legacy item strengthens, you can draw on its abilities more often than normal. At 3rd level, choose one of your item&#39;s least abilities with a daily use limit. You can use that ability one extra time per day. Once you have chosen an ability, you cannot change it later.<\/p>\n\n\t<p>At 6th level, you can also gain an extra daily use of one of your item&#39;s lesser abilities. At 9th level, you can also gain an extra daily use of one of your item&#39;s greater abilities. You can instead choose to gain an extra daily use of a lower ability (for example, choosing a second least ability instead of a lesser ability at 6th level), but you can&#39;t gain more than one extra daily use of a given ability.<\/p>\n\n\t<p>If your item has no legacy abilities with a daily use limit, you gain no benefit from this class feature. If you later gain access to an eligible legacy ability, you can immediately choose that ability for an extra daily use.<\/p>\n\n\t<p><strong>Bonus Legacy Feat<\/strong>: At 4th and 8th level, you gain a bonus feat related to your legacy item, which can be selected from any of the legacy feats in this chapter for which you meet the prerequisites.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Class Features <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Reduced ritual cost (lesser), bond of lore <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Replace legacy ability (least) <\/td>\n\t\t\t<td> +1 level of existing class features <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Extra legacy ability use (least) <\/td>\n\t\t\t<td> +1 level of existing class features <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus legacy feat <\/td>\n\t\t\t<td> +1 level of existing class features <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Replace legacy ability (lesser) <\/td>\n\t\t\t<td> +1 level of existing class features <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Extra legacy ability use (lesser) <\/td>\n\t\t\t<td> +1 level of existing class features <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Reduced ritual cost (greater) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Bonus legacy feat <\/td>\n\t\t\t<td> +1 level of existing class features <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Extra legacy ability use (greater) <\/td>\n\t\t\t<td> +1 level of existing class features <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Replace legacy ability (greater) <\/td>\n\t\t\t<td> +1 level of existing class features <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Weapons of Legacy 19<\/h5>","reference":"Usergen"},{"id":10906,"name":"Cerebremancer","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Cerebremancer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to cast 2nd-level arcane spells.<br \/><strong>Psionics<\/strong>: Able to manifest 2nd-level powers.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Pro?ciency<\/strong>: Cerebremancers gain no pro?ciency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day\/Powers Known<\/strong>: When a new cerebremancer level is attained, the character gains new spells per day as if he had also attained a level in any one arcane spellcasting class he belonged to before he added the prestige class. He gains additional power points per day and access to new powers as if he had also gained a level in any one manifesting class he belonged to previously. He does not, however, gain any other bene?t a character of either class would have gained  (bonus  metamagic, metapsionic, or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of cerebremancer to the level of whatever other arcane spellcasting class and manifesting class the character has, then determines spells per day, caster level,  power  points  per  day,  powers  known, and manifester level accordingly.<\/p>\n\n\t<p>For example, a 3rd-level wizard\/3rd-level psion who takes a level in cerebremancer has the same access to spells as a 4th-level wizard and the same number of power points as a 4th-level psion. But his wizard familiar and his psicrystal (if he has one) won\u2019t gain any new abilities.<\/p>\n\n\t<p>If a character had more than one arcane spellcasting class or more than one manifesting class before he became a cerebremancer, he must decide to which class he adds each level of cerebremancer for purpose of determining spells per day, caster level, power points per day, powers known, and manifester level.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Spells per Day\/Powers Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class\/+1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class\/+1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class\/+1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class\/+1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class\/+1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class\/+1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class\/+1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class\/+1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class\/+1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class\/+1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Expanded Psionics Handbook 141<\/h5>","reference":"Usergen"},{"id":10907,"name":"Elocater","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Elocater<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Psionics<\/strong>: Able to manifest 1st-level powers.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Elocaters are proficient with all simple and martial weapons and with light armor. <\/p>\n\n\t<p><strong>Powers Known<\/strong>: At every level indicated on the table, the character gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of elocater to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.<\/p>\n\n\t<p>If a character had more than one manifesting class before she became an elocater, she must decide to which class she adds the new level of elocater for the purpose of determining power points per day, powers known, and manifester level.<\/p>\n\n\t<p><strong>Scorn Earth (Su)<\/strong>: At 1st level, an elocater&#39;s feet lift from the ground. From now on, she can float a foot above the ground. Instead of walking she glides along, unconcerned with the hard earth or difficult terrain. While she remains within 1 foot of a flat surface of any solid or liquid, she can take normal actions and make normal attacks, and can move at her normal speed (she can even &quot;run&quot; at four times her normal speed). However, at distances higher than 1 foot above any surface, her speed diminishes to 10 feet <br \/>per round.<\/p>\n\n\t<p>While she remains within 1 foot of a surface, she can make melee and ranged attacks normally, but if she moves any higher, she incurs the penalties on melee and ranged attack rolls as if she were the subject of the <em>psionic levitate<\/em> power (see the <em>levitate<\/em> spell description, page 248 of the <em>Player&#39;s Handbook<\/em>).<\/p>\n\n\t<p><strong>Sidestep Charge (Ex<\/strong>): At 1st level, an elocater gains Sidestep Charge (see page 51) as a bonus feat, even if she does not meet the prerequisites. If the character already has this feat, she gains no benefit.<\/p>\n\n\t<p><strong>Opportunistic Strike (Ex)<\/strong>: Beginning at 2nd  level, an elocater&#39;s hyperawareness of spatial relations gives her an instinctive view of the battlefield, which allows her to make a cunning attack against distracted opponents. The elocater gains a +2 insight bonus on her attack roll and her damage roll (if the attack hits) for the first attack she makes against an opponent that has been dealt damage in melee by another character since the elocater&#39;s last action. At 5th level the insight bonus increases to +4, and at 8th level the insight bonus increases to +6.<\/p>\n\n\t<p><strong>Dimension Step (Su)<\/strong>: An elocater of 3rd level or higher can slip psionically between spaces as if using the <em>psionic dimension door<\/em> power, once per day. The elocater cannot bring any other creatures with her. Her manifester level for this effect is equal to her elocater level.<\/p>\n\n\t<p><strong>Flanker (Ex)<\/strong>: An elocater of 4th level or higher can flank enemies from seemingly impossible angles. She can designate any adjacent square as the square from which flanking against an ally is determined (including the square where she stands, as normal). She can designate the square at the beginning of her turn or at any time during her turn. The designated square remains her effective square for flanking until she is no longer adjacent to it or until she chooses a different square (at the start of one of her turns). The character can even choose a square that is impassable or occupied.<\/p>\n\n\t<p><strong>Transporter (Ex)<\/strong>: At 6th level, an elocater learns both <em>psionic teleport<\/em> and <em>psionic plane shift<\/em>. These powers are in addition to any powers the elocater normally learns by advancing a level. <\/p>\n\n\t<p>The elocater treats these powers as if they were 3rd-level powers on her class list. This means, among other things, that manifesting these powers costs 5 power points. (If the character does not have a high enough manifester level to manifest 3rd-level powers, such as might be the case for some psychic warriors who qualify for this class, the character cannot manifest these powers until she has attained the required manifester level.)<\/p>\n\n\t<p><strong>Capricious Step (Ex)<\/strong>: At 7th level, an elocater can take an extra 5-foot step in any round when she doesn&#39;t perform any other movement (except for the first 5-foot step). Like the first, the second 5-foot step does not provoke attacks of opportunity. The character can take the extra 5-foot step immediately after taking the first, or wait until the end of her other actions for the round. In all other ways, the rules for taking a 5-foot step apply, as described on page 144 of the <em>Player&#39;s Handbook<\/em>.<\/p>\n\n\t<p><strong>Dimension Spring Attack (Su)<\/strong>: An elocater of 9th level or higher can use her dimension step ability in conjunction with her Spring Attack feat once per day. This ability can be used only against opponents within 60 feet to which the elocater has line of sight. She can dimension step up to the target, use Spring Attack, and then use dimension step to return to her starting point. (When she uses this ability, the total distance she can travel before and after the attack is not limited by her speed.) The use of this ability counts as her use of the dimension step ability on that day (and this ability is not available during a day when she has already used dimension step).<\/p>\n\n\t<p><strong>Accelerated Action (Su)<\/strong>: When she attains 10th level, an elocater can accelerate herself and thereby take more actions than normal. An elocater can accelerate herself for a total of 5 rounds per day. She can choose to parcel out her accelerated actions in 1-round increments. (This effect is not cumulative with similar effects that provide additional actions, such as <em>schism<\/em> or a <em>haste<\/em> spell&#8212;and in fact an elocater can&#39;t take an accelerated action if affected by these or similar effects.)<\/p>\n\n\t<p>If she makes a full attack while accelerated, an elocater can make one extra attack with any weapon she is holding. The attack is made using her full base attack bonus, plus any modifiers appropriate to the situation. If the elocater uses her accelerated action to move, she gains an enhancement bonus to her speed of +30 feet. The elocater can use her accelerated action to manifest a power, as long as she has not already manifested a power in the current round and the one she wants to manifest has a manifesting time of 1 standard action or shorter.<\/p>\n\n\t<p>While accelerated, she gains a +2 dodge bonus on attack rolls and Reflex saves and a +2 dodge bonus to Armor Class. Any condition that makes her lose her Dexterity bonus to Armor Class (if any) also makes her lose these dodge bonuses.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t\t<th>Powers Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Scorn earth, Sidestep Charge <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Opportunistic strike +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Dimension step <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Flanker <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Opportunistic strike +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Transporter <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Capricious step <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Opportunistic strike +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Dimension spring attack <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Accelerated action <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Expanded Psionics Handbook 142<\/h5>","reference":"Usergen"},{"id":10908,"name":"Fist of Zuoken","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Fist of Zuoken<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Still mind class feature.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Fists of Zuoken gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Monk Abilities<\/strong>: A Fist of Zuoken&#39;s class levels stack with his monk levels for the purpose of determining his unarmed damage and bonuses to Armor Class and unarmored speed. His class levels do not apply to other monk abilities such as flurry of blows, slow fall, and so on.<\/p>\n\n\t<p><strong>Power Points\/Day<\/strong>:  A Fist of Zuoken can manifest powers. His ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table 6&#8212;3: The Fist of Zuoken. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table 2&#8212;1: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items. If a Fist of Zuoken has power points from a different class, those points are pooled together and usable to manifest powers from either class. Bonus power points from having a high ability score can be gained only for the character&#39;s highest psionic class.<\/p>\n\n\t<p><strong>Powers Known<\/strong>: A Fist of Zuoken chooses his powers from the psychic warrior power list. At 1st level, a Fist of Zuoken knows one psychic warrior power of your choice. Each time he attains a new level, he learns one new power. <\/p>\n\n\t<p>A Fist of Zuoken can manifest any power that has a power point cost equal to or lower than his manifester level.The total number of powers a Fist of Zuoken can manifest per day is limited only by his daily power points. In other words, a 5th-level Fist of Zuoken (with a total of 15 power points, not counting any gained for a high Wisdom score) could manifest a power costing 1 power point fifteen times in one day, a power costing 5 power points three times in one day, or any combination of power point costs that does not exceed 15 power points in total.<\/p>\n\n\t<p>A Fist of Zuoken simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night&#39;s sleep each day to regain all his spent power points.<\/p>\n\n\t<p>The Difficulty Class for saving throws against Fist of Zuoken powers is 10 + the power&#39;s level + the Fist of Zuoken&#39;s Wisdom modifier. For example, the saving throw against a 2nd-level power has a DC of 12 + Wis modifier.<\/p>\n\n\t<p><strong>Maximum Power Level Known<\/strong>: A Fist of Zuoken gains the ability to learn one 1st-level power when he takes his first level in the prestige class. As he attains each new odd-numbered level, a Fist of Zuoken gains the ability to master more complex powers. A 3rd-level Fist of Zuoken can learn powers of 2nd level or lower, a 5th-level Fist of Zuoken can learn powers of 3rd level or lower, and so on.<\/p>\n\n\t<p>To learn or manifest a power, a Fist of Zuoken must have a Wisdom score of at least 10 + the power&#39;s level. For example, a Fist of Zuoken with a Wisdom score of 13 can manifest powers of 3rd level or lower.<\/p>\n\n\t<p><strong>Bonus Psionic Feat<\/strong>: At 5th and 10th level, a Fist of Zuoken can take any psionic feat from the psionic feats described in Chapter 3 as a bonus feat. He must still meet the prerequisites for the feat.<\/p>\n\n\t<p><strong>Multiclass Note<\/strong>: A monk who becomes a Fist of Zuoken may continue advancing as a monk.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t\t<th>Power Points\/Day <\/th>\n\t\t\t<th>Powers Known <\/th>\n\t\t\t<th>Maximum Power Level Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Monk abilities <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\ttd> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2nd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2nd  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus psionic feat <\/td>\n\t\t\t<td> 15 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 23 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 31 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 4th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 43 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 4th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 55 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 5th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Bonus psionic feat <\/td>\n\t\t\t<td> 71 <\/td>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> 5th <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Expanded Psionics Handbook 144<\/h5>","reference":"Usergen"},{"id":10909,"name":"Illithid Slayer","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Illithid Slayer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Psionics<\/strong>: Must have a power point reserve of at least 1 power point.<br \/><strong>Special<\/strong>: Must have killed an illithid, either individually or as part of a group composed of no more than six members.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Illithid slayers are proficient with all simple and martial weapons and with all types of armor.<\/p>\n\n\t<p><strong>Powers Known<\/strong>: Beginning at 2nd level, an illithid slayer gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of illithid slayer to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class before she became an illithid slayer, she must decide to which class she adds the new level of illithid slayer for the purpose of determining power points per day, powers known, and manifester level.<\/p>\n\n\t<p>If the character did not belong to a manifesting class before taking this prestige class (for example, if she was a soulknife or a ranger with the Wild Talent feat), she does not gain manifesting levels.<\/p>\n\n\t<p><strong>Favored Enemy (Illithid) (Ex)<\/strong>: When she enters the class, an illithid slayer formally declares illithids and  illithid kin (such as neothelids; see page 204) as the enemy she detests above all others. Due to her extensive study of her foes and training in the proper techniques for combating them, she gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against illithids. Likewise, she gets a +2 bonus on weapon damage rolls against creatures of this kind.<\/p>\n\n\t<p>At 4th level the bonuses increase to +4, at 7th level to +6, and at 10th level to +8.<\/p>\n\n\t<p><strong>Illithid Sense (Su)<\/strong>: An illithid slayer can sense the presence of illithids within 60 feet of herself, even if they are hidden by darkness or walls, but she cannot discern their exact location.<\/p>\n\n\t<p><strong>Brain Nausea (Su)<\/strong>: At 2nd level, a slayer gains a constant defensive ability somewhat similar to the aversion power. Any creature that attempts to eat the slayer&#39;s brain must succeed on a Will save (DC 15 + slayer&#39;s class level) or become disinclined to do so for 24 hours thereafter. A creature that fails this save may take any action it desires except extracting the slayer&#39;s brain (but does not realize it is being so affected). This ability is active even if the slayer is unconscious, stunned, or otherwise helpless.<\/p>\n\n\t<p><strong>Lucid Buffer (Ex)<\/strong>: At 3rd level, an illithid slayer becomes especially skilled at resisting mental attacks. She gains a +4 competence bonus on saving throws against all compulsions and mind-affecting effects. This ability is active even if the illithid slayer is unconscious, stunned, or otherwise helpless.<\/p>\n\n\t<p><strong>Cerebral Blind (Su)<\/strong>: After reaching 6th level, an illithid slayer is protected from all devices, powers, and spells that reveal location. This ability protects against information gathering by clairsentience powers or effects that reveal location. The ability even foils bend reality, limited wish, miracle, reality revision, and wish when they are used to gain information about the slayer&#39;s location (however, metafaculty can pierce this protective barrier). In the case of remote viewing or scrying that scans an area an illithid slayer is in, the effect works, but the slayer simply isn&#39;t detected. Remote viewing or scrying attempts that are targeted specifically at an illithid slayer do not work. This ability is active as long as the slayer is psionically focused.<\/p>\n\n\t<p><strong>Breach Power Resistance (Su)<\/strong>: An illithid slayer of 8th level or higher can enhance her weapon with psionic might. Each successful melee attack (or ranged attack if the target is within 30 feet) she makes with her weapon against a creature with power resistance temporarily reduces its power resistance by  1. Unless the creature is slain, its lost power resistance returns all at once 12 hours later. This ability is active as long as the slayer is psionically focused.<\/p>\n\n\t<p><strong>Cerebral Immunity (Su)<\/strong>: On reaching 9th level, an illithid slayer gains protection from all devices, powers, and spells that influence the mind. This ability shields her against almost all mind-affecting powers and effects (though the slayer can selectively allow powers or spells to affect her). The ability even foils bend reality, limited wish, miracle, reality revision, and wish when they are used to mentally influence an illithid slayer. This ability is active as long as the illithid slayer is psionically focused.<\/p>\n\n\t<p><strong>Blast Feedback (Su)<\/strong>: At 10th level, an illithid slayer becomes able to turn an illithid&#39;s favorite attack against itself. <\/p>\n\n\t<p>If a slayer makes her saving throw when attacked with mind blast, the mind blast rebounds upon the  attacker! Only the original attacker is targeted in the rebound effect. If the original attacker fails a Will saving throw (DC equal to that of the original attack), the attacker is affected normally by the mind blast.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t\t<th>Powers Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Favored enemy (illithid) +2, illithid sense <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Brain nausea <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Lucid buffer <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Favored enemy (illithid) +4 <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Cerebral blind  <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Favored enemy (illithid) +6 <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Breack power resistance <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Cerebral immunity <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Blast feedback, favored enemy (illithid) +8 <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Expanded Psionics Handbook 146<\/h5>","reference":"Usergen"},{"id":10910,"name":"Metamind","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Metamind<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Psionics<\/strong>: Manifester level 4th.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Metaminds gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Powers Known<\/strong>: At every even-numbered level, a metamind gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that he adds the level of metamind to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.<\/p>\n\n\t<p>If a character had more than one manifesting class before he became a metamind, he must decide to which class he adds the new level of metamind for the purpose of determining power points per day, powers known, and manifester level.<\/p>\n\n\t<p><strong>Free Manifesting (Ps)<\/strong>: At 1st level, a metamind can manifest any 1st-level power he knows for free (without spending power points) three times per day.<\/p>\n\n\t<p>At higher levels, a metamind gains the ability to freely manifest additional higher-level powers: three 2nd-level powers per day at 3rd level; one 3rd-level power per day at 5th level; one 4th-level power per day at 7th level; and one 5th-level power per day at 9th level.<\/p>\n\n\t<p>This benefit applies only to the power point cost of an unaugmented power. Points spent to augment a power and an experience point cost (if any) must be paid as normal.<\/p>\n\n\t<p><strong>Cognizance Psicrystal (Ex)<\/strong>: At 2nd level, a metamind masters the trick of storing excess power points in a psicrystal. The psicrystal is now treated as a cognizance crystal (see page 167) capable of storing 5 power points, in addition to its psicrystal abilities. At every even-numbered level, a metamind becomes able to store an additional 2 power points in his psicrystal, to a maximum of 11 points at 8th level.<\/p>\n\n\t<p><strong>Font of Power (Ps)<\/strong>: A 10th-level meta mind can act as a living cognizance crystal, producing seemingly endless power points once per day, for up to 1 minute. His eyes shine like tiny stars, and faint illumination seems to beam out of his mouth and the end of each of his fingers. While so empowered, he can manifest any of his powers without drawing from his power point reserve. He finds the power points he needs welling up within his own body.<\/p>\n\n\t<p>If a metamind using this ability enters a metaconcert (see metaconcert, page 115), his power point reserve is accessed normally for the purpose of his contributing to the pool.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t\t<th>Powers Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Free manifesting 1st, 3\/day <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Cognizance psicrystal 5 points <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Free manifesting 2nd, 3\/day <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Cognizance psicrystal 7 points <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Free manifesting 3rd, 1\/day <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Cognizance psicrystal 9 points <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Free manifesting 4th, 1\/day <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Cognizance psicrystal 11 points <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Free manifesting 5th, 1\/day <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Font of power <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Expanded Psionics Handbook 147<\/h5>","reference":"Usergen"},{"id":10911,"name":"Psion Uncarnate","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Psion Uncarnate<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Psionics<\/strong>: Able to manifest 3rd-level powers.<\/p>\n\n\t<p><strong>Special<\/strong>: Must have had some instruction by another psion uncarnate, have access to teachings of the Golden Mind, or belong to an organization that has access to or is administered by the Golden Mind.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Psion uncarnates gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Powers Known<\/strong>: At every level indicated on Table 6&#8212;6, a psion uncarnate gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of psion uncarnate to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.<\/p>\n\n\t<p>If a character had more than one manifesting class before he became a psion uncarnate, he must decide to which class he adds the new level of psion uncarnate for the purpose of determining power points per day, powers known, and manifester level.<\/p>\n\n\t<p><strong>Incorporeal Touch (Su)<\/strong>: Beginning at 1st level, a psion uncarnate can make up to three melee touch attacks per day that each deal 1d6 points of damage if they hit. The character&#39;s Strength modifier is not applied to this attack, but it is effective against incorporeal creatures (and against corporeal creatures while the psion uncarnate is incorporeal) The character&#39;s hand and arm seem to become slightly translucent when he makes these attacks. A miss still counts as a use of the ability.<\/p>\n\n\t<p>While uncarnate (see below), a psion uncarnate can make melee touch attacks at will that do not count against his uses of this ability.<\/p>\n\n\t<p>For every four levels higher than 1st the psion uncarnate attains, the damage on these attacks increases by 1d6 points.<\/p>\n\n\t<p><strong>Uncarnate Armor (Su)<\/strong>: A psion uncarnate wearing armor (or using inertial armor or a similar effect) gets his armor bonus to AC even when he becomes incorporeal (see Shed Body, below). However, unlike other incorporeal creatures, a psion uncarnate does not gain a deflection bonus to Armor Class from his Charisma modifier. This ability works even if the armor being worn becomes incorporeal (such as through the use of the assume equipment ability described below).<\/p>\n\n\t<p><strong>Shed Body (Su)<\/strong>: Starting at 2nd level, a psion uncarnate can become incorporeal (or &quot;uncarnate&quot;) once per day as a standard action. The character can remain uncarnate for up to 1 minute. During this time, the character&#39;s body fades into an immaterial form that retains the character&#39;s basic likeness. While uncarnate, the character gains the incorporeal subtype (see below). He gains a fly speed equal to his land speed (perfect maneuverability). His material armor remains in place and continues to provide its armor bonus to AC (see Uncarnate Armor, above). His material weapons also remain corporeal. Losing his physical form allows the character to more easily access his mental abilities, and he gains a +1 bonus on all save DCs for powers he manifests while uncarnate.<\/p>\n\n\t<p>He can use equipment normally, deriving benefits from items that enhance his capabilities; however, all his equipment remains material even when the character is uncarnate (but see the assume equipment ability, described below). Often, a psion uncarnate appears almost like a ghost wearing items of the material world. This doesn&#39;t make his equipment more susceptible to attack (the normal rules for attended objects apply), but it does make it impossible for the character to enter or pass through solid objects while wearing solid equipment. If he drops his material equipment, he can pass through solid objects at will as described below.<\/p>\n\n\t<p>At 6th level and higher, a psion uncarnate can shed his body twice per day for up to 1 minute each time.<\/p>\n\n\t<p><em>Incorporeal Subtype<\/em>: An incorporeal psion uncarnate has no physical body. He can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. He is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, he has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as <em>concussion blast<\/em>, or attacks made with <em>ghost touch<\/em> weapons). <\/p>\n\n\t<p>An incorporeal psion uncarnate has no natural armor bonus&#8212;and, unlike other incorporeal creatures, does not gain a deflection bonus from his Charisma modifier.<\/p>\n\n\t<p>An incorporeal psion uncarnate can enter or pass through solid objects (subject to the restrictions described in the shed body and assume equipment abilities), but must remain adjacent to the object&#39;s exterior, and so cannot pass entirely through an object whose space is larger than his own. He can sense the  presence of creatures or objects within a square adjacent to his current location, but enemies have total concealment (50% miss chance) from an incorporeal psion uncarnate that is inside an object. To see farther from the object he is in and attack normally, the incorporeal psion uncarnate must emerge. An incorporeal psion uncarnate inside an object has total cover, but when he attacks a creature outside the object he only has cover, so a creature outside with a readied action could strike at him as he attacks. An incorporeal psion uncarnate cannot pass through a force effect.<\/p>\n\n\t<p>An incorporeal psion uncarnate&#39;s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as <em>force screen<\/em>) work normally against him. He can pass through and operate in water as easily as he does in air. An incorporeal psion uncarnate cannot fall or take falling damage. He cannot make trip or grapple attacks, nor can he be tripped or grappled. In fact, he cannot take any physical action that would move or manipulate an opponent or its equipment, nor is he subject to such actions.<\/p>\n\n\t<p>Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn&#39;t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attack rolls and its ranged attack rolls. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.<\/p>\n\n\t<p><strong>Assume Equipment (Su)<\/strong>: Beginning at 3rd level, a psion uncarnate can designate a number of pieces of his worn equipment (including armor and weapons) equal to his psion uncarnate level to become incorporeal when he uses his shed body ability. This has no effect on the equipment&#39;s function, but now when the psion uncarnate is incorporeal, he can enter or pass through solid objects while wearing nothing other than the designated equipment. Once designated, the equipment automatically changes to incorporeal when the character sheds his body, and it returns to corporeality when the character does. The character can change his designations as he desires.<\/p>\n\n\t<p><strong>Assume Likeness (Su)<\/strong>: At 4th level and higher, while incorporeal, a psion uncarnate can assume the likeness of any Small, Medium, or Large creature as a standard action that does not provoke attacks of opportunity. The character&#39;s abilities do not change, but he appears to be the creature that he assumes the likeness of, allowing him the ability to effectively disguise himself and bluff those who might wonder at his true nature. Each physical interaction with a creature requires a successful Bluff check (opposed by the creature&#39;s Sense Motive check) to convince the creature of the psion uncarnate&#39;s new appearance. The psion uncarnate must not do anything to give away his true (incorporeal) nature in order for the bluff to be successful; for instance, if he accepts an item from another creature only to have it fall through his immaterial hands, the Bluff check automatically fails. However, a Bluff check would be allowed if the psion uncarnate uses his telekinetic force ability (see below) to hold the received item.<\/p>\n\n\t<p>When using his assume likeness ability, a psion uncarnate has an additional +10 circumstance bonus on Disguise checks. If he can read an opponent&#39;s mind, he gets a further +4 circumstance bonus on Bluff and Disguise checks. <\/p>\n\n\t<p><strong>Telekinetic Force (Su)<\/strong>: Beginning at 7th level, while incorporeal, a psion uncarnate can use a telekinetic force effect (see the power description, page 135) as a standard action that does not provoke attacks of opportunity. The save DC is equal to 14 + the psion uncarnate&#39;s key ability modifier (either Int, Wis, or Cha). The character&#39;s manifester level is the manifester level of the effect.<\/p>\n\n\t<p>Even while corporeal, a psion uncarnate can use this ability, but only three times per day (uses while he is uncarnate do not count against this use limit).<\/p>\n\n\t<p><strong>Uncarnate Bridge (Su)<\/strong>: At 8th level, as a creature of almost pure mind, a psion uncarnate becomes more closely attuned to the minds of other creatures. He gains the ability to transport himself via the minds of living creatures. Once per day as a standard action while incorporeal, he can seamlessly enter any living creature with an Intelligence score and pass to another living creature with an Intelligence score that is within line of sight of the first creature. The psion uncarnate must be in a space adjacent to the entry creature before transporting, and he appears in a space adjacent to the destination creature after transporting.<\/p>\n\n\t<p>The entry and destination creatures need not be familiar to the character. A psion uncarnate cannot use himself as the entry or destination creature. Neither creature need be a willing participant. When exiting the destination creature, the psion uncarnate chooses an adjacent square in which to appear. Entering and leaving a creature is painless, unless the psion uncarnate wishes otherwise (see below). In most cases, though, the destination creature finds being the endpoint of a mental bridge surprising and quite unsettling.<\/p>\n\n\t<p>If he desires, a psion uncarnate can destructively exit the destination creature. If the creature fails a Will save (DC 15 + psion uncarnate&#39;s key ability modifier), the exiting psion uncarnate tunes his mental form to destructively interfere with the target&#39;s mind. He bursts forth explosively from the creature&#39;s body, dealing it 10d6 points of damage.<\/p>\n\n\t<p><strong>Uncarnate (Ex)<\/strong>: At 10th level, a psion uncarnate becomes a being of pure psionic consciousness. This ability is similar to shed body, except the character is permanently incorporeal (and gains that subtype). If the character desires, he can become corporeal once per day for up to 1 minute, but he spends the rest of his time as an entity of mind untethered by the physical world.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t\t<th>Powers Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Incoporeal touch 1d6, uncarnate armor <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Shed body 1\/day <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Assume equipment <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Assume likeness  <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Incoporeal touch 2d6 <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Shed body 2\/day <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Telekinetic force <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Uncarnate bridge <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Incoporeal touch 3d6  <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Uncarnate <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Expanded Psionics Handbook 148<\/h5>","reference":"Usergen"},{"id":10912,"name":"Pyrokineticist","type":"prestige","alignment":"Any chaotic.","hit_die":"8","full_text":"<div topic='titel'><p><h3>Pyrokineticist<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any chaotic..<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Psionics<\/strong>: Must have a power point reserve of at least 1 power point.<br \/><strong>Special<\/strong>: Must have set fire to a structure of any size just to watch it burn.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Pyrokineticists gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Fire Lash (Ps)<\/strong>: A pyrokineticist gains the ability to fashion a 15-foot-long whip of fire from unstable ectoplasm as a move-equivalent action. She takes no damage from a fire lash she creates, and if she releases her hold, it immediately dissipates. The lash deals 1d8 points of fire damage to a target within  15 feet on a successful ranged touch attack. A pyro can take Weapon Focus and Weapon Specialization (if she otherwise meets the prerequisites) in conjunction with the fire lash, as well as any feats that apply to the use of a standard whip. The whip remains in existence as long as the pyrokineticist holds it.<\/p>\n\n\t<p><strong>Fire Adaptation (Ex)<\/strong>: At 2nd level, a pyrokineticist becomes resistant to  fire, gaining a +4 bonus on all saving throws against fire and heat spells and effects. In addition, she gains resistance to fire 10.<\/p>\n\n\t<p><strong><em>Hand Afire (Ps)<\/em><\/strong>: A pyrokineticist of 2nd level or higher can activate this ability as a move-equivalent action. Flames engulf one of the pyrokineticist&#39;s hands (but do her no harm). Her unarmed attacks with that hand are treated as armed. Such attacks deal an extra 2d6 points of fire damage.<\/p>\n\n\t<p><strong><em>Bolt of Fire (Ps)<\/em><\/strong>: Starting at 3rd level, as a standard action, a pyrokineticist can launch a bolt of psionically manifested fire at any target in line of sight within 60 feet. This effect is treated as a ranged touch attack and deals 1d6 points of fire damage for each class level the pyro has.<\/p>\n\n\t<p><strong><em>Weapon Afire (Ps)<\/em><\/strong>: At 4th level and higher, a pyrokineticist can activate this ability as a move-equivalent action. Flames that harm neither her nor the weapon engulf one weapon she holds (which can be a projectile such as a stone, bullet, arrow, or bolt). The weapon deals an extra 2d6 points of fire damage on a successful hit. The weapon retains this effect for as long as the pyrokineticist wields it.<\/p>\n\n\t<p><strong><em>Nimbus (Ps)<\/em><\/strong>: Beginning at 5th level, a pyrokineticist can activate this ability as a move-equivalent action. Flames that harm neither the pyrokineticist nor her equipment engulf her entire body. While she is aflame, the character&#39;s Charisma score increases by 4, she can make a melee touch attack for 2d6 points of fire damage, and she gains damage reduction 5\/magic. If she is struck in melee, the attacker takes 2d6 points of fire damage. This ability lasts for up to 1 minute per pyrokineticist level and is usable once per day.<\/p>\n\n\t<p><strong>Firewalk (Su)<\/strong>: Beginning at 6th level, as a free action a pyrokineticist can expend her psionic focus (see the Concentration skill description, page 37) to literally walk on air. She moves at her normal speed in all directions, including vertically, but cannot move more than double her speed in a round. A firewalking pyro leaves footprints of flame in the air that disperse in 2 rounds, but her tread does not deal damage. She must pay 1 power point per round spent traveling in this fashion.<\/p>\n\n\t<p><strong>Fear No Fire (Ex)<\/strong>: At 7th level, a pyrokineticist becomes highly resistant to fire, gaining a +8 bonus on all saving throws against fire and heat spells and effects and also gaining resistance to fire 20.<\/p>\n\n\t<p><strong><em>Greater Weapon Afire (Ps)<\/em><\/strong>: At 8th level, when a pyrokineticist activates her hand afire ability or her weapon afire ability, her unarmed attack or weapon deals an extra 4d6 points of fire damage instead of 2d6. Touch attacks made while she uses the nimbus ability likewise deal 4d6 points of damage instead of 2d6.<\/p>\n\n\t<p><strong><em>Heat Death (Ps)<\/em><\/strong>: A pyrokineticist who reaches 9th level can expend her psionic focus and take a full attack action to raise the internal temperature of one living creature within 30 feet to lethal levels. The target must succeed on a Fortitude saving throw (DC 14 + pyro&#39;s Cha modifier) or die horrifically as its blood (or other internal fluid) boils. Even on a successful save, the target takes 4d8 points of fire damage from the heat.<\/p>\n\n\t<p><strong><em>Conflagration (Ps)<\/em><\/strong>: At 10th level, a pyrokineticist gains the ability to create a massive burst of raging flames around herself, burning everything in the area. Once per day, as a standard action, she can use this ability to deal 15d6 points of fire damage in a 30-foot-radius burst emanating from herself. Any  creature or object caught in the burst can make a Reflex saving throw (DC 15 + pyro&#39;s Cha modifier) for half damage. Anyone failing the Reflex save against the <em>conflagration<\/em> must also make a Fortitude saving throw (same DC) or die due to extreme shock from the intense heat.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> <em>Fire lash<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Fire adaptation, <em>hand afire<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> <em>Bold of fire<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> <em>Weapon afire<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> <em>Nimbus<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Firewalk <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Fear no fire <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Greater weapon afire<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Heat death<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Conflagration<\/em> <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Expanded Psionics Handbook 151<\/h5>","reference":"Usergen"},{"id":10913,"name":"Thrallherd","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Thrallherd<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Psionics<\/strong>: Manifester level 5th and able to manifest mindlink.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Thrallherds gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Powers Known<\/strong>: At every level from 2nd through 9th, a thrallherd gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of thrallherd to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.<\/p>\n\n\t<p>If a character had more than one manifesting class before she became a thrallherd, she must decide to which class she adds the new level of thrallherd for the purpose of determining power points per day, powers known, and manifester level.<\/p>\n\n\t<p><strong>Thrallherd (Ex)<\/strong>: A thrallherd who has just entered the class sends out a subtle psychic call for servants, and that call is answered. Essentially, the character gains something akin to the Leadership feat (see page 106 of the <em>Dungeon Master&#39;s Guide<\/em>), but with some important differences.<\/p>\n\n\t<p>Those who answer a thrallherd&#39;s call are not referred to as cohorts and followers, but rather as thralls and believers, respectively. They do not appear because they admire the character and want to serve her, but because a hidden psychic resonance connects the thrallherd and her servants.<\/p>\n\n\t<p>As with the Leadership feat, a thrallherd has a Leadership score that determines the highest-level thrall and believers she can attract. A thrallherd&#39;s Leadership score is equal to her character level + her Cha modifier + her thrallherd level. (Note that her thrallherd level is counted twice.) This score is not affected by any of the modifiers mentioned on page 106 of the <em>Dungeon Master&#39;s Guide<\/em>.<\/p>\n\n\t<p>As with the Leadership feat, the called thrall&#39;s level is limited, even if the character&#39;s Leadership score would indicate a higher-level thrall. Unlike with the Leadership feat, the level limit of a thrall is equal to the character&#39;s total level minus 1 (not level minus 2, as is true for cohorts).<\/p>\n\n\t<p>A thrallherd cannot take the Leadership feat; if the character already has it, the feat is lost and replaced by this ability; those who were previously cohorts and followers go their separate ways, and those who are more mentally pliable show up later to take up roles as thralls and believers.  A thrallherd&#39;s first thrall and believers arrive within 24 hours of her entry into this class; likewise, lost thralls and believers are replaced within 24 hours. <\/p>\n\n\t<p>Use the following table instead of the one in the <em>Dungeon Master&#39;s Guide<\/em> to determine the level of a thrallherd&#39;s thrall and the number of believers of various levels a thrallherd can attract.\n\t<table>\n\t\t<tr>\n\t\t\t<th colspan=2><\/th>\n\t\t\t<th style=text-align:center; colspan=5>Number of Believers by Level <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Leadership Score <\/th>\n\t\t\t<th>Thrall Level <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1 or lower <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11 <\/td>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12 <\/td>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13 <\/td>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> 10 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14 <\/td>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> 15 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15 <\/td>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> 20 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16 <\/td>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> 25 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17 <\/td>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> 30 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18 <\/td>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> 35 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19 <\/td>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> 40 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20 <\/td>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> 50 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 21 <\/td>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> 60 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 22 <\/td>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> 75 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 23 <\/td>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> 90 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 24 <\/td>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> 110 <\/td>\n\t\t\t<td> 11 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 25 or higher <\/td>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> 135 <\/td>\n\t\t\t<td> 13 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t<\/table><\/p>\n\n\t<p><strong>Psionic Charm (Ex)<\/strong>: At 3rd level, a thrallherd adds <em>psionic charm<\/em> to her powers known (if she doesn&#39;t already know it). Once per day, she can manifest <em>psionic charm<\/em> at a reduced power point cost. The cost of <em>psionic charm<\/em> is reduced by the thrallherd&#39;s level, to a minimum of 1 power point. The effect of this power is still restricted by the thrallherd&#39;s manifester level.<\/p>\n\n\t<p>For example, a 5th-level psion\/3rd-level thrallherd can manifest a <em>psionic charm<\/em> normally costing 7 points by spending only 4 points, but cannot manifest a <em>psionic charm<\/em> normally costing 10 points, since the effect of the power would be greater than her manifester level of 7th.<\/p>\n\n\t<p><strong>Psionic Dominate (Ex)<\/strong>: At 5th level, a thrallherd adds <em>psionic dominate<\/em> to her powers known (if she doesn&#39;t already know it) Once per day, she can manifest  <em>psionic dominate<\/em> at a reduced power point cost. The cost of  <em>psionic dominate<\/em> is reduced by the thrallherd&#39;s level, to a minimum of 1 power point. The effect of this power is still restricted by the thrallherd&#39;s manifester level.<\/p>\n\n\t<p><strong>Greater Dominate (Ex)<\/strong>: At 7th level and higher, a thrallherd does not have to pay 2 additional power points when she augments <em>psionic dominate<\/em> to affect animals, fey, giants, magical beasts, and monstrous humanoids. This reduced point cost does not increase the save DC of the power as if she had spent the additional power points.<\/p>\n\n\t<p><strong>Superior Dominate (Ex)<\/strong>: At 9th level, a thrallherd does not have to pay 4 additional power points when she augments <em>psionic dominate<\/em> to affect aberrations, dragons, elementals, and outsiders (in addition to the creature types mentioned in the greater dominate ability). This reduced point cost does not increase the save DC of the power as if she had spent the additional power points.<\/p>\n\n\t<p><strong>Twofold Master (Ex)<\/strong>: At 10th level, a thrallherd can add a second thrall to her herd. This second thrall&#39;s maximum level is equal to the thrallherd&#39;s level minus 2, even if her Leadership score would indicate a higher-level thrall.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t\t<th>Powers Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Thrallherd <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Psionic charm <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Psionic dominate <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Greater dominate <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Superior dominate <\/td>\n\t\t\t<td> +1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Twofold master <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Expanded Psionics Handbook 153<\/h5>","reference":"Usergen"},{"id":10914,"name":"War Mind","type":"prestige","alignment":"Any nonchaotic.","hit_die":"10","full_text":"<div topic='titel'><p><h3>War Mind<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any nonchaotic..<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Psionics<\/strong>: Must have a power point reserve of at least 1 power point.<\/p>\n\n\t<p><strong>Special<\/strong>: Must have had some instruction by another war mind, have access to Talariic texts, or belong to an organization that has access to Talariic texts.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: War minds gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Power Points\/Day<\/strong>: A war mind can manifest powers. His ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table 6&#8212;9: The War Mind. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table 2&#8212;1: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items. If a war mind has power points from a different class, those points are pooled together and usable to manifest powers from either class. Bonus power points from having a high ability score can be gained only for the character&#39;s highest psionic class.<\/p>\n\n\t<p><strong>Powers Known<\/strong>: A war mind chooses his powers from the psychic warrior power list. At 1st level, a war mind knows one psychic warrior power of your choice. At every even-numbered level higher than 1st, he learns one new power. A war mind can manifest any power that has a power point cost equal to or lower than his manifester level.<\/p>\n\n\t<p>The total number of powers a war mind can manifest per day is limited only by his daily power points. In other words, a 5th-level war mind (with a total of 20 power points, not counting any gained for a high Wisdom score) could manifest a power costing 1 power point twenty times in one day, a power costing 5 power points four times in one day, or any combination of power point costs that does not exceed 20 power points in total. <\/p>\n\n\t<p>A war mind simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night&#39;s sleep each day to regain all his spent power points. The Difficulty Class for saving throws against war mind powers is 10 + the power&#39;s level + the war mind&#39;s Wisdom modifier. For example, the saving throw against a 2nd-level power has a DC of 12 + Wis modifier.<\/p>\n\n\t<p><strong>Maximum Power Level Known<\/strong>: A war mind gains the ability to learn one 1st-level power when he takes his first level in the prestige class. As he attains each even-numbered level beyond 2nd, a war mind gains the ability to master more complex powers. A 4th-level war mind can learn powers of 2nd level or lower, a 6th-level war mind can learn powers of 3rd level or lower, and so on.<\/p>\n\n\t<p>To learn or manifest a power, a war mind must have a Wisdom score of at least 10 + the power&#39;s level. For example, a war mind with a Wisdom score of 13 can manifest powers of 3rd level or lower.<\/p>\n\n\t<p><strong>Chain of Personal Superiority (Ex)<\/strong>: At 1st level, a war mind learns the first principle of warfare for the  individual combatant: the ability to both deal punishment and take it. Calling upon inner reserves of knowledge and dedication, a war mind can provide himself with a +2 insight bonus to Strength and Constitution for up to 1 minute. A war mind can use this power three times per day. Activating this power is a free action. At 7th level, the insight bonus to Strength and Constitution improves to +4.<\/p>\n\n\t<p><strong>Chain of Defensive Posture (Ex)<\/strong>: At 2nd level, a war mind learns the second principle of warfare for the individual combatant: the ability to avoid the enemy&#39;s counterattacks if that enemy is not immediately overwhelmed. Calling upon inner reserves of knowledge and dedication, a war mind can provide himself with a +2 insight bonus to Armor Class for up to 1 minute. A war mind can use this power three times per day. Activating this power is a free action. At 8th level, the insight bonus to Armor Class improves to +4.<\/p>\n\n\t<p><strong>Enduring Body (Ex)<\/strong>: At 3rd level, a war mind learns the third principle of warfare for the individual combatant: to unleash in oneself the spirit of the enduring body. The Talariic texts tell of the perfect warrior, a legend named Ununquam the Vanquisher, who lived many thousands of years ago but who achieved deeds that live on through the texts. The spirit of the ideal body transforms a war mind, granting him damage reduction 1\/&#8212;. At 6th level, his damage reduction improves to 2\/&#8212;. At 9th level, his damage reduction improves to 3\/&#8212;.<\/p>\n\n\t<p><strong>Sweeping Strike (Ex)<\/strong>: At 5th level, a war mind gains the ability to make great, sweeping swings with a melee weapon. On each melee attack a war mind makes, he can choose squares he threatens that are adjacent to each other, and his attacks apply to creatures in those two squares equally. A war mind can use this ability on any attack, even an attack of opportunity or a cleave attempt. A war mind cannot use this ability if he has moved more than 10 feet since the end of his last turn. If a war mind drops one or both of his foes with a sweeping strike, he can attempt a cleave normally; however, he makes only one cleave attempt per sweeping strike, even if he drops more than one foe.<\/p>\n\n\t<p><strong>Chain of Overwhelming Force (Su)<\/strong>: At 10th level, a war mind learns the fourth principle of warfare for the individual combatant: to discover the underlying violence of the world and deliver it in a perfectly executed attack. The Talariic texts describe precisely the state of mind necessary to tap into this underlying energy and apply it to a single attack, dealing an extra 10d6 points of damage. A war mind can use this power once per day. Activating this power is a free action. If the attack misses, the power is wasted.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special  <\/th>\n\t\t\t<th>Power Points\/Day <\/th>\n\t\t\t<th>Powers Known <\/th>\n\t\t\t<th>Maximum Power Level Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Chain of personal superiority +2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Chain of defensive posture +2 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Enduring body (DR 1\/&#8212;) <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1st <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 14 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2nd  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sweeping strike  <\/td>\n\t\t\t<td> 20 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2nd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Enduring body (DR 2\/&#8212;) <\/td>\n\t\t\t<td> 28 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Chain of personal superiority +4 <\/td>\n\t\t\t<td> 37 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3rd <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Chain of defensive posture +4 <\/td>\n\t\t\t<td> 47 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Enduring body (DR 3\/&#8212;) <\/td>\n\t\t\t<td> 58 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4th <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Chain of overwhelming force <\/td>\n\t\t\t<td> 70 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5th <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Expanded Psionics Handbook 155<\/h5>","reference":"Usergen"},{"id":10915,"name":"Adept","type":"base","alignment":"Any","hit_die":"6","full_text":"<div topic='titel'><p><h3>Adept<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='STARTING_GOLD' level='8'><p><b>Starting gold:<\/b> 2d4 x 10 gp.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>All of the following are class features of the adept <span class=caps>NPC<\/span> class.<\/p>\n\n\t<p><strong>Weapon and Armor Proficiency:<\/strong> Adepts are skilled with all simple weapons. Adepts are not proficient with any type of armor nor with shields.<\/p>\n\n\t<p><strong>Spells:<\/strong> An adept casts divine spells (the same type of spells available to the cleric, druid, paladin, and ranger), which are drawn from the adept spell list (see below). Like a cleric, an adept must choose and prepare her spells in advance. Unlike a cleric, an adept cannot spontaneously cast <em>cure<\/em> or <em>inflict<\/em> spells.<\/p>\n\n\t<p>To prepare or cast a spell, an adept must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against an adept\u2019s spell is 10 + the spell level + the adept\u2019s Wisdom modifier.<\/p>\n\n\t<p>Adepts, unlike wizards, do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them as divine inspiration or through their own strength of faith. Each adept must choose a time each day at which she must spend an hour in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether an adept can prepare spells.<\/p>\n\n\t<p>Like other spellcasters, an adept can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 4\u20132: The Adept. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1\u20131: Ability Modifiers and Bonus Spells, page 8 of the <em>Player\u2019s Handbook<\/em>). When Table 4\u20132 indicates that the adept gets 0 spells per day of a given spell level (for instance, 0 2nd-level spells for a 4th-level adept), she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.<\/p>\n\n\t<p>Each adept has a particular holy symbol (as a divine focus) depending on the adept\u2019s magical tradition.<\/p>\n\n\t<p><strong>Summon Familiar:<\/strong> At 2nd level, an adept can call a familiar just as a sorcerer or a wizard can. See sidebar on page 52 on the <em>Player&#39;s Handbook<\/em> for more information.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>0th <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Summon Familiar <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dungeon Master's Guide v.3.5 108<\/h5>","reference":"Usergen"},{"id":10916,"name":"Dungeon Lord","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Dungeon Lord<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Intelligence 10 or higher.<br \/><strong>Special<\/strong>: Ability to cast spells, or any spell-like or supernatural ability.<br \/><strong>Special<\/strong>: Complete familiarity with the chosen dungeon environment and knowledge the contents of every chamber (including other inhabitants, doors, traps, hidden objects, and all magical and mechanical effects). <br \/><strong>Special<\/strong>: Must be an abberation, dragon, fey, magical beast, monstrous humanoid, outsider, or undead. Alternatively, humanoids of the goblinoid and kobold subtype can enter this class.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>A dungeon lord&#39;s abilities depend on the specific dungeon environment, which must have a clearly defined area (such as an entire dungeon copmplex or one particularly large level). You can be familiar with only one dungeon at a time. If you are forced to leave your dungeon, none of the class abilities provided by this prestige class will function. Should you be driven out of your dungeon permanently, you can designate another. Typically, the level of familiarity needed requires at least two months of study and exploration, but it can take much longer, at the DM&#39;s discretion.<\/p>\n\n\t<p><strong>Dungeon Mastery (Ex)<\/strong>: Your familiarity with the dungeon is so complete that you knwo its entire layout by memory. While inside your dungeon, you can move at normal speed when unable to see and when crossing difficult terrain. You can move through any trap in the dungeon without triggering it, unless you choose to set it off. You automatically notice any difference to any chamber of your dungeon (such as a chair that is out of place, a bookshelf that has been reorganized, or an area of dust that has been disturbed). You also receive a +8 bonus on Survival checks made to track creatures in your dungeon. <\/p>\n\n\t<p>In addition, you can open or close any door or secret door in your dungeon as a free action.<\/p>\n\n\t<p><strong>Horde Lord (Ex)<\/strong>: You share your knowledge of the dungeon with the minions you command. Your allies gain a +1 bonus on attack rolls and damage rolls while you live and they are within the dungeon. When you attain 5th level, the bonus increases to +2. <\/p>\n\n\t<p><strong>Dungeon Step (Su)<\/strong>: At 2nd level, you gain the ability to use <em>dimension door<\/em> (PH 221) to travel to any location in your dungeon. You can use this ability a number of times per day equal to your Intelligence modifier (minimum 1). You cannot take others with you when you use this ability. Your caster level for this effect is equal to your Hit Dice. <\/p>\n\n\t<p><strong>Complete Awareness (Su)<\/strong>: At 3rd level, you gain complete awareness of your dungeon. You can use <em>clairvoyance\/clairaudience<\/em> (PH 209) at will to view any chamber in the dungeon. In addition, you receive a mental alarm, as the <em>alarm<\/em> spell (PH 197), whenever anyone enters the dungeon. This alarm tells you the location at which the intruder entered, but it gives no other details. Your caster level for these effects is equal to your Hit Dice. <\/p>\n\n\t<p><strong>Dungeon Minions (Ex)<\/strong>: At 3rd level, you share your mastery of the dungeon with your allies. They can open and close doors and secret doors in the dungeon as free actions. They ignore difficult terrain within the dungeon that is caused by persistent, enduring features, such as rubble, cracks in the floor, and so forth. A newly introduced obstacle, such as an overturned cartload of apples, does not fall into this category. <\/p>\n\n\t<p><strong>Animate Objects (Sp)<\/strong>: Beginning at 4th level, you can cause the dungeon itself to rise up against intruers. Once per day, you can cast <em>animate objects<\/em> (PH 199) on any object in the dungeon. Your caster levl for this effect is equal to your Hit Dice. <\/p>\n\n\t<p><strong>Dungeon Defender (Ex)<\/strong>: At 5th level, you become the unquestioned master of your dungeon. You defend it with the righteous fury of one whose cherished home is threatened. When you face intruders wihtin your dungeon, you gain immunity to fear effects, and you gain a +2 morale bonus on attack rolls, damage rolls, saving throws, and checks. In addition, the DC of the save against any spell, spell-like ability, or supernatural ability you use increases by 1. <\/p>\n\n\t<p><strong>Leadership<\/strong>: At 5th level, you gain Leadership as a bonus feat. If you already have the feat, you gain a +4 bonus to your Leadership score.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Dungeon mastery, horde lord +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Dungeon step <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Complete awareness, dungeon minions <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Animate objects<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Dungeon defender, horde lord +2, Leadership <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dungeonscape 108<\/h5>","reference":"Usergen"},{"id":10917,"name":"Knight of the Flying Hunt","type":"prestige","alignment":"Lawful good, neutral good, or lawful neutral","hit_die":"10","full_text":"<div topic='titel'><p><h3>Knight of the Flying Hunt<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful good, neutral good, or lawful neutral.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Native or permanent resident of Nimbral.<br \/><strong>Special<\/strong>: Membership in the Knights of the Flying Hunt.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Armor Proficiency<\/strong>: You gain proficiency in light, medium, and heavy armor.<\/p>\n\n\t<p><strong>Flying Hunt Armor<\/strong>: At 1st level, you are considered a novice, and you receive a suit of flying hunt armor (see page 65) from the Nimbral Lords. This armor is attuned to you and can never be used by another. If this suit of armor is lost or destroyed, the Nimbral Lords will replace it, though you must pay the gp cost normally required to create the armor.<\/p>\n\n\t<p><strong>Pegasus Mount<\/strong>: At 1st level, you receive a trained pegasus to serve you in your defense of Nimbral. The mount remains with you until it is slain or dismissed. It requires food and rest, and you are responsible for tending to its needs. When riding this mount, you gain a competence bonus on Ride checks equal to your class level.<\/p>\n\n\t<p>If the mount dies, you can have it raised from the dead (at the normal cost) or obtain another mount. You can only obtain a replacement after living and meditating among the trained pegasi of the Knights for one week.<\/p>\n\n\t<p><strong>Armored Ease (Ex)<\/strong>: You learn to adapt your movements to the restrictive nature of armor. Beginning at 2nd level, you can lessen the armor check penalty of any armor with which you are proficient by 2 (minimum 0). At 7th level, this reduction improves to 4 (minimum 0).<\/p>\n\n\t<p><strong>Bonus Feat<\/strong>: At 4th level, and again at 8th level, you gain a bonus feat, which must be selected from the following list: Animal Affinity, Greater Weapon Focus (lance), Greater Weapon Specialization (lance), Ride-By Attack, Skill Focus (Ride), Spirited Charge, Trample, Weapon Specialization (lance). You must meet the normal prerequisites in order to select any of these feats.<\/p>\n\n\t<p><strong>Storm Armor<\/strong>: At 5th level, you are considered a full Knight and your flying hunt armor is further enhanced by the Nimbral Lords to become storm armor (see page 69). This armor is attuned to you and can never be used by another. If this suit of armor is lost or destroyed, the Nimbral Lords will replace it, though you must pay the gp cost normally required to create the armor.<\/p>\n\n\t<p><strong>Greater Storm Armor<\/strong>: At 10th level, you are recognized by the Knights as an excellent and experienced leader. For your loyal service and outstanding performance, the Nimbral Lords bestow another enhancement upon your storm armor, making it greater storm armor. You can choose any one of the following effects and add it to your armor at no charge: arrow deflection (as the shield special ability); fortification (light); magic missile (3\/day, CL 7th); mirror image (1\/day; CL 10th); spell resistance 13; or water walk (as a ring of water walking).<\/p>\n\n\t<p>Alternatively, you can choose a different armor special ability (with a price of up to 30,000 gp or a base price modifier of up to +3 bonus) and add it to your armor at only 75% of the normal market price.<\/p>\n\n\t<p>Either way, this addition requires the normal amount of time required to improve the item, which likely means that you must turn over your storm armor to the Nimbral Lords for a number of days or weeks. If this suit of armor is lost or destroyed, the Lords will replace it, though you must pay the gp cost normally required to create the armor.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Armor proficiency, <em>flying hunt armor<\/em>, pegasus mount <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Armored ease (2) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <em>Storm armor<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Armored ease (4) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> <em>Greater storm armor<\/em> <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Champions of Valor 106<\/h5>","reference":"Usergen"},{"id":10918,"name":"Knight of the Weave","type":"prestige","alignment":"Any non-evil","hit_die":"8","full_text":"<div topic='titel'><p><h3>Knight of the Weave<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any non-evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Base Attack Bonus<\/strong>: +5 or ability to spontaneously cast 3rd-level arcane spells.<br \/><strong>Oath to the Weave<\/strong>: A knight must swear to defend the Weave at all costs, sacrificing his own life to preserve it if necessary.<br \/><strong>Special<\/strong>: Cannot be a Shadow Weave user.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Detect Magic (Sp)<\/strong>: At 1st level, you gain the ability to use <a href=\/spells\/players-handbook-v35--6\/detect-magic--2489\/>detect magic<\/a> at will.<\/p>\n\n\t<p><strong>Read Magic (Sp)<\/strong>: At 1st level, you gain the ability to use <a href=\/spells\/players-handbook-v35--6\/read-magic--2511\/>read magic<\/a> at will.<\/p>\n\n\t<p><strong>Spellcasting<\/strong>: Knights of the Weave cast arcane spells like a sorcerer (you use your Charisma score to determine bonus spells per day, save DCs, and so on). Refer to Table 4&#8212;3 to determine your spells known and spells per day. You incur the normal arcane spell failure chance for wearing armor (but see Armored Caster, below). Your caster level for your knight spells is equal to your knight class level plus any other arcane caster levels you may have.<\/p>\n\n\t<p>This class&#39;s spellcasting progression allows you to quickly approach the highest-level spells available to a single-class spellcaster of your character level, but you will always know fewer spells and be able to cast fewer spells per day than a single-class spellcaster.<\/p>\n\n\t<p><strong>Armored Caster (Ex)<\/strong>: Normally, armor of any type interferes with an arcane spellcaster&#39;s gestures, which can cause his spells to fail (if those spells have somatic components). At 2nd level, you become more attuned to the Weave and can cast your arcane spells while wearing light armor without incurring the normal arcane spell failure chance. If you wear medium or heavy armor or carry a shield, you incur an arcane spell failure chance if the spell has a somatic component.<\/p>\n\n\t<p>At 8th level and higher, you can cast your arcane spells in light or medium armor without incurring arcane spell failure. Casting in heavy armor or with a shield still incurs the normal arcane spell failure chance.<\/p>\n\n\t<p><strong>Fast Metamagic (Ex)<\/strong>: At 4th level you become able to channel extra magic into an arcane spell to employ metamagic feats more efficiently. When spontaneously casting an arcane spell (such as a sorcerer spell or a knight spell) with one or more metamagic effects applied to it, you can expend an extra spell slot to cast the spell without increasing its casting time (as normal for applying metamagic to a spontaneously cast spell). The extra spell slot must equal or exceed the spell slot used to cast the metamagic-affected spell, but need not be from the same spellcasting class.<\/p>\n\n\t<p>For example, if you wanted to apply your Silent Spell metamagic feat to a magic missile spell, you would normally cast the spell as a full-round action. If you expended an extra spell slot of 2nd level or higher, you could cast the silent magic missile as a standard action instead. You could even quicken the magic missile spell, but you would have to expend a 5th-level or higher spell slot.<\/p>\n\n\t<p>This ability doesn&#39;t let you apply a metamagic effect if you don&#39;t already have the appropriate feat.<\/p>\n\n\t<p><strong>Spellfire (Su)<\/strong>: While you are not a natural user of spellfire, your connection to the Weave gives you a limited ability to channel raw magical energy as if you were born with this talent. You cannot absorb spells targeted at you, nor can you store spellfire energy for later use, but you can use your own arcane spell energy to heal (or later, to blast).<\/p>\n\n\t<p>Starting at 6th level, you can convert your available arcane spells (from any class) to healing spellfire. You can convert a single arcane spell slot or prepared arcane spell as a standard action to heal a target by touch, restoring 2 hit points per spell level expended for this purpose.<\/p>\n\n\t<p>At 10th level, you can also convert your arcane spells into spellfire blasts that deal damage. As a standard action, you can convert a single arcane spell slot or prepared arcane spell into a ranged touch attack (maximum range 400 feet), dealing 1d6 points of spellfire damage per spell level expended, Reflex DC 20 half. Spellfire damage is half fire damage and half raw magical power; creatures with immunity or resistance to fire apply this effect only to half the damage. See page 56 of the <span class=caps>FORGOTTEN<\/span> <span class=caps>REALMS<\/span> Campaign Setting for more details on this ability.<\/p>\n\n\t<p><strong>Multiclassing<\/strong>: A paladin who takes levels in Knight of the Weave can still take levels in paladin.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=16>Spells per Day and Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t\t<th>6th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Detect magic<\/em>, <em>read magic<\/em>, spellcasting <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Armored caster (light) <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Fast metamagic <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Spellfire (healing) <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Armored caster (medium) <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Spellfire (blasting) <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Champions of Valor 111<\/h5>","reference":"Usergen"},{"id":10919,"name":"Moonsea Skysentinel","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Moonsea Skysentinel<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special<\/strong>: Membership in the Knights of the North<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Dire Hawk Steed<\/strong>: As a Moonsea skysentinel, you gain a trained dire hawk of Large size as your personal mount. The dire hawk serves you loyally, carrying you into combat or fighting at your side. The dire hawk has maximum hit points but is otherwise a normal specimen of its size. See page 122 for this creature&#39;s statistics block.<\/p>\n\n\t<p>Your dire hawk steed gains 1 HD for every three class levels you gain beyond 1st (increasing to 10 HD at 4th, to 11 HD at 7th, and to 12 HD at 10th). Each time it gains a Hit Die, its natural armor bonus and Strength score each improve by 2 (in addition to the normal improvements gained with added Hit Dice, such as skill points, feats, and ability score improvements).<\/p>\n\n\t<p>A dire hawk steed can&#39;t be used as an animal companion.<\/p>\n\n\t<p><strong>Magical Defense (Ex)<\/strong>: Your training in resisting the deadly spells cast by Zhentarim skymages manifests as a bonus on saving throws against spells and spell-like abilities for both you and your mount. This bonus is +1 starting at 1st level, and it increases to +2 at 4th level, +3 at 7th level, and +4 at 10th level. The ability only functions while you are mounted on your dire hawk steed.<\/p>\n\n\t<p><strong>Shield (Sp)<\/strong>: Upon reaching 2nd level, you gain an innate ability to withstand incoming attacks from your enemies. Once per day you can use a shield effect. Your caster level is equal to your class level. If you are mounted on your dire hawk, the spell affects both you and your mount, but if you dismount your dire hawk loses the benefit.<\/p>\n\n\t<p>You can use this ability one additional time per day for every three levels gained above 2nd.<\/p>\n\n\t<p><strong>Spell Turning (Sp)<\/strong>: Starting at 3rd level, you can use a spell turning effect as an immediate action; the duration is 1 round or until expended. If you are mounted on your dire hawk, the spell affects both you and your mount (and you share a common pool of spell levels affected), but if you dismount your dire hawk loses the benefit.<\/p>\n\n\t<p>You can use this ability once per day at 3rd level, and one additional time per day for every three levels gained above 3rd.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Dire hawk steed, magical defense +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> <em>Shield<\/em> 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> <em>Spell turning<\/em> 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\ttd> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Magical defense +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> <em>Shield<\/em> 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Spell turning<\/em> 2\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Magical defense +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Shield<\/em> 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <em>Spell turning<\/em> 3\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Magical defense +4 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Champions of Valor 117<\/h5>","reference":"Usergen"},{"id":10920,"name":"Triadic Knight","type":"prestige","alignment":"Lawful good","hit_die":"10","full_text":"<div topic='titel'><p><h3>Triadic Knight<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Lawful good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Patron Deity<\/strong>: Ilmater, Torm, and\/or Tyr.<br \/><strong>Special<\/strong>: Aura of good class feature.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spellcasting<\/strong>: At each new Triadic knight level other than 1st or 7th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class you belonged to before adding the prestige class. You do not, however, gain all the benefits a character of that class would have gained. If you had more than one divine spellcasting class before becoming a Triadic knight, you must decide to which class you add the new level for purposes of determining spells per day, caster level, and spells known.<\/p>\n\n\t<p><strong>Aura of Good (Ex)<\/strong>: Your Triadic knight levels stack with other class levels that grant this ability for the purpose of determining the power of your aura of good.<\/p>\n\n\t<p><strong>Special Mount (Sp)<\/strong>: As a Triadic knight, you gain the service of an unusually intelligent, strong, and loyal steed. See the paladin class feature, page 44 of the Player&#39;s Handbook. Levels of Triadic knight stack with other class levels in classes that grant this feature for the purpose of determining the special mount&#39;s abilities.<\/p>\n\n\t<p><strong>Hands of Ilmater (Su)<\/strong>: At 2nd level and higher, you can no longer become nauseated or sickened.<\/p>\n\n\t<p><strong>Shield Other (Sp)<\/strong>: Starting at 3rd level, you can use a shield other effect once per day; your caster level is equal to twice your class level. Triadic knights often call this ability &quot;martyr&#39;s embrace.&quot;<\/p>\n\n\t<p><strong>Eyes of Tyr (Su)<\/strong>: At 4th level and higher, you can no longer become dazzled or blinded (except by physical damage to your eyes).<\/p>\n\n\t<p><strong>Discern Lies (Sp)<\/strong>: At 5th level, you become able to use a discern lies effect once per day; your caster level is equal to twice your class level. Triadic knights often call this ability &quot;judge&#39;s insight.&quot;<\/p>\n\n\t<p><strong>Smite Evil (Su)<\/strong>: Beginning at 5th level, you can smite evil once per day. See the paladin class feature, page 44 of the Player&#39;s Handbook. If you already have this ability from another class, your Triadic knight class levels stack with that class&#39;s levels for the purpose of determining the extra damage dealt. For example, a 5th-level paladin\/4th-level Triadic knight would deal an extra 9 points of damage with each successful smite evil attempt. Smite evil attempts per day gained from multiple sources stack.<\/p>\n\n\t<p><strong>Heart of Torm (Su)<\/strong>: At 6th level, you gain immunity to fear.<\/p>\n\n\t<p><strong>Shout (Sp)<\/strong>: At 7th level, you can use shout once per day; your caster level is equal to twice your class level. Triadic knights often call this ability &quot;lion&#39;s roar.&quot;<\/p>\n\n\t<p><strong>Threefold Smite (Su)<\/strong>: At 7th level, you can combine three smite evil attempts in a single attack. Doing this costs you three of your daily smite evil attempts; if you don&#39;t have at least three such attempts remaining, you can&#39;t use this ability. Making a threefold smite requires a full-round action and triples the bonus on damage rolls (but not on attack rolls) normally applied with a smite evil attack. For example, a 5th-level paladin\/7th-level Triadic knight would deal an extra 36 points of damage (three times his effective smite evil level of 12th).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Aura of good, special mount <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Hands of Ilmater <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> <em>Shield other<\/em> <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Eyes of Tyr <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> <em>Discern lies<\/em>, smite evil 1\/day <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Heart of Torm <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Shout<\/em>, threefold smite <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Champions of Valor 122<\/h5>","reference":"Usergen"},{"id":10921,"name":"Berronar Valkyrie (Paladin)","type":"base","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Berronar Valkyrie (Paladin)<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>To take a Berronar Valkyrie paladin substitution level, a character must be a female dwarf, have Berronar as her patron deity, and be about to take her 3rd, 4th, or 6th level of paladin.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Everbright Blessing (Su)<\/strong>: Starting at 3rd level, a Valkyrie&#39;s armor, shield, and primary weapon are treated as if they had the everbright special ability; they shine like polished silver, they are immune to acid and rust attacks, and the armor provides her with resistance to acid 5. This ability only applies to the items the Valkyrie is wearing; if the items are removed or dropped, they lose this property until she picks them up again.<\/p>\n\n\t<p>This benefit replaces the divine health class feature gained by a standard paladin at 3rd level.<\/p>\n\n\t<p><strong>Valiant Rescue (Ex)<\/strong>: Starting at 4th level, a Valkyrie gains a special ability to charge into harm&#39;s way to protect an ally. A Valkyrie can charge into melee with a creature that threatens one of her allies and still make a full attack with a single melee weapon rather than a single attack. During this charge she acts as if she had the Mobility feat; if she is mounted, this bonus also applies to her mount.<\/p>\n\n\t<p>A Valkyrie can use this ability a number of times per day equal to 3 + her Charisma modifier.<\/p>\n\n\t<p>This benefit replaces the turn undead class feature gained by a standard paladin at 4th level.<\/p>\n\n\t<p><strong>Binding Oath (Su)<\/strong>: At 6th level, a Valkyrie gains the ability to magically link two willing individuals making an oath (or a legal agreement). This link has two effects. First, it informs both parties and the Valkyrie instantly if the oath is broken in any way. Second, the individual who breaks the oath is fatigued for one day per paladin level of the Valkyrie at the time of the oath-binding.<\/p>\n\n\t<p>A Valkyrie can bind an oath once per week as a full-round action. For every three paladin levels gained thereafter, the Valkyrie can use this ability one extra time per week (2\/week at 9th level, 3\/week at 12th level, and so forth).<\/p>\n\n\t<p>This benefit replaces the remove disease class feature gained by a standard paladin at 6th level. A Berronar Valkyrie who selects this substitution level never gains the remove disease ability.<\/p>\n\n\t<p><strong>Touch of Fatigue (Sp)<\/strong>: Beginning at 6th level, a Valkyrie can use <a href=\/spells\/players-handbook-v35--6\/touch-of-fatigue--2766\/>touch of fatigue<\/a> at will. This ability is normally used to admonish those about to stray from their promises or to punish those guilty of minor infractions. The save DC against this spell-like ability is 10 + the Valkyrie&#39;s Charisma modifier.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Everbright blessing <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Valiant rescue <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Binding oath, touch of fatigue <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Champions of Valor 35<\/h5>","reference":"Usergen"},{"id":10922,"name":"Broken One (Monk)","type":"base","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Broken One (Monk)<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>To take a Broken One substitution level, a character must have Ilmater as her patron deity and be about to take her 3rd, 6th, or 7th level of monk.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Lay on Hands (Su)<\/strong>: At 3rd level, a Broken One can gain the ability to heal wounds with her touch (see the paladin class feature, page 44 of the Player&#39;s Handbook). If the character has a Charisma score of 11 or lower, she can heal a number of points of damage each day equal to her monk class level.<\/p>\n\n\t<p>This benefit replaces the still mind class feature gained by a standard monk.<\/p>\n\n\t<p><strong>Tenacious Tracker (Su)<\/strong>: Beginning at 6th level, a Broken One gains the ability to follow the trail of those cruel enough to torture and maim others. She receives Track as a bonus feat. She gains a +10 competence bonus on Survival checks made to track those with Loviatar as a patron deity.<\/p>\n\n\t<p>Furthermore, whenever she physically touches the flesh of one who has been injured within the previous hour by someone who has Loviatar as his patron deity, she receives a clear mental image of that person&#39;s true appearance.<\/p>\n\n\t<p>This benefit replaces the bonus feat gained by a standard monk at 6th level.<\/p>\n\n\t<p><strong>Slow Fall (Ex)<\/strong>: A Broken One&#39;s slow fall ability is identical to a standard monk&#39;s ability at 6th level.<\/p>\n\n\t<p><strong>Locate Creature (Sp)<\/strong>: Starting at 7th level, a Broken One can use <a href=\/spells\/players-handbook-v35--6\/locate-creature--2505\/>locate creature<\/a> once per day, but only when attempting to find a creature that has Loviatar as a patron deity. Her caster level is equal to her class level.<\/p>\n\n\t<p>This benefit replaces the wholeness of body class feature gained by a standard monk at 7th level.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Lay on hands <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Tenacious tracker, slow fall 30 ft. <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Locate creature <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Champions of Valor 36<\/h5>","reference":"Usergen"},{"id":10923,"name":"Claw of the Sun and the Ankh (Paladin)","type":"base","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Claw of the Sun and the Ankh (Paladin)<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>To take a Claw of the Sun and The Ankh substitution level, a character must have Horus-Re as his patron deity and be about to take his 1st, 6th, or 12th level of paladin.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Bird of Prey (Su)<\/strong>: Beginning at 1st level, once per day a Claw of the Sun and the Ankh can pay homage to his god by taking on aspects of a hawk. His hands turn into claws that deal 1d4 points of damage; the attacks deal extra damage equal to one-half his paladin level to evil creatures. These attacks are considered magic, good-aligned weapons for the purpose of overcoming damage reduction. The paladin is considered to be proficient with these natural weapons while using this form. This transformation lasts for a number of rounds equal to 3 + his Charisma modifier.<\/p>\n\n\t<p>At 5th level, and every five levels thereafter, a Claw of the Sun and the Ankh can use this ability one extra time per day.<\/p>\n\n\t<p>This benefit replaces the smite evil class feature gained by a standard paladin. A Claw of the Sun and the Ankh never gains any smite evil attacks at later levels.<\/p>\n\n\t<p><strong>Smite Minions of Set (Su)<\/strong>: A Claw of the Sun and the Ankh is tasked with eliminating members of the church of Set. Starting at 6th level he can use a melee attack to attempt to smite a creature that has Set as its patron deity. This otherwise functions as the paladin&#39;s normal smite evil class feature.<\/p>\n\n\t<p>A Claw of the Sun and the Ankh can use this smite attack once per day, plus one extra time per day for every three levels gained beyond 6th.<\/p>\n\n\t<p>This benefit replaces the standard paladin&#39;s remove disease class feature. A Claw of the Sun and the Ankh who selects this substitution level never gains the remove disease ability.<\/p>\n\n\t<p><strong>Horus-Re&#39;s Glory (Su)<\/strong>: Starting at 12th level, a Claw&#39;s armor shines brightly (as the <a href=\/spells\/players-handbook-v35--6\/daylight--2601\/>daylight<\/a> spell). This illumination can be suppressed or resumed at will with a standard action.<\/p>\n\n\t<p>This benefit replaces the 3rd-level spell slot gained by a standard paladin at 12th level. From this point forward, a Claw of the Sun and the Ankh who selects this substitution level can prepare one less 3rd-level paladin spell than normal.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Aura of good, bird of prey, detect evil <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Smite minions of Set <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Horus-Re&#39;s glory <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Champions of Valor 36<\/h5>","reference":"Usergen"},{"id":10924,"name":"Crescent Moon Knight (Paladin)","type":"base","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Crescent Moon Knight (Paladin)<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>To take a Crescent Moon Knight paladin substitution level, a character must have Clangeddin Silverbeard or Sel\u00fbne as his patron deity, be related to or a close friend of one of the founding families, and be about to take his 4th, 6th, or 10th level of paladin.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Favored Enemy (Ex)<\/strong>: At 4th level, a Knight gains lycanthropes as a favored enemy, just as if he were a 1st-level ranger. Unlike standard ranger favored enemies, which are organized by monster type, the Knight&#39;s favored enemy bonuses apply to all lycanthropes regardless of type (for example, the bonuses apply against a human werewolf and a hill giant dire wereboar).<\/p>\n\n\t<p>This benefit replaces the turn undead class feature gained by a standard paladin at 4th level.<\/p>\n\n\t<p><strong>Cure Lycanthropy (Su)<\/strong>: Starting at 6th level, a Knight becomes versed in the methods of curing lycanthropy. A Knight counts as a 12th-level cleric for the purpose of curing lycanthropy within 3 days of a lycanthrope&#39;s attack. A Knight can use his remove disease spell-like ability as if it were break enchantment or remove curse to cure a lycanthrope on the nights of the full moon.<\/p>\n\n\t<p><strong>Battlesong (Su)<\/strong>: Once per day starting at 10th level, a Knight can begin an inspiring battle song as a standard action. This song functions like a bard&#39;s inspire courage ability, using the Knight&#39;s paladin level minus 4 as his bard level. For example, a 10th-level paladin who selects this substitution level would receive a +1 morale bonus on the relevant rolls, while an 18th-level paladin would receive a +3 morale bonus. A Knight need not have any ranks in Perform to use this class feature.<\/p>\n\n\t<p>This benefit replaces the 2nd-level spell slot gained by a standard paladin at 10th level. From this point forward, a Crescent Moon Knight who selects this substitution level can prepare one less 2nd-level paladin spell than normal.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Favored Enemy lycanthropes +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Remove disease, cure lycanthropy <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Battlesong <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Champions of Valor 37<\/h5>","reference":"Usergen"},{"id":10925,"name":"Darksong Knight (Fighter)","type":"base","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Darksong Knight (Fighter)<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>To take a Darksong Knight substitution level, a character must have Eilistraee as her patron deity and be about to take her 2nd, 6th, or 8th level of fighter.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Bonus Feat<\/strong>: A Darksong Knight&#39;s choice of bonus feats is identical to a standard fighter&#39;s bonus feats.<\/p>\n\n\t<p><strong>Dancing Feint (Ex)<\/strong>: Starting at 2nd level, a Darksong Knight can use her Perform (dance) skill to feint in combat as if it were the Bluff skill.<\/p>\n\n\t<p><strong>Favored Enemy (Ex)<\/strong>: At 4th level, a Darksong Knight gains yochlols as a favored enemy, just as if she were a 1st-level ranger. Unlike standard ranger favored enemies, which are classified by monster type, the Knight&#39;s favored enemy bonuses apply only to yochlols, not all kinds of demons.<\/p>\n\n\t<p><strong>Combat Dancing (Ex)<\/strong>: At 8th level, a Darksong Knight with at least 5 ranks in Perform (dance) gains a +2 dodge bonus against attacks of opportunity. If she uses Spring Attack, she gains a +2 circumstance bonus on the attack roll made as part of the maneuver.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Bonus feat, dancing feint <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bonus feat, favored enemy yochlols +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bonus feat, combat dancing <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Champions of Valor 38<\/h5>","reference":"Usergen"},{"id":10926,"name":"Dukar","type":"base","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Dukar<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>To take a Dukar substitution level, a character must be about to take his 5th, 10th, or 15th level of wizard. The first time a character takes a Dukar substitution level, he must undergo a secret Dukar ritual that implants the living coral under the skin of his palms (see Dukar hand coral, page 63). The coral does not interfere with using his hands in any way. If the Dukar somehow loses this coral, he loses his coral-related powers, but if he is implanted again he immediately regains his full abilities.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Bonus Spells (Ex)<\/strong>: There are four Dukar orders, each with two associated schools of magic. Upon taking his first Dukar substitution level, a Dukar chooses one order and can never change it thereafter (similar to choosing a wizard specialty school). Each time a Dukar substitution level is taken, a Dukar adds two spells to his spell book; these must be from one or both of his order&#39;s associated schools of magic (either one from each or both from the same). A specialist wizard Dukar is not restricted to choosing these bonus spells from his school of specialization, but he cannot use them to acquire spells from his prohibited school (therefore, choosing an order that studies one of your prohibited schools is normally a bad choice). The orders are as follows.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Order <\/th>\n\t\t\t<th>Color <\/th>\n\t\t\t<th>Schools of Magic <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Jhimar* <\/td>\n\t\t\t<td> Red <\/td>\n\t\t\t<td> Enchantment, evocation <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Kupav <\/td>\n\t\t\t<td> Blue <\/td>\n\t\t\t<td> Aburation, transmutation <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Maalirn <\/td>\n\t\t\t<td> Green <\/td>\n\t\t\t<td> Conjuration, divination <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> Numos <\/td>\n\t\t\t<td> White <\/td>\n\t\t\t<td> Illusion, necromancy <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td colspan=3>*The order of Jhimar was destroyed centuries ago and its knowledge and traditions are lost. <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p>This class feature replaces the standard wizard&#39;s ability to add two spells to his spellbook each time he gains a wizard level.<\/p>\n\n\t<p><strong>Coral Claw (Ex)<\/strong>: At 5th level, a Dukar can extend the coral under his skin to form sharp spikes on his hand, giving him a claw attack that deals 1d4 points of damage. The Dukar is automatically proficient in the coral weapon and can extend or retract the coral as a swift action.<\/p>\n\n\t<p>This benefit replaces the bonus feat normally gained by a 5th-level wizard.<\/p>\n\n\t<p><strong>Coral Power<\/strong>: At 10th and 15th level, a Dukar learns how to use his implanted coral in different ways. Each time this ability is gained, a Dukar chooses one ability from the following choices. Each ability can be taken twice, with increasing effect.<\/p>\n\n\t<p><em>Acid (Ex)<\/em>: A Dukar adds 1d4 points of acid damage to all claw attacks (including those made with his coral claw; see above). The acid quickly decays and cannot be stored for later use. A Dukar and his gear are not harmed by his own coral&#39;s acid. This ability functions automatically, though a Dukar can suspend or resume this ability as a free action. If a Dukar selects the ability a second time, the acid damage increases to 1d8 points.<\/p>\n\n\t<p><em>Armor (Ex)<\/em>: Three times per day as a standard action, a Dukar can make his coral extend hard growths across his skin, giving him a +1 enhancement bonus to his natural armor bonus to AC. These growths crumble to dust after 10 minutes. If a Dukar selects this ability a second time, the enhancement bonus to his natural armor increases to +2.<\/p>\n\n\t<p><em>Color Spray (Sp)<\/em>: A Dukar&#39;s coral gains the ability to glow intensely in confusing patterns. At will as a standard action, a Dukar can use this light as a color spray effect. Using this ability requires the Dukar to have one hand free, uncovered, and able to make gestures. The save DC of this ability is Intelligence-based. If a Dukar takes this ability a second time, the save DC of this ability increases by 2.<\/p>\n\n\t<p><em>Wound Transfer (Su)<\/em>: A Dukar&#39;s coral develops the ability to transfer life energy by touch from him to another creature, healing its wounds at the expense of his own health. Each use of this ability heals the target of 1d6 points of damage and deals a like amount of damage to the Dukar. If a Dukar chooses this ability a second time, he heals the target of 2d6 points of damage and takes a like amount of damage per use. This ability can never provide a target more hit points than its full normal total +10. Any hit points gained beyond its normal maximum are treated as temporary hit points that last for up to 1 hour.<\/p>\n\n\t<p>This benefit replaces the bonus feat normally gained by a 10th- or 15th-level wizard.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Coral claw, bonus spells <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Coral power, bonus spells <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Coral power, bonus spells <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Champions of Ruin 38<\/h5>","reference":"Usergen"},{"id":10927,"name":"Eternal Order (Paladin)","type":"base","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Eternal Order (Paladin)<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>To take an Eternal Order substitution level, a character must have Kelemvor as her patron deity and be about to take her 1st, 3rd, or 6th level of paladin.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Corpsestrike (Su)<\/strong>: An Eternal Order paladin can, as a swift action, surround her weapon with a visible gray aura of holy power that sheds light equal to a candle. Any weapon so affected can ignore any damage reduction (other than DR #\/epic) possessed by an undead creature, regardless of its source. This aura lasts for a number of minutes equal to the paladin&#39;s class level.<\/p>\n\n\t<p>This benefit replaces the standard paladin&#39;s smite evil class feature. Any time an Eternal Order paladin would later gain an extra smite evil attempt (such as at 5th level), she can instead use this ability one extra time per day.<\/p>\n\n\t<p><strong>Undead Knowledge (Ex)<\/strong>: Each time an Eternal Order substitution level is taken, the character gains a cumulative +2 competence bonus on Knowledge (religion) checks concerning undead.<\/p>\n\n\t<p><strong>Eternal Vigor (Ex)<\/strong>: Beginning at 3rd level, an Eternal Order paladin can ignore the effects of negative levels bestowed upon her by an undead creature.<\/p>\n\n\t<p>This benefit replaces the standard paladin&#39;s divine health class feature.<\/p>\n\n\t<p><strong>Greater Turning (Su)<\/strong>: At 6th level, an Eternal Order paladin gains the ability to perform a greater turning once per day in place of a regular turning, just as if she had access to the Sun domain.<\/p>\n\n\t<p>This benefit replaces the standard paladin&#39;s remove disease class feature normally gained at 6th level. At any level where a standard paladin gains an extra daily use of remove disease, an Eternal Order paladin instead gains another daily use of her greater turning ability.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Aura of good, <em>detect evil<\/em>, corpsestrike 1\/day, undead knowledge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Aura of courage, eternal vigor, undead knowledge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Greater turning, undead knowledge <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Champions of Valor 39<\/h5>","reference":"Usergen"},{"id":10928,"name":"Fangshields Barbarian","type":"base","alignment":"","hit_die":"12","full_text":"<div topic='titel'><p><h3>Fangshields Barbarian<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 12.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>To take a Fangshields barbarian substitution level, a character must be a nonhumanoid creature about to take his 3rd, 5th, or 7th level of barbarian.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Fast Charge (Ex)<\/strong>: At 3rd level, a Fangshields barbarian gains a 10-foot enhancement bonus to his speed when he charges. This applies to any type of movement the barbarian uses.<\/p>\n\n\t<p>This benefit replaces the trap sense class feature gained by a standard barbarian at 3rd level. At any level where a standard barbarian gains a bonus to trap sense (6th, 9th, 12th, 15th, and 18th), a Fangshields barbarian instead increases the enhancement bonus to his charge speed by 10 feet.<\/p>\n\n\t<p><strong>Awesome Charge (Ex)<\/strong>: At 5th level, a charging Fangshields barbarian in a rage can make an attack at the end of the charge as if he had the Awesome Blow feat (see page 303 of the Monster Manual), even if he does not have the normal prerequisites for that feat. (Normally, Awesome Blow requires a standard action; this is a specific exception to that rule.)<\/p>\n\n\t<p>This benefit replaces the improved uncanny dodge class feature gained by a standard barbarian at 5th level.<\/p>\n\n\t<p><strong>Raging Vigor (Ex)<\/strong>: At 7th level, a Fangshields barbarian gains the ability to direct his force of will inward, causing his injured body to heal itself. As a standard action, he can spend one of his daily uses of rage to heal damage equal to twice his Hit Dice. He can even use this ability if he is already raging.<\/p>\n\n\t<p>This benefit replaces the standard barbarian&#39;s damage reduction gained at 7th level. Instead, the Fangshields barbarian gains damage reduction 1\/&#8212; at 10th level, and his damage reduction is treated as 1 point lower than normal from that point forward.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Fast charge (+10 ft.) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Awesome charge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Raging vigor <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Champions of Valor 40<\/h5>","reference":"Usergen"},{"id":10929,"name":"Fangshields Druid","type":"base","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Fangshields Druid<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>To take a Fangshields druid substitution level, a character must be a nonhumanoid creature about to take her 4th, 5th, or 7th level of druid.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spontaneous Curing (Su)<\/strong>: At 4th level, a Fangshields druid can spontaneously convert prepared druid spells of 1st level or higher into cure light wounds spells, just as a cleric can. Unlike a cleric, she cannot convert her prepared spells into any cure spell, just cure light wounds, nor can she apply metamagic feats to these spontaneously cast spells.<\/p>\n\n\t<p>This benefit replaces the resist nature&#39;s lure class ability gained by a standard druid at 4th level.<\/p>\n\n\t<p><strong>Wild Shape Hands (Su)<\/strong>: At 5th level, a Fangshields druid can use her wild shape ability to create simple dexterous hands if she doesn&#39;t have them already. For example, a giant eagle, lammasu, or unicorn could use wild shape to change her feet, paws, or hooves into hands that work as well as human hands. These hands lose any natural attacks they previously possessed, but otherwise still function like their original shape (a unicorn could walk or run at normal speed on her hoof-hands, for example). She can make this change whenever she uses her wild shape, even when she assumes another form. For example, a unicorn druid could take the form of a wolf with functional paw-hands.<\/p>\n\n\t<p>This benefit is in addition to the standard druid&#39;s wild shape ability.<\/p>\n\n\t<p><strong>Wild Shape (Humanoid) (Su)<\/strong>: At 7th level, a Fangshields druid can use her wild shape ability to assume a Medium humanoid form. The humanoid form can resemble a human, dwarf, elf, or other Medium humanoid as the druid desires and has the appropriate racial traits for that race (according to the polymorph spell). This ability is typically used by a druid to interact with humanoid settlements without drawing too much attention to herself. However, the humanoid form retains some of a Fangshields druid&#39;s original monstrous appearance, much like how a lycanthrope in hybrid form has humanoid and animal features, resulting in a &#8212;4 penalty on Disguise checks made to pass as a humanoid. The hybrid form can speak as well as a true humanoid, though the change of form does not give the druid knowledge of that form&#39;s language (a druid in the form of an elf wouldn&#39;t automatically know how to speak Elven, but could use her elf-mouth to speak any languages she did know).<\/p>\n\n\t<p><em>Example<\/em>: A giant eagle could wild shape into a humanlike humanoid, but she would resemble an eagle&#8212;human hybrid (much like an avoral guardinal); a treant taking the form of an elf hybrid would look like a tall elf with barklike skin and leaves in her hair (much like a dryad).<\/p>\n\n\t<p>This benefit replaces the third use of wild shape per day gained by a standard druid at 8th level. From this point forward, a Fangshields druid has one less daily use of wild shape than normal.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Spontaneous curing <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Wild shape hands <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Wild shape (humanoid) <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Champions of Valor 40<\/h5>","reference":"Usergen"},{"id":10930,"name":"Fangshields Ranger","type":"base","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Fangshields Ranger<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>To take a Fangshields ranger substitution level, a character must be a nonhumanoid creature about to take his 2nd, 4th, or 5th level of ranger.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Combat Style <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Animal companion <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Lion and the Unicorn <\/td>\n\t\t<\/tr>\n\t<\/table><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<p><strong>Combat Style (Ex)<\/strong>: Often lacking hands, Fangshields rangers have a third option for their combat style: natural attacks. If a ranger selects this combat style, at 2nd level he gains Multiattack (if he has more than one kind of natural attack) or Improved Natural Attack (if he has only one kind of natural attack) as a bonus feat.<\/p>\n\n\t<p>At 6th level, a ranger with this combat style gains Weapon Focus for any one of his natural attack types. At 11th level, a ranger with this combat option gains Weapon Focus for a second of his natural weapons, or Greater Weapon Focus for his natural weapon if he has only one kind.<\/p>\n\n\t<p>A Fangshields ranger need not meet any of the normal prerequisites for these bonus feats.<\/p>\n\n\t<p><strong>Animal Companion (Ex)<\/strong>: A Fangshields ranger uses the normal ranger animal companion rules, but because he is beastlike himself, he has a stronger bond with the animal. The ranger&#39;s effective druid level is treated as one-half his ranger level +2.<\/p>\n\n\t<p><strong>Lion and the Unicorn (Ex)<\/strong>: At 5th level, a Fangshields ranger chooses an affinity for Nobanion or Lurue, even if he already has a patron deity (this doesn&#39;t cause a religious conflict). If he chooses Nobanion, he gets a +1 sacred bonus to AC during the day; if he chooses Lurue, he gets a +1 sacred bonus to AC during the night. He gets the benefit of this ability whether or not he is outside or knows the time of day. This ability doesn&#39;t apply on a plane other than the Material Plane.<\/p>\n\n\t<p>This benefit replaces the second favored enemy class feature gained by a standard ranger at 5th level.<\/p><br\/><h5>Reference: Champions of Valor 41<\/h5>","reference":"Usergen"},{"id":10931,"name":"Golden Cup (Paladin)","type":"base","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Golden Cup (Paladin)<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>To take a Golden Cup substitution level, a character must have Ilmater as her patron deity and be about to take her 3rd, 4th, or 10th level of paladin.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Defend the Weak (Ex)<\/strong>: Starting at 3rd level, a Golden Cup paladin can protect nearby allies in combat. If she uses Combat Expertise, fights defensively, or uses the total defense action, she can grant the dodge bonus to AC from these actions to any single creature standing adjacent to her in addition to herself.<\/p>\n\n\t<p>This benefit replaces the standard paladin&#39;s aura of courage class feature.<\/p>\n\n\t<p><strong>Shield Other (Sp)<\/strong>: Beginning at 4th level, a Golden Cup paladin can use <a href=\/spells\/players-handbook-v35--6\/shield-other--2363\/>shield other<\/a> as a spell-like ability. She needs no focus for this ability, but she must be able to touch the character. She can use this ability a number of times per day equal to her Charisma bonus (minimum 1\/day), though she can&#39;t affect more than one target simultaneously (a second use ends the duration of any previous use). Her caster level is equal to her paladin level.<\/p>\n\n\t<p>This benefit replaces the standard paladin&#39;s turn undead class feature.<\/p>\n\n\t<p><strong>Expanded Healing (Su)<\/strong>: Beginning at 10th level, a Golden Cup paladin can treat her paladin level as three higher than normal for the purpose of determining the maximum amount of healing she can bestow with her lay on hands ability per day. She can also treat her caster level as three higher than normal for the purpose of any conjuration (healing) spell she casts.<\/p>\n\n\t<p>This benefit replaces the third daily use of the smite evil ability gained by a standard paladin at 10th level. From this point forward, she has one less daily use of smite evil than normal.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Defend the weak <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> <em>Shield other<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Expanded healing <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Champions of Valor 42<\/h5>","reference":"Usergen"},{"id":10932,"name":"Golden Lion (Paladin)","type":"base","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Golden Lion (Paladin)<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>To take a Golden Lion paladin substitution level, a character must have Torm as her patron deity, maintain the appearance of her armor and helm in accordance with the standards of the order, and be about to take her 1st, 4th, or 6th level of paladin.<\/p>\n\n\t<p>Furthermore, as part of an ongoing atonement for their church&#39;s hostilities toward other good churches in the years preceding the Time of Troubles, the Golden Lions pledge to help rebuild and defend these churches. Once per month each Golden Lion must perform a quest for or spend a day defending a good temple of another faith. The Golden Lion must follow orders from this temple as if they came from her own temple, but can disregard any order that confl icts with her own faith or that would certainly result in her death (the good faiths involved understand the boundaries of the Penance of Duty and won&#39;t ask for things they wouldn&#39;t ask of their own champions of the faith).<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Detect Magic (Sp)<\/strong>: A Golden Lion can use a <a href=\/spells\/players-handbook-v35--6\/detect-magic--2489\/>detect magic<\/a> effect at will. Her caster level is equal to her paladin level.<\/p>\n\n\t<p>This benefi t replaces the standard paladin&#39;s detect evil ability.<\/p>\n\n\t<p><strong>Enemy of Strife (Su)<\/strong>: Golden Lions are tasked with eliminating the Zhentarim and the churches of Bane and Cyric. Beginning at 4th level, any smite evil attack used against a member of one of these groups (or a creature created or conjured by a member of one of these groups) automatically ignores any miss chance from concealment and overcomes damage reduction as if it were made with a good-aligned weapon.<\/p>\n\n\t<p>This benefi t replaces the standard paladin&#39;s ability to turn undead.<\/p>\n\n\t<p><strong>Restore the Weave (Sp)<\/strong>: At 6th level, once per day a Golden Lion can repair a 5-foot cube of dead magic or wild magic area, returning it to its normal function. This ability only works if the paladin stands in an area of normal Weave that is adjacent to the damaged area (in other words, it cannot create an &quot;island&quot; of normal Weave within a damaged area). Slowly but surely, the Golden Lions can repair large problem areas. This spell-like ability is the equivalent of a 3rd-level spell.<\/p>\n\n\t<p>This benefi t replaces the <em>remove disease<\/em> class feature gained by a standard paladin at 6th level. At any level where a standard paladin gains an extra daily use of remove disease, a Golden Lion can instead gain another daily use of her <em>restore the Weave<\/em> ability.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Aura of good, <em>detect magic<\/em>, smite evil 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Enemy of strife <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Restore the Weave<\/em> <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Champions of Valor 43<\/h5>","reference":"Usergen"},{"id":10933,"name":"Holy Judge (Paladin)","type":"base","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Holy Judge (Paladin)<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>To take a Holy Judge substitution level, a character must have Tyr as her patron deity and be about to take her 1st, 4th, or 6th level of paladin.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Favored Enemy (Ex)<\/strong>: At 1st level, a Holy Judge gains devils as a favored enemy, just as if he were a 1st-level ranger. Unlike standard ranger favored enemies, which are classified by monster type, a Holy Judge&#39;s favored enemy bonuses apply only to devils, not all kinds of evil outsiders. At 5th level, and every five levels thereafter, the bonus granted by the Holy Judge&#39;s favored enemy class feature improves by 2. This increase has no effect on any other favored enemies the Holy Judge might have.<\/p>\n\n\t<p>This benefit replaces the standard paladin&#39;s smite evil class feature.<\/p>\n\n\t<p><strong>Censure Devil (Su)<\/strong>: A Holy Judge on his home plane can utter words of censuring that can daze a devil within 30 feet. The devil must succeed on a Will save (DC 10 + 1\/2 paladin level + Cha modifier) or be dazed for 1 round. A Holy Judge can use this ability a number of times per day equal to three + his Charisma modifier.<\/p>\n\n\t<p><strong>Zone of Truth (Sp)<\/strong>: A Holy Judge can use a <a href=\/spells\/players-handbook-v35--6\/zone-of-truth--2582\/>zone of truth<\/a> effect once per week, using his paladin level as his caster level.<\/p>\n\n\t<p>This benefit replaces the standard paladin remove disease class feature. If the Holy Judge would later gain an extra weekly use of remove disease, he instead gains an extra weekly use of zone of truth.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Aura of good, <em>detect evil<\/em>, favored enemy devils +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Censure devil <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Zone of truth<\/em> 1\/week <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Champions of Valor 44<\/h5>","reference":"Usergen"},{"id":10934,"name":"Lion Legionnaire (Paladin)","type":"base","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Lion Legionnaire (Paladin)<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>To take a Lion Legionnaire substitution level, a character must have Nobanion as his patron deity and be about to take his 3rd, 4th, or 5th level of paladin.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Firemane Aura (Su)<\/strong>: Once per day a Lion Legionnaire can create an aura of holy flame around his body. As this ability activates, the paladin&#39;s hair or mane (if any) momentarily turns into a brilliant golden flame. Any evil creature striking a Lion Legionnaire with a natural weapon, or a melee weapon that is not a reach weapon, takes damage equal to the Legionnaire&#39;s paladin level. Half of this damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire. This aura lasts for 1 minute.<\/p>\n\n\t<p>This benefit replaces the standard paladin&#39;s aura of courage class feature.<\/p>\n\n\t<p><strong>Wild Fighting (Su)<\/strong>: Lion Legionnaires develop a fighting style that gives them extra attacks at the cost of accuracy. As a free action, a Lion Legionnaire can enter a state of wild fighting for 1 round. During this round, a Legionnaire can make one extra attack with any one melee weapon (including natural weapons), but all attacks made during the round (including the extra attack) take a &#8212;2 penalty. A Lion Legionnaire must use a full attack action to benefit from wild fighting. A Lion Legionnaire can use this ability a number of times per day equal to three + his Charisma modifier.<\/p>\n\n\t<p>This benefit replaces the turn undead class feature gained by a standard paladin at 4th level.<\/p>\n\n\t<p><strong>Flying Lion (Su)<\/strong>: At 5th level, a Lion Legionnaire gains the ability to grow eagle&#39;s wings, as Nobanion himself sometimes does in battle. Once per day as a full-round action, the Legionnaire grows feathered wings appropriate to the size of his body. The wings remain for up to 10 minutes per paladin level, though he can dismiss them as a free action. He can fly with the wings at his normal land speed, with poor maneuverability. Nonleonine creatures who use this ability temporarily gain a lionlike appearance while it is used (catlike eyes, a thick mane of hair, and larger teeth).<\/p>\n\n\t<p>This benefit replaces the special mount class feature gained by a standard paladin at 5th level (Nobanion&#39;s wemic paladins have no need for a quadruped mount to carry them into battle).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Firemane aura <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Wild fighting <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Smite evil 2\/day, flying lion <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Champions of Valor 44<\/h5>","reference":"Usergen"},{"id":10935,"name":"Mystic Fire Knight (Paladin)","type":"base","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Mystic Fire Knight (Paladin)<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>To take a Mystic Fire Knight substitution level, a character must have Mystra as her patron deity and be about to take her 4th, 5th, or 6th level of paladin.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Bonus Spell (Su)<\/strong>: At 4th level, a Mystic Fire Knight gains a bonus 1st-level paladin spell slot as if from a high Wisdom score. At 8th level, she gains a bonus 2nd-level paladin spell slot, at 11th level she gains a bonus 3rd-level paladin spell slot, and at 14th level she gains a bonus 4th-level paladin spell slot.<\/p>\n\n\t<p>This benefit replaces the turn undead class feature gained by a standard paladin at 4th level.<\/p>\n\n\t<p><strong>Improved Spellcasting (Ex)<\/strong>: When casting paladin spells, a Mystic Fire Knight can treat her caster level as equal to one-half her paladin level +2. If she also has arcane spellcasting ability from another class, she can add her caster level from that class to this value to determine her paladin caster level.<\/p>\n\n\t<p><strong>Smite Evil (Su)<\/strong>: In addition to the normal effect, when a Mystic Fire Knight of 5th level or higher hits a creature with her smite evil attack, that creature finds it temporarily difficult to cast spells or use spell completion or spell trigger items. For 1 round, any attempt to complete one of these actions requires a successful Concentration check (DC 10 + paladin&#39;s level + Cha modifier + spell level); failure means that the action fails. If a spell was being cast, the spell or spell slot is lost; if a magic item was being activated, the attempt merely fails. Multiple smite evil hits on the same creature don&#39;t have a cumulative effect.<\/p>\n\n\t<p>This class feature augments, but does not replace, the standard paladin&#39;s smite evil class feature.<\/p>\n\n\t<p><strong>Spellshatter (Su)<\/strong>: Once per day starting at 6th level, a Mystic Fire Knight can choose to deliver a targeted greater dispel magic effect with a melee attack. The decision to use this ability must be made before the attack is rolled; if the attack misses, the effect is wasted.<\/p>\n\n\t<p>If the attack hits, treat this as if the Mystic Fire Knight had cast a targeted greater dispel magic on the creature struck, using her paladin level (plus any arcane caster level she might have from another class) as her caster level, up to a maximum of +20.<\/p>\n\n\t<p>This benefit replaces the standard paladin&#39;s remove disease class feature. If the Mystic Fire Knight would later gain an extra weekly use of remove disease, she instead gains an extra daily use of spellshatter.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Bonus spell, improved spellcasting <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Smite evil 2\/day, special mount <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Spellshatter <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Champions of Valor 45<\/h5>","reference":"Usergen"},{"id":10936,"name":"Noble Heart (Paladin)","type":"base","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Noble Heart (Paladin)<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>To take a Noble Heart substitution level, a character must have Ilmater as her patron deity and be about to take her 3rd, 4th, or 6th level of paladin.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Tenacious Tracker (Su)<\/strong>: Beginning at 3rd level, a Noble Heart paladin gains the ability to follow the trail of those cruel enough to torture and maim others. She receives Track as a bonus feat. She gains a +10 competence bonus on Survival checks made to track those who have Loviatar as a patron deity.<\/p>\n\n\t<p>Furthermore, whenever she physically touches the flesh of one who has been injured within the previous hour by someone who has Loviatar as his patron deity, she receives a clear mental image of that person&#39;s true appearance.<\/p>\n\n\t<p>This benefit replaces the standard paladin&#39;s divine health class feature.<\/p>\n\n\t<p><strong>Sunder the Sadistic (Su)<\/strong>: At 4th level, a Noble Heart paladin gains the ability to reduce to rubble objects and structures dedicated to evil. Whenever she attacks an object owned by a character who has Loviatar as a patron deity, or an object that is part of a temple or other structure dedicated to Loviatar, she can ignore the object&#39;s hardness. She can also use her smite evil class ability against such objects as if they were evil creatures.<\/p>\n\n\t<p>This benefit replaces the standard paladin&#39;s ability to turn undead.<\/p>\n\n\t<p><strong>Delay Poison (Sp)<\/strong>: The enemies of the Noble Heart paladin frequently employ poison in their efforts to spread evil and cruelty. Starting at 6th level, a Noble Heart paladin can use a <a href=\/spells\/players-handbook-v35--6\/delay-poison--2387\/>delay poison<\/a> effect once per week using her paladin level as her caster level.<\/p>\n\n\t<p>This benefit replaces the remove disease class feature gained by a standard paladin. If she would later gain extra weekly uses of remove disease, the Noble Heart paladin instead gains extra weekly uses of delay poison.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Aura of courage, tenacious tracker <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Sunder the sadistic <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Delay poison<\/em> 1\/week <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Champions of Valor 46<\/h5>","reference":"Usergen"},{"id":10937,"name":"Phoenix Disciple (Monk)","type":"base","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Phoenix Disciple (Monk)<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>To take a Phoenix Disciple substitution level, a character must be lawful good, have Kossuth as his patron deity, and be about to take his 1st, 3rd, or 12th level of monk.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Purifying Flame (Su)<\/strong>: A Phoenix Disciple can transform his ki into purifying fire. Once per round, a Phoenix Disciple can add 1d6 points of fire damage to any unarmed strike. The decision to use this ability must be made before the attack is rolled; if the attack misses, the power is wasted. A Phoenix Disciple can use this ability a number of times per day equal to his monk level.<\/p>\n\n\t<p>This benefit replaces the bonus feat gained by a standard 1st-level monk.<\/p>\n\n\t<p><strong>Resistance to Fire (Ex)<\/strong>: At 3rd level, a Phoenix Disciple develops a minor tolerance for fire. He gains resistance to fire 5.<\/p>\n\n\t<p>This benefit replaces the still mind class feature gained by a standard monk at 3rd level.<\/p>\n\n\t<p><strong>Fire Stride (Sp)<\/strong>: At 12th level, a Phoenix Disciple gains the ability to use a <a href=\/spells\/forgotten-realms-campaign-setting--19\/fire-stride--1219\/>fire stride<\/a> effect (see page 69 of the <span class=caps>FORGOTTEN<\/span> <span class=caps>REALMS<\/span> Campaign Setting) once per day, using his monk level as his caster level.<\/p>\n\n\t<p>This benefit replaces the abundant step class feature gained by a standard monk at 12th level.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>_ . Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Flurry of blows, purifying flame, unarmed strike <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Resistance to fire <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Fire stride, slow fall 60 ft. <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Champions of Valor 46<\/h5>","reference":"Usergen"},{"id":10938,"name":"Purple Staff (Cleric)","type":"base","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Purple Staff (Cleric)<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>To take a Purple Staff substitution level, a character must have Chauntea, Helm, Lathander, Nobanion, Sel\u00fbne, or Sune as his patron deity and be about to take his 4th, 6th, or 9th level of cleric.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Spontaneous Faith Healing (Su)<\/strong>: At 4th level, a Purple Staff cleric gains the ability to spontaneously convert prepared cleric spells of 1st level or higher to cast <a href=\/spells\/magic-of-faerun--20\/faith-healing--1612\/>faith healing<\/a> in the same way she can convert them to cure spells. Armed with this power, a Purple Staff cleric is easily able to deal with even the most severe injuries that common folk might suffer.<\/p>\n\n\t<p>This class feature replaces the 2nd-level spell slot gained by a standard cleric at 4th level. From this point forward, a Purple Staff cleric has one less 2nd-level spell slot than normal.<\/p>\n\n\t<p><strong>Imbue with Spell Ability (Sp)<\/strong>: At 6th level, a Purple Staff cleric can use an <a href=\/spells\/players-handbook-v35--6\/imbue-with-spell-ability--2625\/>imbue with spell ability<\/a> effect to imbue a creature with a single 0- or 1st-level spell she has prepared. She can use this ability a number of times per day equal to one-half her class level. With this power, an adventuring Purple Staff cleric can leave non-spellcaster lieutenants in town to act on her behalf in emergencies or to spread out her spells to help defend a larger area (though she is not limited to these purposes, of course).<\/p>\n\n\t<p>This class feature replaces the 3rd-level spell slot gained by a standard cleric at 6th level. From this point forward, a Purple Staff cleric has one less 3rd-level spell slot than normal.<\/p>\n\n\t<p><strong>Turn Invader (Su)<\/strong>: At 9th level, a Purple Staff cleric is so devoted to protecting his homeland that he can use his ability to turn undead to frighten enemies of the Holy Realm. When standing within the borders of his country, he can turn hostile monsters or enemies of the Holy Realm as a good-aligned cleric turns undead. He cannot destroy such creatures outright using this ability.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Spontaneous faith healing <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <em>Imbue with spell ability<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Turn invader <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Champions of Valor 47<\/h5>","reference":"Usergen"},{"id":10939,"name":"Red Falcon (Paladin)","type":"base","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Red Falcon (Paladin)<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>To take a Red Falcon substitution level, a character must have the Red Knight as her patron deity and be about to take her 2nd, 4th, or 6th level of paladin.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Brilliant Strategy (Ex)<\/strong>: At 2nd level and higher, a Red Falcon can draw upon her instinct for battle to give her an amazing ability to predict the imminent actions of her enemies and her best options for taking advantage of those actions. Activating this ability is an immediate action; it grants her an insight bonus to AC equal to her Charisma bonus (if any) for 1 round. A Red Falcon can use this ability a number of times per day equal to one-half her class level.<\/p>\n\n\t<p>This benefit replaces the standard paladin&#39;s divine grace class feature.<\/p>\n\n\t<p><strong>Expanded Spell List<\/strong>: At 4th level, a Red Falcon adds <a href=\/spells\/players-handbook-v35--6\/augury--2478\/>augury<\/a> (2nd level), <a href=\/spells\/players-handbook-v35--6\/deathwatch--2728\/>deathwatch<\/a> (1st level), and <a href=\/spells\/players-handbook-v35--6\/status--2517\/>status<\/a> (2nd level) to her paladin spell list.<\/p>\n\n\t<p><strong>Military Knowledge (Ex)<\/strong>: Each time a Red Falcon substitution level is taken, the character gains a cumulative +2 competence bonus on Knowledge checks concerning military history or strategy.<\/p>\n\n\t<p><strong>Turn Undead (Su)<\/strong>: A Red Falcon is not as skilled at turning undead as a normal paladin. She can only use this ability a number of times per day equal to her Charisma modifier.<\/p>\n\n\t<p><strong>Spontaneous Extend Spell (Su)<\/strong>: At 6th level, once per day a Red Falcon can cast one of her spells as if she had prepared it with the Extend Spell feat. Doing this does not require a higher-level slot or increase the casting time for the spell.<\/p>\n\n\t<p>This class feature replaces the 1st-level spell slot normally gained at 6th level. From this point forward, a Red Falcon has one less 1st-level paladin spell slot than normal.<\/p>\n\n\t<p><strong>Trained Militia<\/strong>: At 6th level, due to her leadership and skill at war, all cohorts and followers of the Red Falcon are treated as if they had Martial Weapon Proficiency in a single weapon of the Red Falcon&#39;s choice. This benefit remains as long as the cohorts and followers remain in her service and as long as she meets with them at least once a month to refresh their training. If more than a month goes by without such a meeting, the cohorts and followers lose this proficiency until she has the opportunity to train them again. A Red Falcon can grant different weapon proficiencies to different cohorts and followers (they don&#39;t all have to gain longsword proficiency, for example).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Brilliant strategy, lay on hands, military knowledge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Expanded spell list, military knowledge, turn undead <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Military knowledge, <em>remove disease<\/em> 1\/week, spontaneous extend spell, trained militia <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Champions of Valor 48<\/h5>","reference":"Usergen"},{"id":10940,"name":"Ruby Rose Knight (Paladin)","type":"base","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Ruby Rose Knight (Paladin)<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>To take a Ruby Rose Knight substitution level, a character must have Sune as her patron and be about to take her 3rd, 6th, or 12th level of paladin.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Enduring Personality (Su)<\/strong>: A 3rd-level Ruby Rose Knight is immune to any effect that would deal Charisma damage or Charisma drain.<\/p>\n\n\t<p>This benefit replaces the standard paladin&#39;s divine health class feature.<\/p>\n\n\t<p><strong>Expanded Spell List<\/strong>: At 3rd level, a Ruby Rose Knight adds <a href=\/spells\/champions-of-valor--28\/love-bite--316\/>love bite<\/a> (see page 56) to her paladin spell list (even though she can&#39;t actually cast the spell herself until at least 4th level).<\/p>\n\n\t<p><strong>Heroism (Sp)<\/strong>: At 6th level, a Ruby Rose Knight can use a <a href=\/spells\/players-handbook-v35--6\/heroism--2553\/>heroism<\/a> effect once per week, using her class level as her caster level. She can&#39;t use this spell-like ability on herself, only on another creature.<\/p>\n\n\t<p>This benefit replaces the remove disease class feature gained by a standard paladin. If she would later gain extra weekly uses of remove disease, a Ruby Rose Knight instead gains extra weekly uses of heroism.<\/p>\n\n\t<p><strong>Heroic Rapture (Su)<\/strong>: At 12th level, once per day a Ruby Rose Knight can spend a full-round action embracing another creature to grant it great bravery. The affected creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and a number of temporary hit points equal to the Ruby Rose Knight&#39;s paladin level. The effect lasts for 1 minute.<\/p>\n\n\t<p>This benefit replaces the 3rd-level spell slot gained by a standard paladin at 12th level. From this point on, a Ruby Rose Knight has one less 3rd-level spell slot than normal.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Aura of courage, enduring personality, expanded spell list <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Heroism<\/em> 1\/week <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Heroic rapture <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Champions of Valor 49<\/h5>","reference":"Usergen"},{"id":10941,"name":"Shadow Sword (Ranger)","type":"base","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Shadow Sword (Ranger)<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>To take a Shadow Sword substitution level, a character must have Shaundakul as his patron and be about to take his 3rd, 6th, or 8th level of ranger.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Walk in Silence (Su)<\/strong>: At 3rd level, a Shadow Sword gains the ability to move with amazing silence, receiving a +5 circumstance bonus on Move Silently checks for 1 round. The ranger activates this ability with a swift action and can use it a number of times per day equal to one-half his ranger level. This ability only functions if the ranger is wearing light or no armor and carrying no more than a light load.<\/p>\n\n\t<p>This benefit replaces the Endurance bonus feat gained by a standard ranger at 3rd level.<\/p>\n\n\t<p><strong>Bane Weapon (Su)<\/strong>: At 6th level, a Shadow Sword learns how to temporarily turn any weapon he wields into a bane weapon (see page 224 of the Dungeon Master&#39;s Guide). Activating this ability requires a full-round action, at which point the ranger must choose the type (and subtype, if appropriate) of creature against which the bane special ability will apply. This choice must match a creature type (and subtype) of one of the ranger&#39;s favored enemies. The effect lasts for a number of rounds equal to one-half the ranger&#39;s class level, and can be used a number of times per day equal to one + his Wisdom modifier (minimum 1\/day). The bane ability only functions while the weapon is in the ranger&#39;s hands. The ranger can have no more than one weapon affected by this class feature at any time, nor can any weapon benefit from more than one application of this class feature (in either case, a second use immediately ends any previous effect).<\/p>\n\n\t<p>This benefit replaces the improved combat style class feature normally gained at 6th level. If a Shadow Sword ranger later gains combat style mastery, he instead gains improved combat style.<\/p>\n\n\t<p><strong>Portal Analysis (Su)<\/strong>: At 8th level, a Shadow Sword gains the ability to sense <em>portals<\/em> and manipulate them in strange ways. He automatically detects any <em>portal<\/em> within 10 feet and can thereafter study any <em>portal<\/em> within 10 feet as if using <a href=\/spells\/forgotten-realms-campaign-setting--19\/analyze-portal--1197\/>analyze portal<\/a> (see page 66 of the <span class=caps>FORGOTTEN<\/span> <span class=caps>REALMS<\/span> Campaign Setting). If he is able to activate the <em>portal<\/em>, once per day the Shadow Sword can enter it as if using the <a href=\/spells\/champions-of-valor--28\/portal-well--328\/>portal well<\/a> spell (see page 56).<\/p>\n\n\t<p>This benefit replaces the swift tracker class feature gained by a standard ranger at 8th level.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th>_ <span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Walk in silence <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Bane weapon <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> <em>Portal<\/em> analysis <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Champions of Valor 49<\/h5>","reference":"Usergen"},{"id":10942,"name":"Shooting Star (Ranger)","type":"base","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Shooting Star (Ranger)<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>To take a Shooting Star substitution level, a character must have Mystra as her patron deity and be about to take her 3rd, 4th, or 8th level of ranger.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weavespeak (Sp)<\/strong>: Because the members of this order need to report their findings over long distances, starting at 3rd level a Shooting Star develops the power to use the Weave itself to transmit short messages. Once per day the character can transmit a message of twenty-five words or less to the nearest cleric, paladin, or ranger of Mystra (the Shooting Star can&#39;t choose the recipient). This ability only functions where the Weave is active, and it cannot jump planar boundaries; the ranger knows if either condition would prevent the message from reaching its target. It is otherwise the equivalent of a sending spell.<\/p>\n\n\t<p>This benefit replaces the Endurance bonus feat gained by a standard ranger at 3rd level.<\/p>\n\n\t<p><strong>Bonus Spells (Su)<\/strong>: At 4th level, a Shooting Star gains a bonus 1st-level ranger spell slot as if from a high Wisdom score. At 8th level she gains a bonus 2nd-level ranger spell slot, at 11th level she gains a bonus 3rd-level ranger spell slot, and at 14th level she gains a bonus 4th-level ranger spell slot.<\/p>\n\n\t<p>This benefit replaces the animal companion class feature gained by a standard ranger at 4th level.<\/p>\n\n\t<p><strong>Improved Spellcasting (Ex)<\/strong>: When casting ranger spells, a Shooting Star can treat her caster level as equal to one-half her ranger level +2. If she also has arcane spellcasting ability from another class, she can add her caster level from that class to this value to determine her caster level.<\/p>\n\n\t<p><strong>Expanded Spell List<\/strong>: At 8th level, a Shooting Star adds <a href=\/spells\/players-handbook-v35--6\/see-invisibility--2514\/>see invisibility<\/a> (2nd level) and <a href=\/spells\/players-handbook-v35--6\/word-of-recall--2473\/>word of recall<\/a> (4th level) to her ranger spell list.<\/p>\n\n\t<p>This replaces the standard ranger&#39;s swift tracker class feature.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> <em>Weavespeak<\/em> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Bonus spells, improved spellcasting <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bonus spells, expanded spell list <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus spells <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus spells <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Champions of Valor 50<\/h5>","reference":"Usergen"},{"id":10943,"name":"Vigilant Eye of Helm (Paladin)","type":"base","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Vigilant Eye of Helm (Paladin)<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>To take a Vigilant Eye substitution level, a character must have Helm as her patron deity and be about to take her 1st, 3rd, or 4th level of paladin.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Know Greatest Enemy (Su)<\/strong>: A Vigilant Eye automatically knows which enemy in her presence is the most powerful (in game terms, which enemy has the highest CR). This benefit applies only to enemies that she can see that are within 60 feet of her. She does not need to use an action to know this, and this sense updates automatically if current foes leave or die or if new opponents arrive. She doesn&#39;t know why the most powerful enemy is such (for example, she wouldn&#39;t know that the most powerful orc in a patrol was a 3rd-level barbarian), just that it is so. She doesn&#39;t know exactly how tough this enemy is, but does know if that enemy is significantly more powerful than her (in game terms, if its CR is 4 or more above her effective character level).<\/p>\n\n\t<p>This benefit replaces the standard paladin&#39;s detect evil class feature.<\/p>\n\n\t<p><strong>Expanded Spell List<\/strong>: A Vigilant Eye adds <a href=\/spells\/players-handbook-v35--6\/see-invisibility--2514\/>see invisibility<\/a> (2nd level) to her paladin spell list.<\/p>\n\n\t<p><strong>Vigilant Aid (Su)<\/strong>: Starting at 3rd level, when a Vigilant Eye uses the aid another special attack in melee combat to give an ally a bonus to his AC, she only has to spend a move action rather than a standard action. She can use more than one aid another special attack in a single round, but no ally can be aided more than once per round in this fashion.<\/p>\n\n\t<p>This benefit replaces the standard paladin&#39;s divine health class feature.<\/p>\n\n\t<p><strong>Awesome Smite (Su)<\/strong>: At 4th level, a Vigilant Eye gains the ability to repel enemies with powerful holy power. As a standard action, she can spend a daily smite evil attempt and strike an evil creature as if she had the <a href=\/feats\/monster-manual-v--78\/awesome-blow--157\/>Awesome Blow<\/a> feat (see page 303 of the Monster Manual), even if she does not have the normal prerequisites for that feat. Note that the paladin doesn&#39;t also gain the normal benefit of smite evil. She is treated as if one size category larger than normal for determining which creatures she can affect with this ability. If she accidentally uses this ability against a creature that isn&#39;t evil, she deals normal damage but the Awesome Blow effect is not triggered, and it still counts as one of her daily uses of smite evil.<\/p>\n\n\t<p>This benefit replaces the standard paladin&#39;s turn undead class feature.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Aura of good, expanded spell list, know greatest enemy, smite evil 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Aura of courage, vigilant aid <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Awesome smite <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Champions of Valor 51<\/h5>","reference":"Usergen"},{"id":10944,"name":"Wary Swordknight (Paladin)","type":"base","alignment":"","hit_die":"10","full_text":"<div topic='titel'><p><h3>Wary Swordknight (Paladin)<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>To take a Wary Swordknight substitution level, a character must be a halfling, have Arvoreen as her patron deity, and be about to take her 3rd, 4th, or 6th level of paladin.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Tougher than Small (Ex)<\/strong>: When a Wary Swordknight is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), she is treated as one size larger if doing so is advantageous to her. A Wary Swordknight is also considered to be one size larger when determining whether a creature&#39;s special attacks based on size (such as improved grab or swallow whole) can affect her. The benefits of this class feature stack with effects that change her size category.<\/p>\n\n\t<p>This benefit replaces the standard paladin&#39;s aura of courage class feature.<\/p>\n\n\t<p><strong>Uncanny Dodge (Ex)<\/strong>: At 4th level, a Swordknight gains uncanny dodge (as the barbarian class feature of the same name).<\/p>\n\n\t<p>This benefit replaces the standard paladin&#39;s turn undead class feature.<\/p>\n\n\t<p><strong>Haste (Sp)<\/strong>: At 6th level, a Swordknight becomes able to use a <a href=\/spells\/players-handbook-v35--6\/haste--2823\/>haste<\/a> effect on herself once per day. Her caster level for this ability is equal to one-half her paladin level.<\/p>\n\n\t<p>This benefit replaces the 1st-level spell slot gained at 6th level, as well as the remove disease class feature normally gained at 6th level. From this point forward, a Wary Swordknight has one less weekly use of remove disease than normal.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Divine health, tougher than small <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Uncanny dodge <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Haste (self) 1\/day <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Champions of Valor 51<\/h5>","reference":"Usergen"},{"id":10945,"name":"Demonwrecker Arcane","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Demonwrecker Arcane<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>Same as <a href=\/classes\/demonwrecker\/>Demonwrecker<\/a><\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Class Features<\/strong>: The demonwrecker arcane gains the same class features as the <a href=\/classes\/demonwrecker\/>demonwrecker<\/a>, except as noted in Advancement (below).<\/p>\n\n\t<p><strong>Spell Smite (Su)<\/strong>: You gain the ability to smite evil once per day with any arcane spell that requires an attack roll and deals damage. When you use this ability, you gain a bonus equal to your primary spellcasting ability modifier (Intelligence for wizards, or Charisma for sorcerers or bards) on your attack rolls and damage rolls.<\/p>\n\n\t<p>A single spell can never gain this extra damage more than once per casting. For instance, a scorching ray spell with multiple rays gains the extra damage on only one ray, even if multiple rays are directed at the same target. If this ability is used with a spell that deals damage for more than 1 round, the extra damage is dealt in each round.<\/p>\n\n\t<p><strong>Other Adaptations<\/strong>: This prestige class can also be adapted easily (in either its arcane or its divine manifestation) to target devils instead of demons. To create a devilwrecker, simply replace chaotic with lawful and cold iron with silver wherever those terms appear in the description.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spellcasting <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Breach spell resistance, spell smite 1\/day <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +0<\/td>\n\t\t\t<td>  +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Spell smite 2\/day <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Demonwreck spell damage <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Spell smite 3\/day <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Perfect breach <\/td>\n\t\t\t<td> +1 level of existing arcane spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Expedition to the Demonweb Pits 170<\/h5>","reference":"Usergen"},{"id":10946,"name":"Pixie","type":"base","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Pixie<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Pixies are proficient with all simple weapons, with the short sword, and with the composite longbow, but not with armor or shields.<\/p>\n\n\t<p><strong>Feats<\/strong>: A pixie receives one feat at 1st level. It gains Dodge as a bonus feat at 2nd level. After 5th level it gains feats normally according to its character level, as shown on Table 2&#8212;5: Experience and Level-Dependent Benefits. Lesser Pixie Powers (Sp): A pixie can use the following spell-like abilities once per day: dancing fights, detect chaos, detect good, detect evil, detect law, entangle, and invisibility (self only). Its caster level for all spell-like abilities is equal to its class level + 3 (save DC 10 + spell level + pixie&#39;s Cha modifier).<\/p>\n\n\t<p><strong>Pixie Powers (Sp)<\/strong>: Beginning at 3rd level, a pixie can use detect thoughts and dispel magic once per day.<\/p>\n\n\t<p><strong>Natural Invisibility (Su)<\/strong>: At 4th level, a pixie is naturally invisible and remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.<\/p>\n\n\t<p><strong>Craft Special Arrows<\/strong>: Upon reaching 4th level, a pixie can craft pixie sleep arrows and pixie memory loss arrows as though meeting all of the prerequisites.<\/p>\n\n\t<p><strong>Greater Pixie Powers (Sp)<\/strong>: At 5th level, a pixie can use confusion (by touch), permanent image (visual and auditory elements only), and polymorph self once per day. A pixie with a Charisma of at least 20 can also use Otto&#39;s irresistible dance once per day.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Skill Points <\/th>\n\t\t\t<th>CR <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> (6 + Int mod) \u00d7 4 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> Feat, lesser pixie powers 1\/day <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> Dodge, fly 20 ft. (good), +2 Int, +2 Cha <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> Pixie powers 1\/day, fly 40 ft. (good), +1 natural armor, +2 Dex, +2 Wis <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> Natural invisibility fly 60 ft. (good) craft special arrows,+2 Int, +2 Cha <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> Greater pixie powers 1\/day, SR 16, +2 Dex, +2 Wis <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Savage Species 190<\/h5>","reference":"Usergen"},{"id":10947,"name":"Monk Variant: Fighting Styles","type":"base","alignment":"","hit_die":"","full_text":"<div topic='titel'><p><h3>Monk Variant: Fighting Styles<\/h3><\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p>A 1st-level monk (regardless of character level) may select one of the fighting styles described below. By selecting one of these fighting styles, she dictates which bonus feats she gains at 1st, 2nd, and 6th level (when a monk normally gains one of two bonus feats, as given in the Player&#39;s Handbook). In addition, at 1st level she gets a +2 bonus on checks involving a skill of her selection (in exchange for the freedom of choice she gives up by preselecting her bonus feats). Finally, she gains a bonus ability at 6th level if she has met the listed prerequisites by that time. If the character hasn&#39;t yet met the prerequisites, she doesn&#39;t gain the bonus ability, even if she meets the prerequisites at some later time.<\/p>\n\n\t<p>These fighting styles serve a variety of purposes in a campaign. Each one might symbolize a different monastery, creating a rivalry (friendly or unfriendly) between their students. Perhaps a specific master teaches each style only to a few select students, meaning that a monk must prove herself worthy before pursuing the training. Or maybe each monk simply chooses her own way in life, styling herself after great martial artists of the past.<\/p>\n\n\t<p>A monk can abandon her fighting style by selecting a different bonus feat at 2nd or 6th level; however, if she does so, she loses the bonus on skill checks gained at 1st level and never gains the bonus ability of the fighting style (even if she meets the prerequisites).<\/p>\n\n\t<h4>Cobra Strike<\/h4>\n\n\t<p>Monks of the Cobra Strike School specialize in agility and defense. By making herself hard to pin down, the Cobra Strike monk forces the enemy to fight on her terms.<br \/><strong>1st-Level Skill Bonus<\/strong>: Escape Artist.<br \/><strong>1st-Level Feat<\/strong>: Dodge.<br \/><strong>2nd-Level Feat<\/strong>: Mobility.<br \/><strong>6th-Level Feat<\/strong>: Spring Attack.<br \/><strong>6th-Level Bonus Ability<\/strong>: The dodge bonus to Armor Class granted by your Dodge feat increases to +2. Prerequisites: Balance 4 ranks, Escape Artist 9 ranks.<\/p>\n\n\t<h4>Denying Stance<\/h4>\n\n\t<p>The Denying Stance monk seeks to neutralize the opponent&#39;s maneuvers, thwarting him at every turn until he becomes so frustrated that he makes a crucial error.<br \/><strong>1st-Level Skill Bonus<\/strong>: Tumble.<br \/><strong>1st-Level Feat<\/strong>: Improved Grapple.<br \/><strong>2nd-Level Feat<\/strong>: Combat Reflexes.<br \/><strong>6th-Level Feat<\/strong>: Improved Disarm.<br \/><strong>6th-Level Bonus Ability<\/strong>: When fighting defensively or using the Combat Expertise feat, you gain a +2 bonus on grapple checks and disarm attempts. Prerequisites: Tumble 9 ranks, Combat Expertise.<\/p>\n\n\t<h4>Hand and Foot<\/h4>\n\n\t<p>Students of the Hand and Foot style learn to use their appendages for both offense and defense.<br \/><strong>1st-Level Skill Bonus<\/strong>: Balance.<br \/><strong>1st-Level Feat<\/strong>: Stunning Fist.<br \/><strong>2nd-Level Feat<\/strong>: Deflect Arrows.<br \/><strong>6th-Level Feat<\/strong>: Improved Trip.\n*6th-Level Bonus Ability: You gain a +2 bonus on attacks of opportunity made against an opponent attempting to bull rush or trip you, and a +4 bonus on Dexterity or Strength checks to avoid being tripped or bull rushed. Prerequisites: Balance 9 ranks, Tumble 4 ranks.<\/p>\n\n\t<h4>Invisible Eye<\/h4>\n\n\t<p>Monks of the Invisible Eye rely on their senses, particularly hearing, to aid them in combat.<br \/><strong>1st-Level Skill Bonus<\/strong>: Listen.<br \/><strong>1st-Level Feat<\/strong>: Combat Reflexes.<br \/><strong>2nd-Level Feat<\/strong>: Lightning Reflexes.<br \/><strong>6th-Level Feat<\/strong>: Blind-Fight.<br \/><strong>6th-Level Bonus Ability<\/strong>: When unarmed and fighting defensively, using Combat Expertise, or using the total defense action, increase the dodge bonus to Armor Class that you gain from using that tactic by 1. Prerequisites: Listen 9 ranks, Agile.<\/p>\n\n\t<h4>Overwhelming Attack<\/h4>\n\n\t<p>A monk trained in the Overwhelming Attack style always presses the advantage, preferring a showy display of all-out offense to any form of defense.<br \/><strong>1st-Level Skill Bonus<\/strong>: Intimidate.<br \/><strong>1st-Level Feat<\/strong>: Power Attack.<br \/><strong>2nd-Level Feat<\/strong>: Improved Bull Rush.<br \/><strong>6th-Level Feat<\/strong>: Improved Overrun.<br \/><strong>6th-Level Bonus Ability<\/strong>: If you have used Intimidate to demoralize your opponent at any time within the previous 10 rounds, you gain a +4 bonus on Strength checks made to bull rush or overrun that opponent. Prerequisites: Intimidate 4 ranks, Perform (dance) 4 ranks.<\/p>\n\n\t<h4>Passive Way<\/h4>\n\n\t<p>The Passive Way focuses on making your opponent overreach himself or underestimate your skill.<br \/><strong>1st-Level Skill Bonus<\/strong>: Bluff.<br \/><strong>1st-Level Feat<\/strong>: Combat Expertise.<br \/><strong>2nd-Level Feat<\/strong>: Improved Trip.<br \/><strong>6th-Level Feat<\/strong>: Improved Feint.<br \/><strong>6th-Level Bonus Ability<\/strong>: You gain a +4 bonus on Strength checks made to trip an opponent who is denied his Dexterity bonus to Armor Class. Prerequisites: Bluff 4 ranks, Sense Motive 4 ranks, Skill Focus (Bluff).<\/p>\n\n\t<h4>Sleeping Tiger<\/h4>\n\n\t<p>The Sleeping Tiger style mixes smooth motions with powerful strikes. It favors a quick, first-strike approach, preferably from a position of ambush.<br \/><strong>1st-Level Skill Bonus<\/strong>: Hide.<br \/><strong>1st-Level Feat<\/strong>: Weapon Finesse.<br \/><strong>2nd-Level Feat<\/strong>: Improved Initiative.<br \/><strong>6th-Level Feat<\/strong>: Improved Sunder.<br \/><strong>6th-Level Bonus Ability<\/strong>: Once per round, when an opponent would be denied his Dexterity bonus to Armor Class, the monk deals an extra 1d6 points of damage with a melee attack made with a light weapon. Any creature immune to sneak attacks is immune to this ability. Prerequisites: Hide 9 ranks, Power Attack.<\/p>\n\n\t<h4>Undying Way<\/h4>\n\n\t<p>Monks of the Undying Way believe in patience above all else. They work to outlast their opponents by means of superior endurance.<br \/><strong>1st-Level Skill Bonus<\/strong>: Concentration.<br \/><strong>1st-Level Feat<\/strong>: Toughness.<br \/><strong>2nd-Level Feat<\/strong>: Endurance.<br \/><strong>6th-Level Feat<\/strong>: Diehard.<br \/><strong>6th-Level Bonus Ability<\/strong>: When fighting defensively, using Combat Expertise, or using the total defense action, the monk gains damage reduction 2\/&#8212;. Prerequisites: Concentration 9 ranks.<\/p><br\/><h5>Reference: Unearthed Arcana 52<\/h5>","reference":"Usergen"},{"id":10948,"name":"Barbarian Variant","type":"base","alignment":"","hit_die":"","full_text":"<div topic='titel'><p><h3>Barbarian Variant<\/h3><\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Gain<\/strong>: Favored enemy (as ranger); archery combat style, improved archery combat style, and archery combat style mastery (as ranger).<\/p>\n\n\t<p><strong>Lose<\/strong>: Rage, greater rage, indomitable will, tireless rage, mighty rage.<\/p><br\/><h5>Reference: Unearthed Arcana 58<\/h5>","reference":"Usergen"},{"id":10949,"name":"Bard Variant","type":"base","alignment":"","hit_die":"","full_text":"<div topic='titel'><p><h3>Bard Variant<\/h3><\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Gain<\/strong>: Animal companion (as druid), nature sense (as druid), resist nature&#39;s lure (as druid), wild empathy (as druid).<\/p>\n\n\t<p><strong>Lose<\/strong>: Bardic knowledge, inspire courage, inspire competence, inspire greatness, inspire heroics.<\/p><br\/><h5>Reference: Unearthed Arcana 58<\/h5>","reference":"Usergen"},{"id":10950,"name":"Druid Variant","type":"base","alignment":"","hit_die":"","full_text":"<div topic='titel'><p><h3>Druid Variant<\/h3><\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Gain<\/strong>: Bonus to Armor Class when unarmored (as monk, including Wisdom bonus to AC), fast movement (as monk), favored enemy (as ranger), swift tracker (as ranger), Track feat (as ranger).<\/p>\n\n\t<p><strong>Lose<\/strong>: Armor and shield proficiency, wild shape (all versions).<\/p><br\/><h5>Reference: Unearthed Arcana 58<\/h5>","reference":"Usergen"},{"id":10951,"name":"Fighter Variant","type":"base","alignment":"","hit_die":"","full_text":"<div topic='titel'><p><h3>Fighter Variant<\/h3><\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Gain<\/strong>: Sneak attack (as rogue).<\/p>\n\n\t<p><strong>Lose<\/strong>: Bonus feats.<\/p><br\/><h5>Reference: Unearthed Arcana 58<\/h5>","reference":"Usergen"},{"id":10952,"name":"Monk Variant","type":"base","alignment":"","hit_die":"","full_text":"<div topic='titel'><p><h3>Monk Variant<\/h3><\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Gain<\/strong>: Damage reduction (as barbarian).<\/p>\n\n\t<p><strong>Lose<\/strong>: Enhancement bonus to unarmored speed, bonus to Armor Class when unarmored (retain Wisdom bonus to AC when unarmored).<\/p><br\/><h5>Reference: Unearthed Arcana 58<\/h5>","reference":"Usergen"},{"id":10953,"name":"Paladin Variant","type":"base","alignment":"","hit_die":"","full_text":"<div topic='titel'><p><h3>Paladin Variant<\/h3><\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Gain<\/strong>: Favored enemy (as ranger; may only select aberrations, dragons, giants, monstrous humanoids, evil outsiders, or undead).<\/p>\n\n\t<p><strong>Lose<\/strong>: Lay on hands, turn undead, remove disease.<\/p><br\/><h5>Reference: Unearthed Arcana 58<\/h5>","reference":"Usergen"},{"id":10954,"name":"Ranger Variant","type":"base","alignment":"","hit_die":"","full_text":"<div topic='titel'><p><h3>Ranger Variant<\/h3><\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Gain<\/strong>: Wild shape (as druid; Small or Medium animals only), fast movement (as barbarian).<\/p>\n\n\t<p><strong>Lose<\/strong>: Combat style, improved combat style, combat style mastery.<\/p><br\/><h5>Reference: Unearthed Arcana 58<\/h5>","reference":"Usergen"},{"id":10955,"name":"Sorcerer\/Wizard Variant","type":"base","alignment":"","hit_die":"","full_text":"<div topic='titel'><p><h3>Sorcerer\/Wizard Variant<\/h3><\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Gain<\/strong>: Animal companion (as druid; treat sorcerer or wizard as a druid of half his class level).<\/p>\n\n\t<p><strong>Lose<\/strong>: Familiar.<\/p><br\/><h5>Reference: Unearthed Arcana 58<\/h5>","reference":"Usergen"},{"id":10956,"name":"Rogue Variant","type":"base","alignment":"","hit_die":"","full_text":"<div topic='titel'><p><h3>Rogue Variant<\/h3><\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Gain<\/strong>: Bonus feats (as fighter).<\/p>\n\n\t<p><strong>Lose<\/strong>: Sneak attack.<\/p><br\/><h5>Reference: Unearthed Arcana 58<\/h5>","reference":"Usergen"},{"id":10957,"name":"Wizard Variant","type":"base","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Wizard Variant<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Gain<\/strong>: Bonus feat list (as fighter; bonus feats gained at 1st level and every five levels as wizard).<\/p>\n\n\t<p><strong>Lose<\/strong>: Scribe Scroll, wizard bonus feat list.<\/p><br\/><h5>Reference: Unearthed Arcana 59<\/h5>","reference":"Usergen"},{"id":10958,"name":"Abjurer Variant","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Abjurer Variant<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Resistance to Energy (Su)<\/strong>: Once per day, an abjurer using this variant can create a mystical shield that grants herself or any one creature that she touches limited protection against a chosen energy type (acid, cold, electricity, fire, or sonic). The affected creature gains resistance equal to 5 plus one-half the abjurer&#39;s class level against the chosen energy type. Activating this ability is a standard action. Once activated, the protection lasts for 1 hour. This protection overlaps with (and does not stack with) the effects of spells such as resist energy.<\/p>\n\n\t<p>An abjurer using this variant permanently gives up the ability to obtain a familiar.<\/p>\n\n\t<p><strong>Aura of Protection (Ex)<\/strong>: Once per day, a 5th-level abjurer using this variant can generate a protective aura that shields against both physical and magical attacks. When the abjurer generates this field, she gains a deflection bonus to her Armor Class and a resistance bonus on all saving throws equal to her Intelligence modifier. This ability requires a standard action to activate, and each use protects against only one attack or spell. Once activated, the protective aura lasts for 1 minute or until the abjurer is attacked or required to make a saving throw, whichever comes first.<\/p>\n\n\t<p>An abjurer using this variant can use this ability one additional time per day for every five class levels gained above 5th.<\/p>\n\n\t<p>An abjurer using this variant does not gain bonus feats for advancing as a wizard.<\/p>\n\n\t<p><strong>Spontaneous Dispelling (Ex)<\/strong>: At 5th level, an abjurer using this variant gains the ability to spontaneously cast the spell dispel magic. This ability is similar to the cleric&#39;s ability to spontaneously cast cure spells, with a few exceptions. The abjurer can &quot;lose&quot; four or more levels of prepared spells to cast dispel magic. The prepared spells can be of any level or combination of levels as long as the total spell levels add up to four or more (0-level spells don&#39;t count). For example, an abjurer using this variant could lose two 2nd-level spells or one 1st-level spell and one 3rd-level spell to cast dispel magic.<\/p>\n\n\t<p>At 11th level, an abjurer can &quot;lose&quot; seven or more levels of prepared spells to spontaneously cast greater dispel magic.<\/p>\n\n\t<p>An abjurer using this variant can use it in conjunction with a readied action to use dispel magic or greater dispel magic as a counterspell.<\/p>\n\n\t<p>An abjurer using this variant does not gain additional spells per day for being a specialist wizard.<\/p><br\/><h5>Reference: Unearthed Arcana 59<\/h5>","reference":"Usergen"},{"id":10959,"name":"Conjurer Variant","type":"base","alignment":"","hit_die":"","full_text":"<div topic='titel'><p><h3>Conjurer Variant<\/h3><\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Rapid Summoning (Ex)<\/strong>: Any time a conjurer using this variant casts a summon monster spell, its casting time is 1 standard action rather than 1 full round. (Creatures so summoned can only take a standard action in the round they are summoned.) Conjurers using this variant gain the normal benefits from enhancing a summon monster spell with the Quicken Spell feat.<\/p>\n\n\t<p>A conjurer using this variant permanently gives up the ability to obtain a familiar.<\/p>\n\n\t<p><strong>Enhanced Summoning (Ex)<\/strong>: At 1st level, a conjurer using this variant gains the Augmented Summoning feat for free instead of the Scribe Scroll feat.<\/p>\n\n\t<p>At 5th level, the conjurer&#39;s summoned creatures become particularly tough to dispel. Add 2 to the DC of any caster level check made to dispel the conjurer&#39;s summoned creatures. At 15th level, this addition to the DC increases to 4.<\/p>\n\n\t<p>At 10th level, the conjurer&#39;s summoned creatures gain an additional +2 bonus to Strength and Constitution. At 20th level, these bonuses increase to +4. These bonuses stack with those granted by the Augmented Summoning feat.<\/p>\n\n\t<p>A conjurer using this variant does not gain bonus feats for advancing as a wizard.<\/p>\n\n\t<p><strong>Spontaneous Summoning (Ex)<\/strong>: Conjurers using this variant can &quot;lose&quot; a prepared spell to cast any summon monster spell of a lower level. For example, a conjurer who has prepared greater invisibility (a 4th-level spell) may lose that spell to cast summon monster I, summon monster II, or summon monster <span class=caps>III<\/span>.<\/p>\n\n\t<p>A conjurer using this variant does not gain additional spells per day for being a specialist wizard.<\/p>\n\n\t<p><em>Note<\/em>: Since conjurers using this variant obviously summon monsters frequently, the DM should require the conjurer&#39;s player to prepare simple record sheets ahead of time for each monster that the character commonly summons. It is also important to emphasize speedy play on the part of the conjurer and his summoned monsters.<\/p><br\/><h5>Reference: Unearthed Arcana 60<\/h5>","reference":"Usergen"},{"id":10960,"name":"Diviner Variant","type":"base","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Diviner Variant<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Enhanced Awareness (Ex)<\/strong>: A diviner using this variant adds Sense Motive to her list of class skills. In addition, she gains minor benefits when casting certain divination spells.<\/p>\n\n\t<p>She needs only to study an item for 10 minutes (rather than 1 hour) when casting identify.<\/p>\n\n\t<p>An arcane eye cast by the diviner travels at 20 feet per round when studying its surroundings (rather than 10 feet per round).<\/p>\n\n\t<p>Add +1 to the saving throw DCs of the character&#39;s divination spells. (This bonus stacks with the bonus from the Spell Focus and Greater Spell Focus feats.)<\/p>\n\n\t<p>A diviner using this variant permanently gives up the ability to obtain a familiar.<\/p>\n\n\t<p><strong>Bonus Feat List<\/strong>: A diviner using this variant gradually grows in awareness and perceptive ability, but at the expense of her metamagic capabilities. The diviner may not select a metamagic feat as a wizard bonus feat (that is, those feats gained at 5th, 10th, 15th, and 20th level). However, the following feats are added to the list of bonus feats available to her at those levels: Alertness, Blind-Fight, Improved Initiative, Lightning Reflexes, and Skill Focus (Spot, Listen, or Sense Motive only).<\/p>\n\n\t<p><strong>Prescience (Ex)<\/strong>: Gifted with extraordinary insight and perceptive abilities, a diviner using this variant can add an insight bonus equal to her Intelligence modifier to any attack roll, saving throw, skill check, or level check she makes. The diviner can use this ability once per day, plus one additional time per day for every five class levels attained. Using this ability is a free action that can be taken out of turn if needed, but the character must choose to use this ability before the die roll is made.<\/p>\n\n\t<p>A diviner using this variant does not gain additional spells per day for being a specialist wizard.<\/p><br\/><h5>Reference: Unearthed Arcana 60<\/h5>","reference":"Usergen"},{"id":10961,"name":"Enchanter Variant","type":"base","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Enchanter Variant<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Cohort<\/strong>: Upon reaching 6th level, an enchanter using this variant gains the service of a loyal cohort of the player&#39;s choice (with the DM&#39;s approval). The cohort is a 4th-level character when first gained; after that point, follow the normal rules described in the Leadership feat (page 106 of the Dungeon Master&#39;s Guide) to determine the cohort&#39;s level, but treat the enchanter&#39;s level as being two lower than normal.<\/p>\n\n\t<p>The enchanter doesn&#39;t gain any followers from this ability. If the enchanter selects the Leadership feat, he attracts followers as normal, the penalty to the enchanter&#39;s effective level is eliminated, and the enchanter automatically qualifies for the &quot;special power&quot; modifier to his Leadership score.<\/p>\n\n\t<p>An enchanter using this variant permanently gives up the ability to obtain a familiar.<br \/><strong>Social Proficiency (Ex)<\/strong>: Enchanters using this variant are as proficient at manipulating others through mundane means as they are at influencing their minds magically. Add the following skills to the character&#39;s list of wizard class skills: Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive. The enchanter also gains a +2 competence bonus on checks involving one of these skills (player&#39;s choice) every five levels (5th, 10th, 15th, and 20th). This bonus can only be applied once to each skill.<\/p>\n\n\t<p>An enchanter using this variant does not gain bonus feats for advancing as a wizard.<\/p>\n\n\t<p><strong>Extended Enchantment (Su)<\/strong>: Enchanters using this variant ensnare the minds of others more easily with their magic, and as a result their enchantment spells last longer than those cast by other spellcasters. Once per day, plus one additional time per two class levels gained above 1st, an enchanter using this variant can cast a spell from the enchantment school as if it were enhanced by the Extend Spell metamagic feat. This enhancement does not affect the spell&#39;s level. This ability cannot be used to extend a spell with a duration of concentration, instantaneous, or permanent.<\/p>\n\n\t<p>An enchanter using this variant does not gain additional spells per day for being a specialist wizard.<\/p><br\/><h5>Reference: Unearthed Arcana 61<\/h5>","reference":"Usergen"},{"id":10962,"name":"Evoker Variant","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Evoker Variant<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Energy Affinity (Ex)<\/strong>: Evokers using this variant must choose an energy type (acid, cold, electricity, fire, or sonic). This choice is made upon character creation and cannot be altered thereafter. Any time the character casts an evocation spell with the chosen energy type, she casts the spell as if her caster level were one higher (affecting range, duration, damage, caster level checks, and any other factor influenced by caster level).<\/p>\n\n\t<p>An evoker using this variant permanently gives up the ability to obtain a familiar.<\/p>\n\n\t<p><strong>Energy Substitution (Ex)<\/strong>: An evoker of 5th level or higher using this variant can substitute energy of one type for another. When casting a spell that has an energy descriptor (acid, cold, electricity, fire, or sonic), the evoker can change the energy descriptor and the spell&#39;s effects to energy of a different type.<\/p>\n\n\t<p>Using this ability is a free action that must be declared before the spell is cast. The evoker can use this ability once per day for each five class levels he has attained (1\/day at 5th, 2\/day at 10th, and so on).<\/p>\n\n\t<p>An evoker using this variant does not gain bonus feats for advancing as a wizard.<\/p>\n\n\t<p><strong>Overcome Resistance (Ex)<\/strong>: The energy spells of an evoker using this variant can ignore some or all of a target&#39;s resistance to energy. Using this ability is a free action that must be announced before the evoker casts the spell to be affected. Every creature affected by the spell is treated as if its resistance to the spell&#39;s energy type was 10 points lower, to a minimum of 0. (This lowered resistance applies only to this spell; other effects with the same energy descriptor must get through the creature&#39;s normal resistance.)<\/p>\n\n\t<p>The overcome resistance ability does not give the affected spell any ability to affect creatures with immunity to the spell&#39;s energy type, nor does the affected spell have any additional effect on creatures that do not have resistance to energy.<\/p>\n\n\t<p>An evoker may use this ability one time per day, plus one additional time per day for every two class levels attained beyond 1st (2\/day at 3rd, 3\/day at 5th, and so forth).<\/p>\n\n\t<p>An evoker using this variant does not gain additional spells per day for being a specialist wizard.<\/p><br\/><h5>Reference: Unearthed Arcana 62<\/h5>","reference":"Usergen"},{"id":10963,"name":"Illusionist Variant","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Illusionist Variant<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Chains of Disbelief (Ex)<\/strong>: Even if a viewer disbelieves an illusion created by an illusionist using this variant and communicates the details of the illusion to other creatures, those other creatures do not receive the normal +4 bonus on their saving throws to disbelieve the illusion. Furthermore, even when presented with incontrovertible proof that the illusion isn&#39;t real, creatures must still succeed on a Will saving throw to see objects or creatures that the illusion obscures, although they get a +10 bonus on the saving throw.<\/p>\n\n\t<p>An illusionist using this variant permanently gives up the ability to obtain a familiar.<\/p>\n\n\t<p><strong>Shadow Shaper<\/strong>: An illusionist using this variant has a special bond with the Plane of Shadow, and gains several special abilities as he advances in level.<\/p>\n\n\t<p>At 1st level, Hide is treated as a class skill for the illusionist.<\/p>\n\n\t<p>At 5th level, the illusionist may add his Intelligence modifier (in addition to his Dexterity modifier) to his Hide skill checks.<\/p>\n\n\t<p>At 10th level, the illusionist&#39;s illusions become infused with shadow stuff from the Plane of Shadow, making them more realistic and more likely to fool the senses. The save DCs of the illusionist&#39;s illusion spells increase by +1. This benefit stacks with similar bonuses, such as from Spell Focus.<\/p>\n\n\t<p>At 15th level, the illusionist can hide in plain sight (as the ranger ability, except that the illusionist need not be in natural terrain).<\/p>\n\n\t<p>At 20th level, the illusionist gains the ability to blend into shadows. In any condition of illumination that would normally grant the illusionist concealment, he instead gains total concealment (as if he were invisible).<\/p>\n\n\t<p>An illusionist using this variant does not gain bonus feats for advancing as a wizard.<\/p>\n\n\t<p><strong>Illusion Mastery (Ex)<\/strong>: An illusionist using this variant automatically adds two illusion spells to his spellbook every time he gains a level that grants access to a new spell level. Furthermore, any time the illusionist learns a new illusion spell, he treats that spell as if he had mastered it with the Spell Mastery feat.<\/p>\n\n\t<p>An illusionist using this variant does not gain additional spells per day for being a specialist wizard.<\/p><br\/><h5>Reference: Unearthed Arcana 63<\/h5>","reference":"Usergen"},{"id":10964,"name":"Necromancer Variant","type":"base","alignment":"","hit_die":"","full_text":"<div topic='titel'><p><h3>Necromancer Variant<\/h3><\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Skeletal Minion<\/strong>: A 1st-level necromancer using this variant can begin play with an undead minion (a human warrior skeleton, as described on page 226 of the Monster Manual). Obtaining this minion takes 24 hours and uses up magical materials that cost 100 gp.<\/p>\n\n\t<p>This creature is a loyal servant that follows the necromancer&#39;s commands and accompanies her on adventures if desired. If the skeletal minion is destroyed, the necromancer suffers no ill effects and may replace it by performing a ceremony identical to the one that allowed her to obtain her first servant.<\/p>\n\n\t<p>At 1st level, the skeleton is completely typical, but it gains power as the necromancer gains levels. The skeleton has a number of Hit Dice equal to the necromancer&#39;s class level. Add one-half the necromancer&#39;s class level to the skeleton&#39;s natural armor bonus. Add one-third of the necromancer&#39;s class level to the skeleton&#39;s Strength and Dexterity scores.<\/p>\n\n\t<p>A necromancer using this variant permanently gives up the ability to obtain a familiar.<\/p>\n\n\t<p><strong>Undead Apotheosis (Ex)<\/strong>: As a necromancer using this variant progresses in levels, she gains some of the qualities that typify undead creatures.<\/p>\n\n\t<p>At 5th level, the necromancer gains a +2 bonus on all saving throws made to resist sleep, stun, paralysis, poison, or disease. This bonus increases to +4 at 15th level.<\/p>\n\n\t<p>At 10th level, the necromancer gains a +4 bonus on saving throws made to resist ability damage, ability drain, or energy drain.<\/p>\n\n\t<p>At 20th level, the necromancer gains 25% resistance to critical hits, as the light fortification armor special ability described on page 219 of the Dungeon Master&#39;s Guide.<\/p>\n\n\t<p>A necromancer using this variant does not gain bonus feats for advancing as a wizard.<\/p>\n\n\t<p><strong>Enhanced Undead (Ex)<\/strong>: Any time a necromancer using this variant creates an undead creature (such as with animate dead, create undead, or create greater undead), all undead creatures created gain a +4 enhancement bonus to Strength and Dexterity, and two additional hit points per Hit Die. This ability does not affect the number or Hit Dice of animated creatures that the necromancer can create or control.<\/p>\n\n\t<p>A necromancer using this variant does not gain additional spells per day for being a specialist wizard.<\/p><br\/><h5>Reference: Unearthed Arcana 63<\/h5>","reference":"Usergen"},{"id":10965,"name":"Transmuter Variant","type":"base","alignment":"","hit_die":"0","full_text":"<div topic='titel'><p><h3>Transmuter Variant<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 0.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Enhance Attribute (Ex)<\/strong>: Once per day, plus one additional time per five class levels, a transmuter using this variant can add a +2 enhancement bonus to any one of his ability scores. This bonus lasts for a number of minutes equal to the transmuter&#39;s class level. Using this ability is a free action (and counts as using a quickened spell, so it may only be used once per round).<\/p>\n\n\t<p>A transmuter using this variant permanently gives up the ability to obtain a familiar.<\/p>\n\n\t<p><strong>Spell Versatility (Ex)<\/strong>: A 5th-level transmuter using this variant can adapt magic of other schools to his own style of spellcasting. For every five class levels that the transmuter gains, he can select one spell of any spell level that he has access to and treat it as if it were a transmutation spell. This means, for example, that the specialist can learn the spell normally and even prepare it as a bonus spell from the transmutation school. This spell can even be from a school that he has chosen as a prohibited school. Once a spell is chosen to be affected by this ability, it cannot be changed.<\/p>\n\n\t<p>For example, a transmutation specialist using this variant has selected abjuration and necromancy as his prohibited schools. At 5th level, he gains access to 3rd-level spells. He chooses dispel magic and forever after treats dispel magic as if were a transmutation spell.<\/p>\n\n\t<p>A transmuter using this variant does not gain bonus feats for advancing as a wizard.<\/p>\n\n\t<p><strong>Transmutable Memory (Ex)<\/strong>: A transmuter using this variant can alter some of his prepared spells in a short amount of time. Once per day, the transmuter can give up a number of prepared spell levels (up to a maximum total equal to half his class level) and prepare different spells in their place, as long as the number of newly prepared spell levels is equal to or less than the number of spell levels given up (0-level spells don&#39;t count). For example, a 12th-level transmuter who uses this variant can lose two 1st level spells and two 2nd-level spells from memory (a total of six spell levels, half the character&#39;s class level) and prepare two 3rd level spells.<\/p>\n\n\t<p>Using this ability requires a number of minutes of concentration equal to the number of spell levels given up. If the transmuter&#39;s concentration is broken during this time, all spells to be lost are gone and no spells are gained in their place.<\/p>\n\n\t<p>A transmuter using this variant does not gain additional spells per day for being a specialist wizard.<\/p><br\/><h5>Reference: Unearthed Arcana 64<\/h5>","reference":"Usergen"},{"id":10966,"name":"Dweomerkeeper","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Dweomerkeeper<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Feats<\/strong>: Any item creation feat and any metamagic feat.<br \/><strong>Spells<\/strong>: Ability to cast arcane and divine spells.<br \/><strong>Domain<\/strong>: Magic.<br \/><strong>Special<\/strong>: The candidate must have created at least one magic item, whether of a permanent nature or not.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Dweomerkeepers gain no proficiency with any weapon, armor, or shield.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: When a new level of dweomerkeeper is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, metamagic or item creation feats, and so on). The level of dweomerkeeper is added to the level of whatever other spellcasting class the character has, then spells per day, spells known, and caster level are determined accordingly.<\/p>\n\n\t<p>If the character had more than one spellcasting class before she became a dweomerkeeper, the player must decide to which class to add each level of dweomerkeeper for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Mantle of Spells<\/strong>: At 1st level, a dweomerkeeper creates a personal mantle of arcane and\/or divine spells. She chooses one arcane or divine spell that she can cast, and thereafter she can convert prepared spells of that spell&#39;s type (arcane or divine) into the chosen spell, so long as the level of the spell to be converted is equal to or greater than that of the chosen spell. This ability functions just like a good cleric&#39;s ability to spontaneously convert prepared spells into cure spells. At every odd-numbered dweomerkeeper level after 1st, the character chooses another spell to add to her mantle.<\/p>\n\n\t<p><strong>Arcane Sight (Su)<\/strong>: Upon attaining 2nd level, a dweomerkeeper can use arcane sight at will. This ability functions like the spell of the same name, except that its duration is concentration.<\/p>\n\n\t<p><strong>Supernatural Spell (Su)<\/strong>: At 4th level, the dweomerkeeper is so attuned to the fabric of magic that she can manifest spell effects with almost no effort whatsoever. Once per day as a standard action, she can use any one spell with a casting time of up to 1 standard action as a supernatural ability. The spell chosen must be one that is currently available to the dweomerkeeper (that is, one that she has prepared or that she knows and has a spell slot of the appropriate level available to cast), but she can decide at the moment of casting to use this ability. The spell functions as it normally would and is expended normally, but the dweomerkeeper does not require any components, does not provoke attacks of opportunity, and ignores the target&#39;s spell resistance, just as if she were using a supernatural ability instead of a spell. At every even-numbered level after the 4th, the dweomerkeeper gains one additional use of this ability per day.<\/p>\n\n\t<p><strong>Cloak of Mysteries (Su)<\/strong>: At 10th level, a dweomerkeeper is wrapped in a mantle of ever-flowing magic, and all metamagic feats that she currently knows or learns in the future become easier to use. The spell level increase for applying a metamagic feat to any spell drops by 1 (minimum +1 level, or +0 level if the feat already has a +0 level adjustment). For example, a quickened fireball uses a 6th-level slot (+3 levels) instead of the usual 7th-level slot (+4 levels), but a silent fireball still uses a 4th-level slot (+1 level). A spell affected by the Heighten Spell feat is unaffected by this ability.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Class Level <\/th>\n\t\t\t<th>Base Attack Bonus <\/th>\n\t\t\t<th>Fort Save <\/th>\n\t\t\t<th>Ref Save <\/th>\n\t\t\t<th>Will Save <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day\/Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Mantle of spells 1 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Arcane sight <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Mantle of spells 2 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Supernatural spell 1\/day <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Mantle of spells 3 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Supernatural spell 2\/day <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Mantle of spells 4 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Supernatural spell 3\/day <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Mantle of spells 5 <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Cloak of mysteries, supernatural spell 4\/day <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Divine<\/h5>","reference":"Usergen"},{"id":10967,"name":"Master of Shrouds","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Master of Shrouds<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Base Save Bonus<\/strong>: Will +5.<br \/><strong>Spells<\/strong>: Ability to cast divine spells and a spell that appears on the spell list for the Death, Evil, or Protection domain.<br \/><strong>Other<\/strong>: Ability to command or rebuke undead.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Masters of shrouds are proficient with all simple weapons, with all types of armor, and with shields.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: When an even-numbered level of master of shrouds is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a divine spellcasting class to which he belonged before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, or the like). The level of master of shrouds is added to the level of whatever other divine spellcasting class the character has, then spells per day, spells known, and caster level are determined accordingly.<\/p>\n\n\t<p>If the character had more than one divine spellcasting class before he became a master of shrouds, the player must decide to which class to add each level of master of shrouds for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Summon Undead (Sp)<\/strong>: At 1st level, the master of shrouds gains the ability to summon a shadow or allip to fight his enemies. This ability works like the summon monster I spell, except as follows. The master of shrouds cannot dismiss the summoned creature, and if it remains after the last enemy is gone or slain, it attacks the master of shrouds unless he successfully rebukes or commands it. The master of shrouds gains a +4 bonus on turning checks and damage against undead he has summoned.<\/p>\n\n\t<p>As the master of shrouds gains additional levels in the prestige class, he can summon undead more frequently, and he gains access to more powerful incorporeal undead. He can summon two allips or two shadows at 3rd level, two wraiths at 5th level, two spectres at 7th level, or two greater shadows at 9th level. He may always choose to substitute lower-CR undead for any higher-CR ones that he can summon, but the number summoned does not change.<\/p>\n\n\t<p><strong>Extra Turning<\/strong>: The master of shrouds gains Extra Turning as a bonus feat. Furthermore, his master of shrouds levels stack with his levels in any other classes that can rebuke or destroy undead (such as cleric) for the purpose of determining the parameters of his rebuke or command ability.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Class Level <\/th>\n\t\t\t<th>Base Attack Bonus <\/th>\n\t\t\t<th>Fort Save <\/th>\n\t\t\t<th>Ref Save <\/th>\n\t\t\t<th>Will Save <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day\/Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Summon undead (allip\/shadow) 1\/day <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Extra turning <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Summon undead (allips\/shadows) 2\/day <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Summon undead (wraiths) 3\/day <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Summon undead (spectres) 4\/day <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Summon undead (greater shadows) 5\/day <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Divine<\/h5>","reference":"Usergen"},{"id":10968,"name":"Moon Guardian","type":"prestige","alignment":"Any good","hit_die":"8","full_text":"<div topic='titel'><p><h3>Moon Guardian<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Ability to cast 3rd-level divine spells.<br \/><strong>Other<\/strong>: The candidate must be an afflicted lycanthrope aware of his condition.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Moon guardians gain no proficiency with any weapon, armor, or shield.<\/p>\n\n\t<p><strong>Natural Spell<\/strong>: At 1st level, the moon guardian gains Natural Spell as a bonus feat if he did not already have it.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: When an even-numbered level of moon guardian is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever divine spellcasting class granted him access to 3rd-level spells before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, and so on). The level of moon guardian is added to the level of whatever other divine spellcasting class granted the character access to 3rd-level spells, then spells per day, spells known, and caster level are determined accordingly.<\/p>\n\n\t<p>If a character had more than one divine spellcasting class that granted access to 3rd-level spells before he became a moon guardian, the player must decide to which class to add each level of moon guardian for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Voluntary Change (Ex)<\/strong>: At 1st level, the moon guardian receives the blessing of a deity of the moon. Unlike other afflicted lycanthropes, he can voluntarily change into animal or hybrid form without immediately and permanently changing alignment to that of his lycanthrope kind. The moon guardian is still subject to involuntary transformation under the full moon and whenever he takes damage in combat, but a failed Control Shape check under those circumstances doesn&#39;t change the character&#39;s alignment. Furthermore, a moon guardian who fails a Control Shape check to resume humanoid form can make another attempt each subsequent round, rather than waiting until dawn.<\/p>\n\n\t<p><strong>Rapid Change (Ex)<\/strong>: At 3rd level, the moon guardian can make a Control Shape check as a move action rather than a standard action, though he can still change form only once per round.<\/p>\n\n\t<p><strong>Instantaneous Change (Ex)<\/strong>: At 5th level, the moon guardian can make a Control Shape check as a free action. Furthermore, he can do so in response to another&#39;s action, even if it isn&#39;t his turn yet. He can still change form only once per round.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Class Level <\/th>\n\t\t\t<th>Base Attack Bonus <\/th>\n\t\t\t<th>Fort Save <\/th>\n\t\t\t<th>Ref Save <\/th>\n\t\t\t<th>Will Save <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day\/Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Natural spell, voluntary change <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Rapid change <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Instantaneous change <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Divine<\/h5>","reference":"Usergen"},{"id":10969,"name":"Nightcloak","type":"prestige","alignment":"Any evil","hit_die":"8","full_text":"<div topic='titel'><p><h3>Nightcloak<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any evil.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Ability to cast 3rd-level divine spells. A cleric candidate must have access to the Evil domain.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Nightcloaks gain no proficiency with any weapon, armor, or shield.<\/p>\n\n\t<p><strong>Spells per Day\/Spells Known<\/strong>: When a new level of nightcloak is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, metamagic or item creation feats, and so on). The level of nightcloak is added to the level of whatever other spellcasting class the character has, then spells per day, spells known, and caster level are determined accordingly.<\/p>\n\n\t<p>If the character had more than one spellcasting class before she became a nightcloak, the player must decide to which class to add each level of nightcloak for the purpose of determining spells per day and spells known.<\/p>\n\n\t<p><strong>Might of Darkness (Ex)<\/strong>: At 1st level, a nightcloak casts any spell with the darkness descriptor at +2 caster level.<\/p>\n\n\t<p><strong>Eyes of Night (Ex)<\/strong>: When the nightcloak reaches 2nd level, her eyes become totally black, granting her darkvision to a 60-foot range. She can also see through magical darkness to a range of 10 feet with the same black-and-white vision that darkvision provides. The nightcloak also cannot be blinded by magical effects.<\/p>\n\n\t<p><strong>Shadow Talk (Su)<\/strong>: At 4th level, a nightcloak gains the ability to communicate mystically through the shadows of the mind. As a free action, she can whisper short messages to other worshipers of her patron deity, and each such creature within 500 feet hears the message as a whisper in its mind. Observers can also hear the words if they are close enough to hear the nightcloak&#39;s actual whispers (a DC 15 Listen check if the listener is within 10 feet of the nightcloak, +1 per 5 feet beyond that). Shadow talk is a sonic, language-dependent effect.<\/p>\n\n\t<p><strong>True Lies (Sp)<\/strong>: Beginning at 5th level, a nightcloak can reach into a creature&#39;s mind and modify its memories as if using the 4th-level bard spell modify memory (caster level equals nightcloak&#39;s character level; save DC 10 + 1\/2 nightcloak&#39;s character level + nightcloak&#39;s Charisma modifier). This ability is usable once per day.<\/p>\n\n\t<p><strong>Grace of the Dark (Ex)<\/strong>: Beginning at 7th level, the nightcloak can use the power of her mind to protect herself. She adds her Intelligence bonus (if any) to all saving throws.<\/p>\n\n\t<p><strong>Minions of Night (Sp)<\/strong>: Once per week as a standard action, an 8th-level or higher nightcloak can summon one shadow per nightcloak level she possesses. The summoned shadows do her bidding for a number of rounds equal to her nightcloak level. Any shadows they create by draining Strength are likewise under the control of the nightcloak, but they vanish along with the originals when the duration of the effect expires. The nightcloak can verbally communicate with the shadows as if she knew their language or use her shadow talk ability to communicate with them.<\/p>\n\n\t<p><strong>Voice of Ineffable Evil (Sp)<\/strong>: At 10th level, a nightcloak can command a creature as though using the dominate monster spell (caster level equals nightcloak&#39;s character level). This ability is usable once per day and lasts for 24 hours unless ended earlier. Unlike most spell-like abilities, voice of ineffable evil has a verbal component.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Class Level <\/th>\n\t\t\t<th>Base Attack Bonus <\/th>\n\t\t\t<th>Fort Save <\/th>\n\t\t\t<th>Ref Save <\/th>\n\t\t\t<th>Will Save <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Spells per Day\/Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Might of darkness <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Eyes of night <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Shadow talk <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> True lies <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Grace of the dark <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Minions of night <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Voice of ineffable evil <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Complete Divine<\/h5>","reference":"Usergen"},{"id":10970,"name":"Cleric Variant","type":"base","alignment":"","hit_die":"","full_text":"<div topic='titel'><p><h3>Cleric Variant<\/h3><\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Gain<\/strong>: Smite evil, if the cleric would normally channel positive energy, or smite good, if the cleric would normally channel negative energy (as paladin); aura of courage (as paladin).<\/p>\n\n\t<p><strong>Lose<\/strong>: Turn undead.<\/p><br\/><h5>Reference: Unearthed Arcana 58<\/h5>","reference":"Usergen"},{"id":10971,"name":"Battle Dancer","type":"base","alignment":"Any Chaotic","hit_die":"8","full_text":"<div topic='titel'><p><h3>Battle Dancer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any Chaotic.<\/p><\/div><div topic='STARTING_GOLD' level='8'><p><b>Starting gold:<\/b> 5d4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> A battle dancer is proficient with all simple weapons. She is not proficient with any type of armor or shield.<\/p>\n\n\t<p><strong>AC Bonus (Ex):<\/strong> When unarmored and unencumbered, the battle dancer adds her Charisma bonus (if any) to her AC. She uses the captivating and confusing movements of the battle dance to evade her foes&#39; attacks. In addition, a battle dancer gains a +1 dodge bonus to AC at 5th level. This bonus increases by 1 for every five battle dancer levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). This bonus reflects the battle dancer&#39;s intense training in unarmed and unarmored combat.<\/p>\n\n\t<p>These bonuses to AC apply even against touch attacks or when the battle dancer is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.<\/p>\n\n\t<p><strong>Unarmed Strike:<\/strong> A battle dancer uses unarmed strikes in a manner similar to a monk. She can land a blow with her fist that has the same power as an axe stroke. At 1st level, the battle dancer gains Improved Unarmed Strike as a bonus feat.<\/p>\n\n\t<p>The battle dancer&#39;s unarmed attacks deal lethal damage, but she can choose to deal nonlethal damage without penalties on her attack rolls. Treat her attacks as both natural and manufactured weapons for purposes of spells and effects that can enhance either type of attack.<\/p>\n\n\t<p>The battle dancer&#39;s knowledge of martial arts allows her strikes to deal far more damage than an untrained person&#39;s blows. <br \/>Note that, unlike a monk, the battle dancer does not gain the ability to use a flurry of blows, but she can make an off hand attack as normal using a weapon or unarmed strike.<\/p>\n\n\t<p><strong>Dance of Reckless Bravery (Su):<\/strong> A 2nd-level battle dancer with 5 ranks in Tumble gains the ability to inspire bravery in her allies. All ofthe battle dancer&#39;s allies within 30 feet of her gain a +4 bonus on saves against fear effects for a number of rounds equal to 5 + the battle dancer&#39;s Charisma modifier. The battle dancer can use this ability only when she is within an opponent&#39;s threatened area. It requires a move action that does not provoke an attack of opportunity.<\/p>\n\n\t<p><strong>Bonus Speed (Ex):<\/strong> The battle dancer moves with speed and agility earned through countless hours of practice, physical training, and study of the precise, fluid movements of her battle dances. She gains a +10- foot bonus to speed at 4th level. She gains additional +10-foot bonuses at 10th level and 16th level.<\/p>\n\n\t<p><strong>Dance of the Vexing Snake (Su):<\/strong> A 5th-level battle dancer with 8 ranks in Tumble gains the ability to dodge her opponent&#39;s blows with her sudden, unpredictable maneuvers. She can use the Tumble skill to move at her normal speed without penalty, and she can Tumble a distance up to her current speed.<\/p>\n\n\t<p><strong>Dancer&#39;s Strike (Su):<\/strong> The magic of the battle dancer&#39;s arcane maneuvers allows her to manifest auras of energy around her feet and hands. These auras can defeat an opponent&#39;s damage reduction. The battle dancer can generate this aura as a standard action at will. It persists for a number of rounds equal to 5 + the battle dancer&#39;s Charisma modifier before it fades.<\/p>\n\n\t<p>At 6th level, the battle dancer&#39;s aura makes her unarmed strikes count as magic damage.<\/p>\n\n\t<p>At 12th level, the battle dancer chooses one aspect of her alignment, such as good or chaotic. Her aura allows her strikes to count as that alignment (as well as magic). She must choose one aspect of her alignment, and once she has made a choice she cannot alter it.<\/p>\n\n\t<p>At 18th level, the battle dancer can choose any one special material or alignment that overcomes damage reduction (such as adamantine, cold iron, holy, or even lawful). Her aura now includes that material or alignment. Once she has made this choice, she cannot change it.<\/p>\n\n\t<p><strong>Dance of the Floating Step (Su):<\/strong> The battle dancer moves with such grace and speed that she can dance across water. An 8th-level battle dancer with 11 ranks in Tumble can cross the surface of a liquid, such as water or magma, without taking damage or sinking below the surface. If she ends her movement on such a liquid, she takes damage and sinks as normal. The battle dancer must begin her movement on a stable, firm surface.<\/p>\n\n\t<p><strong>Dance of the Springing Tiger (Su):<\/strong> An 11th-level battle dancer with 14 ranks in Tumble can spring upon an opponent with the ferocity of a tiger. When charging, she can attempt a DC 20 Tumble check. If she succeeds, she may make a full attack rather than a standard attack as part of her charge.<\/p>\n\n\t<p><strong>Dance of the Crushing Python (Su):<\/strong> The battle dancer&#39;s speed and mighty unarmed strikes combine to make her a fearsome opponent. She can step into an opponent&#39;s reach and confuse it with a series of feints and quick blows, distracting it from other threats. A 14th-level battle dancer with 17 ranks in Tumble can rain a series of hammering blows upon a foe. She must use the Tumble skill to enter her opponent&#39;s space without provoking an attack of opportunity. If she succeeds, she may then attack her opponent while in its space. If the battle dancer&#39;s attack hits, her opponent takes a -2 penalty to AC and it cannot make attacks of opportunity until the start of the battle dancer&#39;s next action. After the battle dancer completes her attack, she enters a square of her choice adjacent to the target.<\/p>\n\n\t<p><strong>Dance of the Soaring Eagle (Su):<\/strong> A 17th-level battle dancer with 20 ranks in Tumble gains a fly speed equal to her base land speed with average maneuverability. If a flying battle dancer charges an opponent below her, she gains a +4 bonus on attack rolls and a +2 bonus on damage in place of the normal benefits of charging. She may use her dance of the springing tiger in conjunction with an aerial charge.<\/p>\n\n\t<p><strong>Dance of Death&#39;s Embrace (Su):<\/strong> A 20th-level battle dance with 23 ranks in Tumble can perform a vicious, deadly dance to defeat her opponent. Before using this dance, the battle dancer selects a single target within 30 feet. As a full-round action, the battle dancer performs an elaborate dance that requires a DC 35 Tumble check to complete. If she succeeds, any time she makes a successful attack against her designated target she deals +2d6 points of damage. In addition, any critical threat the battle dancer makes against her designated target is automatically confirmed as a critical hit. This ability lasts until the end of the battle dancer&#39;s next turn.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th>Unarmed  <\/th>\n\t\t\t<th>AC <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>Damage <\/th>\n\t\t\t<th>Bonus <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> AC bonus, unarmed strike <\/td>\n\t\t\t<td> 1d6 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Dance of reckless bravery <\/td>\n\t\t\t<td> 1d6 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 1d6 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Bonus speed +10 feet <\/td>\n\t\t\t<td> 1d8 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Dance of the vexing snake <\/td>\n\t\t\t<td> 1d8 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Dancer&#39;s strike (magic) <\/td>\n\t\t\t<td> 1d8 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 1d8 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Dance of the floating step <\/td>\n\t\t\t<td> 1d10 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Improved evasion <\/td>\n\t\t\t<td> 1d10 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus speed +20 feet <\/td>\n\t\t\t<td> 1d10 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Dance of the springing tiger <\/td>\n\t\t\t<td> 1d10 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Dancer&#39;s strike (alignment) <\/td>\n\t\t\t<td> 2d6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 2d6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Dance of the crushing python <\/td>\n\t\t\t<td> 2d6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 2d6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +16\/+11\/+6\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Bonus speed +30 feet <\/td>\n\t\t\t<td> 2d8 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +17\/+12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Dance of the soaring eagle <\/td>\n\t\t\t<td> 2d8 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +18\/+13\/+8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Dancer&#39;s strike (any) <\/td>\n\t\t\t<td> 2d8 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +19\/+14\/+9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 2d8 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +20\/+15\/+10\/+5 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Dance of death&#39;s embrace <\/td>\n\t\t\t<td> 2d10 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dragon Compendium 26<\/h5>","reference":"Usergen"},{"id":10972,"name":"Death Master","type":"base","alignment":"Any Evil","hit_die":"8","full_text":"<div topic='titel'><p><h3>Death Master<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any Evil.<\/p><\/div><div topic='STARTING_GOLD' level='8'><p><b>Starting gold:<\/b> 5d4x10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Abilities:<\/strong> Intelligence determines the potency and number of a death master&#39;s spells. Charisma is a key attribute in his ability to rebuke undead and force them into service.<\/p>\n\n\t<p><strong>Weapon and Armor Proficiency:<\/strong> A death master is proficient with the club, crossbow (light and heavy), dagger, scimitar, scythe, sickle, and staff. Death masters are proficient with light armor but not with shields of any type.<\/p>\n\n\t<p><strong>Bonus Language:<\/strong> The death master gains Abyssal as a bonus language. All of his spells, along with most death master tomes and manuals, appear in that tongue.<\/p>\n\n\t<p><strong>Rebuke Undead:<\/strong> As an emissary of Orcus, a death master has the power to compel undead to serve him. He channels Orcus&#39;s fell energy and uses it to turn the living dead into his pawns. The death master can attempt to rebuke undead a number of times per day equal to 3 + his Charisma modifier. A death master with 5 or more ranks in Knowledge (religion) gains a +2 bonus on rebuking checks against undead.<\/p>\n\n\t<p><strong>Spells:<\/strong> The death master&#39;s exhaustive study of necromantic magic grants him the ability to use arcane spells. The death master can cast the spells given on the death master spells list. He must choose and prepare his spells ahead of time, as a wizard.<br \/>To learn, prepare, or cast a spell, a death master must have an Intelligence score equal to at least 10 + the spell&#39;s level. The DC for a saving throw against the death master&#39;s spells equals 10 + the spell&#39;s level + the death master&#39;s Intelligence modifier. The death master receives bonus spells for having a high Intelligence score.<\/p>\n\n\t<p>Similar to a wizard, the death master keeps a series of spellbooks in which he scribes the formulas for his spells. He must choose and prepare his spells by getting a good night&#39;s sleep and studying his books for 1 hour. While studying, the death master chooses the spells he wants to prepare.<\/p>\n\n\t<p>The death master&#39;s spells have a special material component that makes them easier to cast in armor. If the death master uses a vial of blood as a material component he can cast the spell without somatic components and thereby ignore the spell failure chance for casting in armor. This blood must come from an intelligent creature (Intelligence 3 or higher) that the death master sacrificed to Orcus. The death master can extract 8 vials from a Medium creature. Double this for each size category above Medium and halve it, to a minimum of 1, for each category below. This extracted blood remains viable for one day, but a gentle repose spell prolongs this time.<\/p>\n\n\t<p><strong>Spellbooks:<\/strong> The deathmaster keeps a set of unholy tomes that record the blasphemous, arcane methods for his spells. His spellbooks function in all ways as a wizard&#39;s spellbooks, including size, capacity, and cost to add spells.<\/p>\n\n\t<p>A death master  begins with a spellbook containing all 0-level death master spells plus three 1st-level spells of your choice. For each point of Intelligence bonus the death master has, the spellbook holds one additional spell of your choice. At each new death master level, he gains two new spells of any spell level or levels he can cast (based on his new death master level) for his spellbook. At any time, a wizard can also add spells found in other death masters&#39; spellbooks to his own<\/p>\n\n\t<p><strong>Undead Minion:<\/strong> A death master gains the services of an undead creature bestowed unto him by Orcus, typically a wolf skeleton or a zombie troglodyte. With your DM&#39;s permission you can gain the services of a different skeleton or zombie creature with a total, post- template CR of 1 or lower.<\/p>\n\n\t<p>The death master&#39;s minion gains new abilities as he gains levels. A minion&#39;s abilities depend on the death master&#39;s total level in this class. The death master gains this minion from the great undead legions of Orcus. It obeys his commands without fail, and even takes suicidal actions. The minion is as much a spy for Orcus as a servant for the death master. If destroyed, a new minion appears 24 hours later. The death master can also choose to dismiss his minion to gain a new one. In this case, the death master must wait 24 hours for the new minion to appear.<\/p>\n\n\t<p>A death master can choose to gain the services of a more powerful undead servitor at higher levels. Subtract the level modifier listed for a minion from the death master&#39;s level to determine the abilities and bonuses it gains. For example, an nth-level death master with a ghast minion grants it benefits as a 2nd-level death master.<\/p>\n\n\t<p><strong>Master of the Dead (Su):<\/strong> As a herald of Orcus, the death master is the unquestioned master of the living dead. An undead creature must make a Will save (DC 10 + half the death master&#39;s level + his Charisma modifier) in order to attack him in any way. If this save fails, the undead creature cannot take any aggressive action against the death master for 24 hours. If the undead creature succeeds in this save, it can act normally for 24 hours. After this time, it must save again.<\/p>\n\n\t<p>While under the effects of this ability, an undead creature cannot take any direct action against the death master, but it could order its minions to attack, cast spells to boost its allies who can attack the death master, and so on.<br \/>Undead creatures that lack Intelligence scores automatically fail this save unless another creature controls them, such as a cleric who channels negative energy. In this case, the creature that controls the unintelligent undead makes a save on its behalf<\/p>\n\n\t<p><strong>Sustenance of the Dead (Su):<\/strong> A loth-level death master gains power from the negative energy that infuses undead creatures. Once per round as a free action the death master can draw energy from a single undead creature he controls. The undead creature must be within 60 feet of the death master. When the death master user this power, he reduces the undead creature to a pile of dust and gains 2 temporary hit points per Hit Die of the undead creature. These temporary hit points fade after 1 hour.<\/p>\n\n\t<p>An undead creature with an Intelligence score can make a Will save (DC 10 + half the death master&#39;s level + his Charisma modifier) to avoid destruction. If the save succeeds, the death master gains no temporary hit points. The undead creature survives and is no longer under the death master&#39;s control. The death master can attempt to rebuke the newly independent creature as normal.<\/p>\n\n\t<p>Undead creatures that lack Intelligence scores gain no saving throw against this ability.<\/p>\n\n\t<ul>\n\t\t<li>Aspect of the Dead (Su):* At 15th level, the death master has proven himself as a mighty servant of Orcus. As a reward, the lord of undead grants him several of the defenses and abilities of the living dead. The death master gains darkvision with a range of 60 feet, immunity to all mind-affecting effects, and immunity against poison, sleep effects, paralysis, stunning, disease, and death effects.<\/li>\n\t<\/ul>\n\n\t<p><strong>Lichdom:<\/strong> At 20th level, the death master gains the lich template. Having proved himself as one of Orcus&#39;s most treasured followers, the death master attains the mantle of undeath. Even nonhumanoid death masters gain this template, although usually they are ineligible for it. Already undead death masters gain the lich&#39;s benefits listed under armor class, special attacks, turn resistance, damage reduction, abilities, and skills. These granted abilities stack with any the undead death master already possessed.<\/p>\n\n\t<h4>The Death Master&#39;s Undead Minion<\/h4>\n\n\t<p>A death master&#39;s undead minion is superior to a normal undead creature of its kind and has special powers, as described below.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th>Death Master Level <\/th>\n\t\t\t<th>Bonus HD <\/th>\n\t\t\t<th>Str\/Dex Bonus <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1-4 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Turn Resistance +4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5-8 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Unholy Might <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9-12 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Persistant Corruption <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13-16 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Link of the Grave <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17-20 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Relentless Undead <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Undead Minion Basics:<\/strong> Use the base statistics for a creature of the minion&#39;s kind, as given in the Monster Manual, but make the following changes.<\/p>\n\n\t<p><em>Bonus Hit Dice:<\/em> The undead minion gains the listed bonus hit dice. Advance its saving throws, base attack bonus, and so forth as per the Monster Manual It does not increase in size due to these bonus HD.<\/p>\n\n\t<p><em>Str\/Dex Bonus:<\/em> The minion gains the listed bonus to both its Strength and Dexterity scores.<\/p>\n\n\t<p><strong>Special Abilities:<\/strong> As the death master gains levels, his undead minion gains a number of special abilities.<\/p>\n\n\t<p><em>Turn Resistance +4 (Ex):<\/em> The undead minion gains this turn resistance in addition to any turn resistance it normally gains.<\/p>\n\n\t<p><em>Unholy Might (Su):<\/em> Once per day as a standard action, the death master can channel unholy energy into his minion to allow it to fight with increased vigor. The death master must touch the minion to imbue it with this power. The minion gains a +4 bonus to Strength and a +2 bonus on all saves for a number of rounds equal to 5 + the death masters Wisdom modifier. If the minion is a zombie, it loses the single actions only drawback for the duration of this ability.<\/p>\n\n\t<p><em>Persistent Corruption (Su):<\/em> The death master of this level is such a favored apostle of Orcus that the lord of undead returns a destroyed minion to him shortly after its destruction. The death master must only wait 1 hour for a replacement undead minion if his is destroyed. He must still wait 24 hours for a replacement undead minion if he releases his current one.<\/p>\n\n\t<p><em>Link of the Grave (Sp):<\/em> Once per day as a free action, the death master can cast a Shield Other spell with caster level equal to the death master&#39;s class level that links him to his minion. This spell has one critical difference from its normal form. Treat the death master as the spell&#39;s target and the minion as the caster. Thus, if the death master suffers damage he shares the total with his minion, but not vice versa.<\/p>\n\n\t<p><em>Relentless Undead:<\/em> The death master&#39;s minion gains fast healing 3.<\/p>\n\n\t<h4>Alternative Undead Minions<\/h4>\n\n\t<p>As explained on page 35, a death master of sufficiently high level can select his undead minion from one of the following lists, applying the indicated adjustment to the death master&#39;s level (in parentheses) for purposes of determining the companion&#39;s characteristics and special abilities.<\/p>\n\n\t<p><strong>4th Level or Higher (Level -3)<\/strong><br \/>Bugbear zombie<br \/>Ghoul<br \/>Owlbear skeleton<br \/><strong>7th Level or Higher (Level -6)<\/strong><br \/>Chimera skeleton<br \/>Minotaur zombie<br \/>Ogre zombie<br \/>Wyvern zombie<br \/><strong>10th Level or Higher (Level -9)<\/strong><br \/>Allip<br \/>Ettin skeleton<br \/>Ghast<br \/>Gray render zombie<br \/>Wight<br \/><strong>13th Level or Higher (Level -12)<\/strong><br \/>Cloud giant skeleton<br \/>Mummy<br \/>Wraith<br \/><strong>16th Level or Higher (Level -15)<\/strong><br \/>Spectre<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th colspan=10>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>0th <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t\t<th>6th <\/th>\n\t\t\t<th>7th <\/th>\n\t\t\t<th>8th <\/th>\n\t\t\t<th>9th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Rebuke undead, spells, undead minion <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Master of the dead <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Sustenance of the dead <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Aspect of the Dead <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> Lichdom <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dragon Compendium 30<\/h5>","reference":"Usergen"},{"id":10973,"name":"Jester","type":"base","alignment":"Any Chaotic","hit_die":"6","full_text":"<div topic='titel'><p><h3>Jester<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any Chaotic.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> A jester is proficient with all simple weapons, plus the rapier, sap, short sword, shortbow, and whip. Jesters are proficient with light armor and all shields save for the tower shield. Most jesters prefer light armor that gives them the maximum flexibility needed to perform their acrobatics.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th><\/th>\n\t\t\t<th style=text-align:center; colspan=7>Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th>0th <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t\t<th>6th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Spells:<\/strong> The jester casts arcane spells in a manner similar to a sorcerer or bard. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a jester must have a Charisma score equal to at least 10 + the spell&#39;s level. The save DC for the jester&#39;s spells is 10 + the spell&#39;s level + the jester&#39;s Charisma modifier.<\/p>\n\n\t<p>The jester receives bonus spells based on his Charisma. If the jester&#39;s level progression chart shows that he can cast 0 spells of a given level, he gains only the bonus spells he is entitled to based on his Charisma.<\/p>\n\n\t<p>The jester knows only a limited range of spells, as shown on table 2-5. At 5th level and every three jester levels after that, the jester can remove one spell from his list of known spells and replace it with a new one from the jester spell list.<\/p>\n\n\t<p><strong>Jester&#39;s Audacity:<\/strong> The jester&#39;s natural talent for performance, his often outrageous dress, and his seemingly lackadaisical attitude throws his opponents off guard in combat. Even a jester armed with a vicious-looking weapon cuts a comedic figure that many warriors have trouble taking seriously.<\/p>\n\n\t<p>At 1st level, a jester gains a +1 dodge bonus to his Armor Class. This bonus increases to +2 at 5th level, +3 at 10th level,+4 at 15th level, and+5 at 20th level. However, this bonus can never be greater than the jester&#39;s current Charisma bonus. The jester&#39;s audacity draws in part on his shameless ability to project himself as nonchalant, goofy, and inept in even the deadliest struggle.<\/p>\n\n\t<p><strong>Jester&#39;s Performance:<\/strong> The jester is the master of the verbal put down, the hilarious joke, or the savage verbal lashing. His words can inspire dread and outrage in his enemies or confidence and comfort in his friends. Once per day per jester level, the jester can use his wit to produce magical effects in those around him. The jester must have at least 1 rank in Perform (comedy) to use these abilities, and many of them rely on the use of that skill to establish their save DCs and other effects. The jester must share a language and be able to speak to the target or targets of his performance abilities unless otherwise noted in the specific ability&#39;s description.<\/p>\n\n\t<p>Starting a jester&#39;s performance ability is a standard action, and the jester can maintain the performance (either as a free action or move action, depending on the specific performance used). The jester cannot use spells, activate magic items by spell completion, or activate magic items by word while using his jester&#39;s performance ability. The jester must keep up a steady stream of puns, insults, or jokes to maintain the performance&#39;s effect.<\/p>\n\n\t<p>A deaf jester has a 20% failure chance when attempting to use his performance ability. If he fails, the attempt still counts against his daily number of jester&#39;s performances.<\/p>\n\n\t<p><em>Fascinate (Sp):<\/em> A jester with 3 or more ranks in Perform (comedy) can create a running stream of jokes, gags, and acrobatic stunts to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the jester, and able to pay attention to him. The jester must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a jester attains beyond 1st, he can target one additional creature with a single use of this ability.<\/p>\n\n\t<p>An affected creature gets to make a Will save (DC 10 + 1\/2 jester&#39;s level + jester&#39;s Cha modifier). If a creature succeeds at this saving throw the jester cannot attempt to fascinate that creature again for 24 hours. Creatures that fail this save sit quietly and listen to the jester&#39;s performance, taking no other actions for as long as the jester continues to perform (up to a maximum of 1 round perjester level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the jester to make another Perform (comedy) check and allows the creature a new saving throw against a DC equal to the new check result.<\/p>\n\n\t<p>Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at he target, automatically breaks the effect. <em>Fascinate<\/em> is an enchantment (compulsion), language-dependant, mind-affecting ability.<\/p>\n\n\t<p><em>Inspiring Quip (Su):<\/em> A jester with 3 or more ranks in Perform (comedy) can boost his allies&#39; morale with ajoke that breaks their tension and invigorates their spirits, As an immediate action when an opponent misses an attack, the jester makes a wisecrack denigrating the foe&#39;s fighting ability. The jester must be able to see the unsuccessful attack. All allies within 30 feet of the jester gain a +2 morale bonus on all attacks against that foe for the rest of the encounter. The jester can use this ability more than once during an encounter to grant a morale bonus against multiple foes.<\/p>\n\n\t<p><em>Taunt (Su):<\/em> Ajester with 3 or more ranks in Perform (comedy) can attempt to hurl such stinging insults against a foe that his opponent loses his temper in an explosive display. The jester targets one creature within 60 feet that shares a language with him. The target must be able to hear the jester for this ability to have an effect. The target can make a Will save (DC 10 + 1\/2 jester&#39;s level + jester&#39;s Cha modifier). If he fails, the target gains a +1 morale bonus on attack rolls but takes a -2 penalty to Armor Class. On its next turn the affected target takes the most direct route possible (charging if able) toward the jester that avoids any obviously dangerous terrain, such as a pit of bubbling lava. The target may stop if an opponent blocks its path and can move around its foes in such a way as to avoid provoking attacks of opportunity (unless able to charge). If the target does provoke an attack of opportunity due to this movement, it immediately gets to make another Will save, this time with a +2 bonus. The jester must use a free action to continue to taunt his opponent each round, and if he cannot complete this act the taunt&#39;s effects immediately end. This is a mind-affecting, language-dependent ability.<\/p>\n\n\t<p><em>Calming Performance (Su):<\/em> A jester of 6th level and with 9 or more ranks in Perform (comedy) can diffuse the tension, anger, and simmering violence in a confrontation. He can cause all creatures currently affected by hisfascinate ability to adopt a friendly attitude toward himself his allies, and all other creatures currently affected by the jester&#39;s fascinate ability. This effect lasts for 10 minutes per jester level. Calming performance is a mind-affecting, language-dependent ability<\/p>\n\n\t<p><em>Buffoonery (Su):<\/em> A 9th-level jester with 12 or more ranks in Perform (comedy) can caper and dance to distract his opponents in battle. The jester&#39;s outrageous actions distract his foe, leaving it unable to effectively defend itself. The jester can choose a single target within 30 feet to whom he has line of sight. The target must be able to see and hear the jester, and gets a Will save (DC 10 + 1\/2 jester&#39;s level + jester&#39;s Cha modifier). If the target misses this save, it loses its Dexterity bonus (if any) to its Armor Class. The target gains a new save each round the jester maintains buffoonery (a free action). If the target makes a successful Will save the effect ends and the target becomes immune to that particular jester&#39;s buffoonery for 24 hours.<\/p>\n\n\t<p><em>Vicious Lampoon (Su):<\/em> A 12th-level jester with 15 or more ranks in Perform (comedy) can mock his opponents with such vicious, cutting humor that they lose confidence in their fighting ability. Every opponent within 60 feet of thejester who can hear and understand him must make a Will save (DC 10 + 1\/2 jester&#39;s level + jester&#39;s Cha modifier). Creatures that fail this save suffer a -2 penalty on attack rolls, skill and ability checks, and saving throws for as long as the jester continues to perform (as a move action), up to a maximum number of rounds equal to the jester&#39;s level. This is a mind-affecting, language-dependant effect.<\/p>\n\n\t<p><em>Vexing Dialogue (Su):<\/em> A 15th-level jester with 18 or more ranks in Perform (comedy) can create a running series of jokes, observations, and insults that breaks a single target&#39;s ability to concentrate. When the jester uses this ability, his target must make a Concentration check opposed by the jester&#39;s Perform (comedy) check to cast a spell, use a supernatural ability, or otherwise perform an act that would require a Concentration check to complete if the target suffered damage while attempting it. This effect lasts for 1 round. The jester can use this ability against a given target once per encounter. This is a mind-affecting, language- dependent effect.<\/p>\n\n\t<p><em>Scathing Wit (Su):<\/em> An 18th-level jester with 21 or more ranks in Perform (comedy) can leave his target a dispirited, demoralized shell with a few choice, cutting remarks. The target can make a Will save (DC 10 + 1\/2 jester&#39;s level + jester&#39;s Cha modifier). If the save fails, the target suffers a penalty equal to the jester&#39;s Charisma bonus on attack rolls and saving throws. This penalty lasts for as long as the jester performs (a move action), for a maximum number of rounds equal to half the jester&#39;s level. This is a mind-affecting, language-dependent effect. The target must be able to see and clearly hear the jester.<\/p>\n\n\t<p><strong>Bonus Feats:<\/strong> A jester learns a variety of juggling tricks to entertain his audience. As a result, he develops the reflexes and timing needed to knock fast moving objects out of the air. At 2nd level, a jester with 5 or more ranks in Perform (comedy) gains Deflect Arrows as a bonus feat.<br \/>At 6th level, a jester with 9 or more ranks in Perform (comedy) gains Snatch Arrows as a bonus feat. His reflexes and timing improve to the point that he can catch deadly missiles rather than merely knock them aside.<\/p>\n\n\t<p><strong>Bone Rattler:<\/strong> At l0th-level, the jester&#39;s antics are so vexing that even the normally implacable undead fall victim to them. The jester&#39;s mind-affecting jester&#39;s performance abilities function as normal against undead that possess intelligence scores, although undead creatures gain a +2 bonus on their saves against such abilities. Undead creatures that lack intelligence scores and other types of creatures immune to mind-affecting effects remain immune to the jester&#39;s talents.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=7>Spells per Day <\/th>\n\t\t\t<td><\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>0th <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t\t<th>6th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Jester&#39;s audacity+1, jester&#39;s performance, fascinate, inspiring quip <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bonus feat <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Taunt <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus feat, jester&#39;s audacity +2 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Calming performance <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Buffoonery <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Bone rattler, jester&#39;s audacity+3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Vicious lampoon <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Jester&#39;s audacity +4, vexing dialogue <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> Scathing wit <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> Jester&#39;s audacity+5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dragon Compendium 36<\/h5>","reference":"Usergen"},{"id":10974,"name":"Mountebank (Dragon Compendium)","type":"base","alignment":"Any non-good","hit_die":"6","full_text":"<div topic='titel'><p><h3>Mountebank (Dragon Compendium)<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any non-good.<\/p><\/div><div topic='STARTING_GOLD' level='8'><p><b>Starting gold:<\/b> 5d4x10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> A mountebank is proficient with all simple weapons and light armor, but<br \/>not with any shields.<\/p>\n\n\t<p><strong>Beguiling Stare (Su)<\/strong>: As a standard action, the mountebank can stare into her target&#39;s eyes and attempt to hypnotize him through the force of her infernal gaze. The target of this ability must make a Will save (DC 10 + 1\/2 mountebank&#39;s level + mountebank&#39;s Cha modifier). If this save fails, the target becomes beguiled until the end of the mountebank&#39;s next turn. The mountebank can use this ability at will, but she cannot attempt to use it against a single target more than once per day.<\/p>\n\n\t<p>A beguiled character loses his Dexterity bonus to Armor Class. He also suffers a -2 penalty on all Will saves and a -5 penalty on all Sense Motive checks. The mountebank&#39;s infernal power overwhelms the target&#39;s mind, leaving his thoughts foggy and his body leaden. If the mountebank&#39;s target succeeds in his save, he has no knowledge of the mountebank&#39;s attempt to beguile him unless he makes a DC 20 Knowledge (the planes) check. In the target&#39;s mind, he merely stared into her eyes for a moment.<\/p>\n\n\t<p>Beguiling stare is a mind-affecting ability.<\/p>\n\n\t<p><strong>Bonus Language:<\/strong> The mountebank gains either Abyssal or Infernal as a bonus language to better communicate with her sinister masters.<\/p>\n\n\t<p><strong>Mark of Damnation:<\/strong> A mountebank pledges her soul to an infernal power, be it a demon, devil, or similar baleful lord. When the mountebank dies, her soul is consigned to her master. Any attempt to return her to life has a chance of failure, as the mountebank&#39;s master determines the fate of her soul. The mountebank must make a DC 25 Bluff or Diplomacy check (her choice) to return to the living. She gains a bonus on this check equal to half her mountebank level, as the dark lords of the Outer Planes prefer to let their more accomplished and skilled pawns return to the Material Plane to wreak further misery.<\/p>\n\n\t<p><strong>Trapfinding:<\/strong> Mountebanks can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.<\/p>\n\n\t<p>Mountebanks can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A mountebank who beats a trap&#39;s DC by 10 or more with a Disable Device check can study the trap, figure out how it works, and bypass it without disarming it.<\/p>\n\n\t<p><strong>Deceptive Attack:<\/strong> If a mountebank of at least 2nd level can lull an opponent into dropping his defenses, she can make a sudden, devastating strike.<\/p>\n\n\t<p>The mountebank&#39;s attack deals extra damage against any target that is beguiled (as per the mountebank&#39;s beguiling stare ability) or against targets that she successfully feints. This extra damage is 1d6 at 2nd level, and it increases by 1d6 every four mountebank levels thereafter. The mountebank never multiplies deceptive attack damage on a successful critical hit. The mountebank cannot use this ability with ranged weapons, nor can she use it to deal nonlethal damage.<\/p>\n\n\t<p>This bonus damage applies against all creatures, even those immune to critical hits or sneak attacks. The speed and sudden nature of the mountebank&#39;s attack allows her to make a telling blow, rather than a strike against a specific spot in her opponent&#39;s anatomy.<\/p>\n\n\t<p><strong>Infernal Patron (Su):<\/strong> Owing to her close connection to an infernal patron or similar, sinister master, the mountebank can channel the energies of the Lower Planes to aid her in clouding the minds of others. In a manner similar to how a cleric calls upon the power of his deity the mountebank turns to her master for aid. She can call upon her patron&#39;s aid a number of times per day equal to 1\/2 her mountebank level + Charisma modifier. Channeling this energy and using it to power her abilities is a standard action. The mountebank gains the ability to use this power in a number of different ways.<\/p>\n\n\t<p><em>Mass Beguile (Su):<\/em> At 3rd level, the mountebank can use her infernal patron ability to cloud the minds of her enemies. She channels her power into a 30-foot burst, with a range of 100 feet + 10 feet per mountebank level. All creatures within this area must make Will saves (DC 10 + 1\/2 mountebank&#39;s level + mountebank&#39;s Cha modifier). Creatures that fail this save are beguiled for a number of round equal to the mountebank&#39;s Charisma bonus, with a minimum of 1 round. This power affects only those creatures with Hit Dice less than or equal to the mountebank&#39;s level. This is a mind-affecting ability.<\/p>\n\n\t<p><em>Infernal Guise (Sp):<\/em> By expending one use of her infernal patron ability, the mountebank can use alter self as a sorcerer with a caster level equal to her mountebank level.<\/p>\n\n\t<p><em>Disguise the Soul&#39;s Aspect (Su):<\/em> Whenever an opponent attempts to use a spell capable of determining or detecting the mountebank&#39;s alignment, the mountebank may expend one of her daily infernal patron uses to make a Charisma check opposed by the Sense Motive of the person attempting to discern her alignment. If she succeeds, she picks the alignment that the caster detects. In some cases, this might lead the caster to detect nothing. For example, Abelard the paladin attempts to use detect evil on the area occupied by Joreena the mountebank. Joreena&#39;s Charisma check beats Abelard&#39;s, and she decides to detect as lawful good. Thus, Abelard&#39;s ability does not detect her.<\/p>\n\n\t<p>After making a successful Charisma check, the mountebank foils that specific opponent&#39;s attempts for 24 hours. If her check fails, the mountebank cannot make another opposed check against that target for 24 hours.<\/p>\n\n\t<p><em>Infernal Defense (Sp):<\/em> The mountebank can call upon her foul patron to protect her from attacks. By expending one of her uses of her infernal patron ability, the mountebank can use displacement upon herself as a sorcerer with a caster level equal to her mountebank level.<\/p>\n\n\t<p><em>Infernal Jaunt (Sp):<\/em> By expending one of her uses of her infernal patron ability, the mountebank can slide through planar space in a manner similar to a dimension door. She can use this ability to travel a total of 10 feet + 5 feet per mountebank level. She activates this ability as a move action and may take her other actions as normal after arriving at her destination. When the mountebank uses this ability, she disappears and re-appears in a small puff of brimstone.<\/p>\n\n\t<p>If the mountebank wears a cloak of the mountebank, the cloak adds 100 feet to her daily use of this ability in addition to its normal benefits.<\/p>\n\n\t<p>If the mountebank makes a melee attack immediately after using her infernal jaunt ability, she gains the benefits of her deceptive attack damage against her foe.<\/p>\n\n\t<p><em>Infernal Influence (Sp):<\/em> By expending one of her uses of her infernal patron ability, the mountebank can use confusion against a single target (rather than as an area of effect ability). She otherwise uses the spell as a sorcerer with a caster level equal to her mountebank level.<\/p>\n\n\t<p><em>Infernal Escape (Su):<\/em> By expending two of her uses of her infernal patron ability, the mountebank can use teleport as a sorcerer with a caster level equal to her mountebank level, but with one important exception. The mountebank can only use this ability on herself. She cannot transport any other creature except a familiar, if she has one from levels in an appropriate class.<\/p>\n\n\t<p><em>Infernal Deception (Sp):<\/em> By expending one use of her infernal patron ability, the mountebank can use mislead as a sorcerer with a caster level equal to her mountebank level.<\/p>\n\n\t<p><strong>Aspect of the Damned:<\/strong> At 20th level the mountebank&#39;s soul comes due to her master. She gains the half-fiend emplate unless already one. Her alignment shifts to evil unless already evil. In any case, she becomes her master&#39;s willing thrall. She transports to the Outer Planes and becomes an <span class=caps>NPC<\/span> under the DM&#39;s control.<\/p>\n\n\t<p>Only a quest to break her pact with her demonic or infernal overlord can free the mountebank from this fate. The exact nature of this quest is left to the DM, but it usually requires a mountebank to defeat her patron or his most powerful minions, render him a great service, or trick him into releasing her from their contract.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Beguiling stare, bonus language, mark of damnation, trapfinding <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Deceptive attack +ld6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Infernal patron, mass beguile <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Infernal guise <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Disguise the soul&#39;s aspect <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Deceptive attack +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Infernal defense <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Deceptive attack +3d6, infernal jaunt <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Infernal influence <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Deceptive attack +4d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Infernal escape <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Deceptive attack +5d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Aspect of the damned, infernal deception <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dragon Compendium 42<\/h5>","reference":"Usergen"},{"id":10975,"name":"Savant","type":"base","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Savant<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='STARTING_GOLD' level='8'><p><b>Starting gold:<\/b> 5d4x10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Class Skills:<\/strong> The savant counts all skills as class skills<\/p>\n\n\t<p><strong>Weapon and Armor Proficiency:<\/strong> A savant is proficient with all simple and martial weapons. Savants are<br \/>proficient with light armor and all shields save for the tower shield.<\/p>\n\n\t<p><strong>Academic Lore:<\/strong> The savant studies a wide variety of disciplines, from the physiology and lore of plants to the genealogy of ancient noble lines. The savant may make a special academic lore check with a bonus equal to his savant level + his Intelligence modifier to see whether he knows some relevant information about a particular situation, person, item, historical event, or other subject. If the savant fails this check, he must gain at least one level in this class before attempting to use this ability to answer the specific question again. <\/p>\n\n\t<p>If the savant has ranks in a Knowledge skill relevant to the situation, he can use both this ability and his normal Knowledge check to answer the same question. A failure with one method has no effect on his attempt with the other. If both checks fail, he cannot attempt another Knowledge or academic lore check on that particular subject until he gains a level in savant or rank in the appropriate Knowledge skill. For example, Delephon the 3rd-level savant has 6 ranks in Knowledge (engineering). He inspects an old ruin to determine if it is structurally sound. His Knowledge (engineering) check fails. He then attempts to use his academic lore ability and succeeds.<\/p>\n\n\t<p><strong>Skill Assistance:<\/strong> The savant&#39;s broad range of talents and insights into dozens of areas of knowledge grant him the ability to lend his knowledge to others. If, for example, a savant sees an approaching ogre, he knows how to deliver a swift warning that alerts his allies before the ogre is upon them. If he and his friends must slip into a blackguard&#39;s fortress, his intense study of stealth and reconnaissance allows him to mask the clanks of his paladin ally&#39;s armor. At 1st level and again at 4th level and every 4 levels thereafter (8th, 12th, and so on), the savant selects a skill from the following list in which he has at least 1 rank: Balance, Climb, Disguise, Hide, Listen, Move Silently, Ride, Spot, and Swim.<\/p>\n\n\t<p>The savant can choose to replace an ally&#39;s skill attempt with his own efforts. Rather than make a skill check, the ally can use the result of a special check made with a bonus equal to the savant&#39;s skill ranks + the ally&#39;s ability score modifier, armor check penalty (if any), and other modifiers. In effect, the ally replaces her ranks in the particular skill with those of the savant and adds all other modifiers as normal. The savant makes the d20 roll on this check in secret (although the DM can ask to see it) and cannot take 10 or take 20.<\/p>\n\n\t<p>The savant can replace the skill checks of a number of allies equal to his Intelligence modifier. The allies must be within 5 feet of the savant at 1st level. This range increases by 5 feet each time the savant chooses a new skill to gain the benefits of this ability (up to 30 feet at 20th level).<br \/>A target of this ability must choose whether to use the savant&#39;s result or make his own, and he must choose before he knows the savant&#39;s die roll. In any case, the targets of this ability never use their own ranks in addition to the savant&#39;s ranks. They must either make a check as normal or substitute the savant&#39;s ranks and die result for their own.<\/p>\n\n\t<p>The savant cannot use this ability if his allies wish to make a skill check as part of an attempt to aid another&#39;s check.<\/p>\n\n\t<p><em>Example: Delephon the savant, Abelard the paladin, and Esmeralda the sorcerer attempt to sneak past a group of orc guards. Neither Abelard nor Esmeralda has ranks in Move Silently. Luckily, Delephon has chosen that skill for his skill assistance ability. Delephon has 8 ranks in Move Silently. He makes one d20 roll for his Move Silently check and the checks for his two companions. The die&#39;s result is 12. Delephon resolves his Move Silently check as normal using that roll. His companions resolve their Move Silently checks as if they had 8 ranks in the skill (just like Delephon) and rolled a 12 on the d20, the result of Delephon&#39;s roll, to make the skill check. Abelard has a Dexterity of 8 (-1) and wears full plate (armor check penalty-6). Thus, his total Move Silently result is 13 (Delephon&#39;s 8 ranks + 12 result on the d20-1 Dex-6 armor). Esmeralda has a 14 Dexterity (+2) and wears no armor. Her total result is 22. (Delephon&#39;s 8 ranks + 12 result on the d20 +2 Dex).<\/em><\/p>\n\n\t<p><strong>Trapfinding:<\/strong> Savants can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.<\/p>\n\n\t<p>Savants can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A savant who beats a trap&#39;s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it without disarming it.<\/p>\n\n\t<p><strong>Talent Lore:<\/strong> The savant gains a bonus feat at 2nd level and every five levels thereafter. His intense studies and wide range of training grant him access to specialized abilities and talents.<\/p>\n\n\t<p><strong>Sneak Attack:<\/strong> Beginning at 3rd level, if a savant can catch an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage.<\/p>\n\n\t<p>The savant&#39;s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (weather the target actually has a Dexterity bonus or not), or when the savant flanks his target. This extra damage is 1d6 at 3rd level, and it increases by 1d6 every six savant levels thereafter. The savant never multiplies sneak attack damage on a successful critical hit.<\/p>\n\n\t<p>Ranged attacks can count as sneak attacks only if the target is within 30 feet.<\/p>\n\n\t<p>With a sap (blackjack) or an unarmed strike, a savant can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual 8-4 penalty.<\/p>\n\n\t<p>A savant can sneak attack only living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The savant must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A savant cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.<\/p>\n\n\t<p><strong>Arcane Lore:<\/strong> Savants study magic with the same curiosity and intellectual rigor they use to approach other topics. Through an understanding of the basic theories of magic, the savant learns to cast a limited number of arcane spells.<\/p>\n\n\t<p>At 5th level the savant gains access to arcane spells as shown on Table 2-8. The savant must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, a savant must have an Intelligence of at least 10 + the spell&#39;s level. The DC for a saving throw against a savant&#39;s arcane spell is 10 + the spell&#39;s level + the savant&#39;s Intelligence modifier.<\/p>\n\n\t<p>Like other Spellcasters, a savant can cast only a certain number of spells of each level per day. His base allotment of spells is given below. In addition, the savant receives bonus arcane spells if he has a high Intelligence score.<\/p>\n\n\t<p>At 5th level, the savant chooses two spells from his lists that he has acquired through research and diligent study. Each level afterward, he selects two more arcane spells from the savant arcane spell list. The savant cannot select spells from a given level until he is high enough level to cast them.<\/p>\n\n\t<p>The savant must choose and prepare his spells ahead of time by getting a good night&#39;s sleep and spending 1 hour in study. While studying, the savant decides which spells to prepare. The savant does not need a spellbook or similar item. Instead, he focuses on the arcane lore he has learned and sorts through his notes.<\/p>\n\n\t<p>If the savant has a 0 listed for a spell level, he adds his bonus spells for a high Intelligence as normal to determine the number of spells he can cast each day. If after applying this modifier the result is still 0, the avant cannot cast spells of that level and when selecting his two new spells, he cannot choose them from that level&#39;s list. A 5th- or 6th-level savant who lacks the Intelligence score needed to gain a bonus 1st-level spell does not choose any spells.<\/p>\n\n\t<p>The savant&#39;s caster level equals one-half his savant class level.<\/p>\n\n\t<p><strong>Divine Lore:<\/strong> At 10th level, the savant&#39;s broad range of study and research allows him to unlock the secrets of divine magic. He learns to manipulate deific energy and use it to cast spells much like a cleric.<\/p>\n\n\t<p>At 10th level the savant gains access to divine spells as shown on Table 2-9. The savant must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, a savant must have a Wisdom of at least 10 + the spell&#39;s level. The DC for a saving throw against a savant&#39;s divine spell is 10 + the spell&#39;s level + the savant&#39;s Wisdom modifier.<\/p>\n\n\t<p>Like other Spellcasters, a savant can cast only a certain number of spells of each level per day. His base allotment of spells is given below. In addition, the savant receives bonus divine spells if he has a high Wisdom score.<\/p>\n\n\t<p>The savant gains divine spells in the same manner as arcane ones. At 10th level, he learns two new divine spells from the savant divine list. Each level thereafter he gains two additional divine spells. He must be high enough level to cast a spell before he can select it. If the savant has a 0 listed for a spell level, he can cast and gain new spells of that level if his Wisdom score is high enough to grant him bonus spells of that level.<\/p>\n\n\t<p>The savant chooses and prepares his divine spells at the same time as his arcane ones. After 8 hours of rest, he needs 1 hour of meditation and study to prepare both sets of spells.<\/p>\n\n\t<p>The savant cannot use his arcane spell slots to prepare divine spells and vice versa. Keep track of the two sets of spells separately.<\/p>\n\n\t<p>The savant&#39;s caster level equals one-half his savant class level.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th><\/th>\n\t\t\t<th style=text-align:center; colspan=4>Savent Arcane Spell Progression <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th><\/th>\n\t\t\t<th style=text-align:center; colspan=4>Savent Divine Spell Progression <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 0 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t<\/table><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Academic lore, skill assistance (5 feet), trapfinding <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Talent lore <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Sneak attack +ld6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Skill assistance (10 feet) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Arcane lore <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Talent lore <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Skill assistance (15 feet) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Sneak attack +2d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Divine lore <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Skill assistance (20 feet), talent lore <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Sneak attack +3d6 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> Skill assistance (25 feet) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> Talent lore <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td>  <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> Skill assistance (30 feet) <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dragon Compendium 45<\/h5>","reference":"Usergen"},{"id":10976,"name":"Sha'ir","type":"base","alignment":"Any","hit_die":"4","full_text":"<div topic='titel'><p><h3>Sha'ir<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any.<\/p><\/div><div topic='STARTING_GOLD' level='8'><p><b>Starting gold:<\/b> 3d4x10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Sha&#39;irs are proficient with all simple weapons, but not with any type of armor or shield. Armor of any type interferes with a sha&#39;ir&#39;s arcane gestures, which can cause his spells with somatic components to fail.<\/p>\n\n\t<p><strong>Spells:<\/strong> A sha&#39;ir&#39;s spells must be retrieved from the elemental planes by his familiar, an outsider called a gen. Once retrieved, a spell remains set in the sha&#39;ir&#39;s memory, like a wizard&#39;s prepared spell, until cast or until a number of hours pass equal to the sha&#39;ir&#39;s class level. A sha&#39;ir is capable of extraordinarily versatile spellcasting because he can use arcane spells as well as a limited selection of divine spells. A sha&#39;ir&#39;s familiar can retrieve any spell on the sorcerer\/ wizard spell list, plus any spell from the Air, Chaos, Earth, Fire, Knowledge, Law, Luck, Sun, and Water domain spell lists. Even though the sha&#39;ir has access to certain domain spells, he gains no other benefit of the cleric class, including the granted powers of those domains.<\/p>\n\n\t<p>To learn or cast a spell, a sha&#39;ir must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sha&#39;ir&#39;s spell is 10 + spell level + the sha&#39;ir&#39;s Cha modifier.<br \/>Like other Spellcasters, a sha&#39;ir can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Charisma score.<\/p>\n\n\t<p>A sha&#39;ir begins play knowing five 0-level spells and three 1st-level spells of his choice. (Unlike spells per day, the number of spells a sha&#39;ir knows is not affected by his Charisma score.) These new spells may be common spells chosen from the sorcerer\/wizard spell list or the appropriate domain spell list.<\/p>\n\n\t<p>A sha&#39;ir decides what spell might be useful and sends out his familiar to retrieve it from the elemental planes. To do this, the sha&#39;ir must summon his gen and tell it the name of the spell he seeks. The gen immediately plane shifts to seek the spell in the elemental planes.<\/p>\n\n\t<p>The gen&#39;s success in finding the desired spell depends on the following parameters.<\/p>\n\n\t<ul>\n\t\t<li>Arcane Spell Known: To retrieve an arcane spell that the sha&#39;ir can normally cast (that is, one within his Spells Known repertoire), the gen must search for a number of rounds equal to 1d4 + the spell level.<\/li>\n\t\t<li>Arcane Spell Unknown: The sha&#39;ir can cast a spell from the sorcerer\/wizard list he does not know but has seen the effects of and identified with a successful Spellcraft check. If the sha&#39;ir seeks to cast such an arcane spell, the gen must search for ld6 minutes + 1 minute per spell level. A spell so retrieved does not become learned or known for the purposes of the gen retrieving it again.<\/li>\n\t\t<li>Divine Spell: Retrieving a divine spell, known or not, takes a gen ld6 hours + 1 hour per spell level. The gen can retrieve only divine spells from the domains indicated above. Once a gen is sent out to fetch a spell, it cannot be recalled; it is gone for the duration of the search. To determine its success, the sha&#39;ir must succeed at a DC 20 Diplomacy check, since the gen is acting as a proxy to the elemental powers on behalf of the sha&#39;ir. Modify the sha&#39;ir&#39;s Diplomacy check as follows:<\/li>\n\t\t<li>+1 per sha&#39;ir level.<\/li>\n\t\t<li>+2 if the spell is in the Spells Known category (ar- cane only).<\/li>\n\t\t<li>-2 per level of the desired spell.<\/li>\n\t\t<li>-6 if the spell is an unknown divine spell.<\/li>\n\t\t<li>-1 per increase in level caused by the use of a metamagic feat.<\/li>\n\t\t<li>-2 per attempt after a failed check the gen makes to retrieve the same spell in the same day.<\/li>\n\t<\/ul>\n\n\t<p>If the sha&#39;ir succeeds at his Diplomacy check the gen reappears within 5 feet of its master and imparts to him the power to cast the spell. If the check fails, the gen reappears with no spell. A failure by 5 or more results in the gen being detained for an additional 1d4 minutes.<\/p>\n\n\t<p>Spells retrieved by the gen remain available to the sha&#39;ir to cast for 1 hour per sha&#39;ir level. If a spell is not used within that time, the power to cast the spell dissipates harmlessly.<\/p>\n\n\t<p>At 4th level, and every even-numbered sha&#39;ir level thereafter, a sha&#39;ir may choose to learn a new spell in place of one he already knows. In effect, the sha&#39;ir &quot;loses&quot; an old spell known in exchange for a new one. The new spell&#39;s level must be the same as that of the spell for which it is exchanged. A sha&#39;ir may swap one spell at any given level and must make the decision at the same time as he gains new spells known for the level.<\/p>\n\n\t<table>\n\t\t<tr>\n\t\t\t<th colspan=1><\/th>\n\t\t\t<th style=text-align:center; colspan=10>Spells Known <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th>0th <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t\t<th>6th <\/th>\n\t\t\t<th>7th <\/th>\n\t\t\t<th>8th <\/th>\n\t\t\t<th>9th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 9 <\/td>\n\t\t\t<td> 8 <\/td>\n\t\t\t<td> 7 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t<p><strong>Metamagic Feats:<\/strong> A sha&#39;ir may use metamagic feats he possesses to modify the spells his gen fetches. The gen simply fetches the spell with the metamagic feats applied. Unlike the sorcerer, the sha&#39;ir does not need to take a full-round action to cast such spells.<\/p>\n\n\t<p><strong>Bonus Languages:<\/strong> A sha&#39;ir may substitute Aquan, Auran, Ignan, or Terran for any of the bonus languages available to his race. Sha&#39;irs are expected to have a great deal of contact with elemental entities, and apprentice sha&#39;irs often study the languages that such creatures speak.<\/p>\n\n\t<p><strong>Summon Gen Familiar:<\/strong> A sha&#39;ir must obtain a gen familiar (see Gen Familiars) at 1st level. A gen familiar is an intelligent outsider that resembles a small elemental. The creature serves as a companion and servant to the sha&#39;ir. The sha&#39;ir may choose the elemental type of the gen he summons, and its alignment matches his own. The summoning takes 12 hours and consumes raw materials that cost 100 gp.<\/p>\n\n\t<p>A gen can retrieve spells for the sha&#39;ir, as indicated above. As the sha&#39;ir advances in level, the gen increases in power similar to the manner that a normal familiar gains power. A gen advances as a normal familiar, gaining all the normal benefits described in the Familiars section on page 52 of the Player&#39;s Handbook, except that its Intelligence does not increase and it can speak the languages noted in the gen&#39;s description (see below). It retains the outsider type.<\/p>\n\n\t<p>If a gen familiar dies or is dismissed by the sha&#39;ir, the sha&#39;ir must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sha&#39;ir level; success reduces the loss to one-half that amount. However, a sha&#39;ir&#39;s experience point total can never go below 0 as the result of a gen&#39;s demise or dismissal. A slain or dismissed gen can be replaced the following day, but since it is an outsider, it cannot be raised from the dead.<\/p>\n\n\t<p>A sha&#39;ir with more than one class that grants a familiar may have only one familiar at a time.<\/p>\n\n\t<p><strong>Recognize Genie Works:<\/strong> At 3rd level, a sha&#39;ir can recognize the craftsmanship of any item or magical effect created by geniekind. To use this ability, the sha&#39;ir must make a successful DC 20 Knowledge (the planes) check. The sha&#39;ir receives a bonus on this check equal to his sha&#39;ir level.<\/p>\n\n\t<p><strong>Elemental Protection:<\/strong> At 5th level, a sha&#39;ir gains resistance to acid 2, cold 2, electricity 2, and fire 2. He also gains damage reduction 2\/&#8212; against attacks made by any creature with the air, earth, fire, or water subtype. The resistance increases to 4 against the energy type to which his gen is immune (see below), and the damage reduction increases to 4\/&#8212; against attacks made by creatures of his gen&#39;s elemental subtype. He also gains a +2 bonus on all saves against acid-, cold-, electricity-, and fire-based attacks, and this bonus increases to +4 against attacks that deal the energy damage to which his gen is immune.<\/p>\n\n\t<p><strong>Call Janni (Sp):<\/strong> A 7th-level or higher sha&#39;ir may call a janni to aid him once per day. This functions as the lesser planar ally spell except that the Sha&#39;ir can only call a janni. The sha&#39;ir must pay the spell&#39;s XP cost and bargain with the janni as normal. Caster level is equal to the sha&#39;ir&#39;s class level.<\/p>\n\n\t<p><strong>Elemental Travel (Sp):<\/strong> At 9th level, a sha&#39;ir can plane shift once per day, as the spell, to any of the elemental planes or from any elemental plane to the Material Plane. At 15th level, the sha&#39;ir may use this ability twice per day, and at 18th level, the sha&#39;ir may use this ability at will. Caster level is equal to the sha&#39;ir&#39;s class level.<\/p>\n\n\t<p><strong>Call Genie (Sp):<\/strong> An 11th-level or higher sha&#39;ir may call any type of genie to aid him once per day. This functions as the planar ally spell except that the Sha&#39;ir can only call one dao (see the Manual of the Planes), djinni, efreeti, or marid (see the Manual of the Planes), or two jann. The sha&#39;ir must pay the spell&#39;s XP cost and bargain with the genie or jann as normal. Caster level is equal to the sha&#39;ir&#39;s class level.<\/p>\n\n\t<p><strong>Craft Genie Prison (Ex):<\/strong> At 13th level, a sha&#39;ir gains the benefit ofthe Craft Wondrous Item feat, except that he can use it only to create genie prisons. A genie prison is created in die same way as an iron flask and functions identically to that device, except that it can hold only geniekind.<\/p>\n\n\t<h4>Gen Familiars<\/h4>\n\n\t<p>A gen is an outsider similar to a genie, but much smaller and far less powerful. Like genies, gens are native to the various elemental planes.<\/p>\n\n\t<p><strong>COMBAT<\/strong><br \/>All gens have certain traits in common. They prefer to avoid combat, a task that is easy for them since they can travel to the elemental planes at will and survive equally well in any of them.<\/p>\n\n\t<p><strong>Elemental Endurance (Ex):<\/strong> A gen can survive on the elemental planes like a native. On the Elemental Plane o f Fire, a gen is immune to fire damage. On the Elemental Plane of Water, a gen can breathe water and has a swim speed equal to its fly speed (gaining the normal +8 racial bonus on Swim checks). On the Elemental Plane of Earth, a gen has a burrow speed equal to its land speed, leaving no tunnel or sign of its passage as though it has the earth glide ability o f a xorn (see the Monster Manual).<\/p>\n\n\t<p><strong>Elemental Travel (Sp):<\/strong> A gen can plane shift at will to any of the Elemental Planes or from any elemental plane to the Material Plane. This ability transports the gen only. It is otherwise identical to the plane shift spell (caster level 13th).<\/p>\n\n\t<p><strong>Fetch Spells (Ex):<\/strong> A gen can find and deliver spells to a sha&#39;ir from the elemental planes. The time required depends upon the spell, as given in the sha&#39;ir description.<\/p>\n\n\t<p><strong><span class=caps>AIR<\/span> GEN<\/strong><br \/>Tiny Outsider (Air, Extraplanar)<br \/><strong>Hit Dice:<\/strong> 1d8+1 (5hp)<br \/><strong>Initiative:<\/strong> +2<br \/><strong>Speed:<\/strong> 20 ft. (4 squares), fly 70 ft. (perfect)<br \/><strong>Armor Class:<\/strong> 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13<br \/><strong>Base Attack\/Grapple:<\/strong> +1\/-9<br \/><strong>Attack:<\/strong> Slam +5 melee (ld2-2)<br \/><strong>Full Attack:<\/strong> 2 slams +5 melee (ld2-2)<br \/><strong>Space\/Reach:<\/strong> 2-1\/2 ft.\/0 ft.<br \/><strong>Special Attacks:<\/strong> &#8212;<br \/><strong>Special Qualities:<\/strong> Air mastery, darkvision 60 ft., elemental endurance, fetch spells, immunity to electricity, elemental travel, vulnerability to acid<br \/><strong>Saves:<\/strong> Fort +3, Ref +4, Will +4<br \/><strong>Abilities:<\/strong> Str 7, Dex 14, Con 12, Int 13, Wis 15, Cha 10<br \/><strong>Skills:<\/strong> Concentration +5, Escape Artist +6, Hide +12, Knowledge (arcana) +5, Knowledge (the planes) +5, Listen +4, Move Silently +4, Search +5, Spellcraft +5, Spot +4, Survival +6<br \/><strong>Feats:<\/strong> Combat Casting, Weapon Finesse<br \/><strong>Environment:<\/strong> Any elemental plane<br \/><strong>Organization:<\/strong> Solitary<br \/><strong>Challenge Rating:<\/strong> 1\/2<br \/><strong>Treasure:<\/strong> Standard<br \/><strong>Alignment:<\/strong> Often chaotic good<br \/><strong>Advancement:<\/strong> 2-3 HD (Tiny); 4-6 HD (Small) <br \/><strong>Level Adjustment:<\/strong> &#8212;<br \/><em>This creature resembles a pale-skinned humanoid surrounded by misty vapors.<\/em><br \/>Air gens often dwell on the Elemental Plane of Air. Thought to be related to the djinn, they are often found within djinn cities, although they travel almost constantly.<br \/>Air gens speak Common and Auran.<\/p>\n\n\t<p><strong>COMBAT<\/strong><br \/>Air gens avoid combat whenever possible. When they must fight, they slam opponents with their fists.<br \/><strong>Air Mastery (Ex):<\/strong> An airborne creature takes a &#8211; 1 penalty on attack and damage rolls against an air gen.<\/p>\n\n\t<p><strong><span class=caps>EARTH<\/span> GEN<\/strong><br \/>Tiny Outsider (Earth, Extraplanar)<br \/><strong>Hit Dice:<\/strong> 1d8+1 (5hp)<br \/><strong>Initiative:<\/strong> +1<br \/><strong>Speed:<\/strong> 20 ft. (4 squares), fly 60 ft. (perfect)<br \/><strong>Armor Class:<\/strong> 16 (+2 size, +1 Dex, +3 natural), touch 13, flat-footed 15<br \/><strong>Base Attack\/Grapple:<\/strong> +1\/-8<br \/><strong>Attack:<\/strong> Slam +4 melee (1d2-1)<br \/><strong>Full Attack:<\/strong> 2 slams +4 melee (1d2-1)<br \/><strong>Space\/Reach:<\/strong> 2-1\/2 ft.\/0 ft.<br \/><strong>Special Attacks:<\/strong> &#8212;<br \/><strong>Special Qualities:<\/strong> Darkvision 60 ft., earth mastery, elemental endurance, fetch spells, immunity to acid, elemental travel, vulnerability to electricity<br \/><strong>Saves:<\/strong> Fort +3, Ref +3, Will +4<br \/><strong>Abilities:<\/strong> Str 9, Dex 12, Con 12, Int 13, Wis 15, Cha 10 <br \/><strong>Skills:<\/strong> Concentration +5, Escape Artist +6, Hide +11, Knowledge (arcana) +5, Knowledge (the planes) +5, Listen +4, Move Silently +3, Search +5, Spellcraft +5, Spot +4, Survival +6<br \/><strong>Feats:<\/strong> Combat Casting, Weapon Finesse<br \/><strong>Environment:<\/strong> Any elemental plane<br \/><strong>Organization:<\/strong> Solitary<br \/><strong>Challenge Rating:<\/strong> 1\/2<br \/><strong>Treasure:<\/strong> Standard<br \/><strong>Alignment:<\/strong> Often chaotic evil<br \/><strong>Advancement:<\/strong> 2-3 HD (Tiny); 4-6 HD (Small) <br \/><strong>Level Adjustment:<\/strong> &#8212;<br \/><em>This creature resembles a muscular, dusky-skinned humanoid. Tiny gems stud its skin.<\/em><br \/>Earth gens usually dwell on the Elemental Plane of Earth. Thought to be related to the dao, they are often found within dao cities, although they travel almost constantly.<br \/>Earth gens speak Common and Terran.<\/p>\n\n\t<p><strong>COMBAT<\/strong><br \/>Earth gens avoid combat whenever possible. When they must fight, they slam opponents with their fists.<br \/><strong>Earth Mastery (Ex):<\/strong> An earth gen gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the gen takes a &#8211; 4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)<\/p>\n\n\t<p><strong><span class=caps>FIRE<\/span> GEN<\/strong><br \/>Tiny Outsider (Extraplanar, Fire)<br \/><strong>Hit Dice:<\/strong> 1d8 (4hp)<br \/><strong>Initiative:<\/strong> +2<br \/><strong>Speed:<\/strong> 20 ft. (4 squares), fly 60 ft. (perfect)<br \/><strong>Armor Class:<\/strong> 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13<br \/><strong>Base Attack\/Grapple:<\/strong> +1\/-9<br \/><strong>Attack:<\/strong> Slam +5 melee (ld2-2 pulse 1 fire)<br \/><strong>Full Attack:<\/strong> 2 slams +5 melee (ld2-2 plus 1 fire)<br \/><strong>Space\/Reach:<\/strong> 2-1\/2 ft.\/0 ft.<br \/><strong>Special Attacks:<\/strong> Heat<br \/><strong>Special Qualities:<\/strong> Darkvision 60 ft., elemental endurance, fetch spells, immunity to fire, elemental travel, vulnerability to cold<br \/><strong>Saves:<\/strong> Fort +2, Ref +4, Will +4<br \/><strong>Abilities:<\/strong> Str 7, Dex 14, Con 10, Int 13, Wis 15, Cha 10 <br \/><strong>Skills:<\/strong> Concentration +4, Escape Artist +6, Hide +12, Knowledge (arcana) +5, Knowledge (the planes) +5, Listen +4, Move Silently +4, Search +5, Spellcraft +5, Spot +4, Survival +6<br \/><strong>Feats:<\/strong> Combat Casting, Weapon Finesse<br \/><strong>Environment:<\/strong> Any elemental plane<br \/><strong>Organization:<\/strong> Solitary<br \/><strong>Challenge Rating:<\/strong> 1\/2<br \/><strong>Treasure:<\/strong> Standard<br \/><strong>Alignment:<\/strong> Often neutral evil<br \/><strong>Advancement:<\/strong> 2-3 HD (Tiny); 4-6 HD (Small) <br \/><strong>Level Adjustment:<\/strong> &#8212;<br \/><em>This creature resembles a ruddy-skinned humanoid with hair like crackling flames.<\/em><\/p>\n\n\t<p>Fire gens can usually be found on the Elemental Plane of Fire. Thought to be related to the efreet, they are often found within efreeti cities, although they travel almost constantly.<br \/>Fire gens speak Common and Ignan.<\/p>\n\n\t<p><strong>COMBAT<\/strong><br \/>Fire gens avoid combat whenever possible. When they must fight, they slam opponents with their fists.<br \/><strong>Heat (Ex):<\/strong> A fire gen&#39;s red-hot body deals 1 point of extra fire damage whenever it hits in melee, or in each round that it maintains a hold while grappling.<\/p>\n\n\t<p><strong><span class=caps>WATER<\/span> GEN<\/strong><br \/>Tiny Outsider (Aquatic, Extraplanar, Water)<br \/><strong>Hit Dice:<\/strong> 1d8+2 (6 hp)<br \/><strong>Initiative:<\/strong> +1<br \/><strong>Speed:<\/strong> 20 ft. (4 squares), fly 60 ft. (perfect), swim 20 ft.<br \/><strong>Armor Class:<\/strong> 14 (+2 size, +1 Dex, +1 natural), touch 13, flat-footed 13<br \/><strong>Base Attack\/Grapple:<\/strong> +1\/-9<br \/><strong>Attack:<\/strong> Slam +4 melee (ld2-2)<br \/><strong>Full Attack:<\/strong> 2 slams +4 melee (ld2-2)<br \/><strong>Space\/Reach:<\/strong> 2-1\/2 ft.\/0 ft.<br \/><strong>Special Attacks:<\/strong> &#8212;<br \/><strong>Special Qualities:<\/strong> Amphibious, darkvision 60 ft., elemental endurance, fetch spells, immunity to cold, elemental travel, vulnerability to fire<br \/><strong>Saves:<\/strong> Fort +4, Ref +3, Will +4<br \/><strong>Abilities:<\/strong> Str 7, Dex 12, Con 14, Int 13, Wis 15, Cha 10 <br \/><strong>Skills:<\/strong> Concentration +6, Escape Artist +5, Hide +11, Knowledge (arcana) +5, Knowledge (the planes) +5, Listen +4, Move Silently +3, Search +5, Spellcraft +5, Spot +4, Survival +6, Swim +6<br \/><strong>Feats:<\/strong> Combat Casting, Weapon Finesse<br \/><strong>Environment:<\/strong> Any elemental plane<br \/><strong>Organization:<\/strong> Solitary<br \/><strong>Challenge Rating:<\/strong> 1\/2<br \/><strong>Treasure:<\/strong> Standard<br \/><strong>Alignment:<\/strong> Often chaotic neutral<br \/><strong>Advancement:<\/strong> 2-3 HD (Tiny); 4-6 HD (Small) <br \/><strong>Level Adjustment:<\/strong> &#8212;<\/p>\n\n\t<p><em>This creature resembles a blue-skinned humanoid with hair like waving seaweed.<\/em><\/p>\n\n\t<p>Water gens often dwell on the Elemental Plane of Water. Thought to be related to the marids, they are often found within marid cities, although they travel almost constantly.<br \/>Water gens speak Common and Aquan.<\/p>\n\n\t<p><strong>COMBAT<\/strong><br \/>Water gens avoid combat whenever possible. When they must fight, they slam opponents with their fists.<br \/><strong>Amphibious (Ex):<\/strong> Although water gens are aquatic, they can survive indefinitely on land.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th colspan=10>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>0th <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t\t<th>6th <\/th>\n\t\t\t<th>7th <\/th>\n\t\t\t<th>8th <\/th>\n\t\t\t<th>9th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Summon Gen Familiarl <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Recognize Genie Works <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Elemental Protection <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Call Janni <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Elemental Travel (1\/day) <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Call Genie <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Craft Genie Prison <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Elemental Travel (2\/day) <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> Elemental Travel (at will) <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dragon Compendium 51<\/h5>","reference":"Usergen"},{"id":10977,"name":"Urban Druid","type":"base","alignment":"Neutral, Neutral Good, Neutral Evil, or Lawful Neutral","hit_die":"8","full_text":"<div topic='titel'><p><h3>Urban Druid<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Neutral, Neutral Good, Neutral Evil, or Lawful Neutral.<\/p><\/div><div topic='STARTING_GOLD' level='8'><p><b>Starting gold:<\/b> 2d4x10.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Urban druids eschew most forms of weaponry, preferring to use smaller and faster weapons that don&#39;t spread panic by their mere presence. Urban druids are proficient with the following weapons: club, crossbow (any), dagger, quarterstaff, rapier, sap, and short sword. They find armor to be distasteful and rude, and although they are proficient with padded, leather, and studded leather armor, they prefer to wear armor only when adventuring. The DM may allow urban druids to wear other forms of light armor that provide less than a +4 armor bonus as well. Urban druids are proficient with bucklers but no other shields.<\/p>\n\n\t<p>An urban druid who wears prohibited armor or carries a prohibited shield is unable to cast urban druid spells or use any of her supernatural class abilities while doing so and for 24 hours thereafter.<\/p>\n\n\t<p><strong>Spells:<\/strong> An urban druid casts divine spells, which are drawn from the urban druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. An urban druid must choose and prepare her spells in advance (see below).<\/p>\n\n\t<p>To prepare or cast a spell, the urban druid must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid&#39;s spell is 10 + the spell level + the druid&#39;s Charisma modifier.<\/p>\n\n\t<p>Like other Spellcasters, an urban druid can cast only a certain number of spells of each spell level per day. She receives bonus spells per day if she has a high Charisma score. She does not have access to any domain spells or granted powers, as a cleric does.<\/p>\n\n\t<p>An urban druid prepares and casts spells the way a cleric does, although she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). An urban druid may prepare and cast any spell on the urban druid spell list, provided she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.<\/p>\n\n\t<p>Spontaneous Casting: An urban druid can channel stored spell energy into repair spells that she hasn&#39;t prepared ahead of time. She can &quot;lose&quot; a prepared spell in order to cast any repair spell of the same level or lower.<\/p>\n\n\t<p>An urban druid&#39;s divine focus is typically a manufactured or forged item common to a city, such as a gear, a tool, a horseshoe, or a similar item.<\/p>\n\n\t<p><strong>Chaotic, Evil, Good, and Lawful Spells:<\/strong> A druid can&#39;t cast spells of an alignment opposed to her own or her deity&#39;s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.<\/p>\n\n\t<p><strong>City Sense (Ex):<\/strong> An urban druid gains a +2 bonus on Gather Information and Knowledge (local) checks.<\/p>\n\n\t<p><strong>Favored City (Ex):<\/strong> At 1st level, an urban druid must select a favored city. This must be a settlement of at least small town size (<span class=caps>DUNGEON<\/span> MASTER&#39;S Guide, page 137) or larger that the urban druid has visited, but need not be the city the urban druid currently calls home. As she gains levels, an urban druid may consider additional cities her favored cities.<br \/>While within the city limits of one of her favored cities, an urban druid gains a sacred bonus to all Bluff, Diplomacy, Gather Information, and Intimidate checks equal to her Wisdom modifier. In addition, she gains a +2 morale bonus on all Will saving throws.<\/p>\n\n\t<p><strong>Urban Companion (Ex):<\/strong> An urban druid begins play with an urban companion selected from the following list: Small animated object, bat, dire rat, rat, cat, dog, riding dog, horse (light or heavy), Medium monstrous centipede, Small monstrous scorpion, Small monstrous spider, mule, owl, pony, raven, snake (Small or Medium viper), warhorse (light). This creature is a loyal companion that accompanies the urban druid on her adventures as appropriate for its kind. A vermin serving as an urban companion has an Intelligence of 1, and its type changes to animal.<\/p>\n\n\t<p>A 1st-level urban druid&#39;s companion is completely typical for its kind except as noted in the Druid&#39;s Animal Companion sidebar on page 36 of the Player&#39;s Handbook. As the urban druid advances in level, the companion&#39;s power increases as shown in that sidebar.<\/p>\n\n\t<p>If an urban druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace a companion that has perished.<\/p>\n\n\t<p>An urban druid of 4th level or higher may select from alternative lists of creatures (see below). Should she select an urban companion from one of these alternative lists, the creature gains abilities as if the character&#39;s urban druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character&#39;s urban druid level and compare the result with the urban druid level entry on the table in the sidebar on page 36 of the Player&#39;s Handbook to determine the companion&#39;s powers. (If this adjustment would reduce the urban druid&#39;s effective level to 0 or lower, she can&#39;t have that creature as a companion.)<\/p>\n\n\t<p>Any construct that serves an urban druid is spontaneously created by the 24-hour prayer that calls the urban companion; the urban druid need not have the Craft Construct feat (Monster Manual, page 303) or expend gold and experience points to gain the construct companion.<\/p>\n\n\t<p>An urban companion that improves as the urban druid gains levels adds Hit Dice appropriate to its type.<\/p>\n\n\t<p><em>Alternative Urban Companions<\/em><br \/>An urban druid of sufficiently high level can select her urban companion from one of the following lists, applying the indicated adjustment to the druid&#39;s level (in parentheses) for purposes of determining the companion&#39;s characteristics and special abilities.<br \/><strong>4th Level or Higher (Level -3)<\/strong><br \/>Animated object (Medium)<br \/>Giant ant (soldier)<br \/>Dire bat<br \/>Monstrous centipede (Large)<br \/>Monstrous scorpion (Medium)<br \/>Monstrous spider (Medium)<br \/>Snake, viper (Large)<br \/>Warhorse, heavy<br \/><strong>7th Level or Higher (Level -6)<\/strong><br \/>Animated object (Large)<br \/>Carrion crawler<br \/>Hammerer (Monster Manual II, page 27)<br \/>Otyugh<br \/>Monstrous centipede (Huge)<br \/>Monstrous scorpion (Large)<br \/>Monstrous spider (Large)<br \/>Pulverizer (Monster Manual II, page 27)<br \/>Snake, viper (Huge)<br \/><strong>10th Level or Higher (Level-9)<\/strong><br \/>Animated object (Huge)<br \/>Monstrous spider (Huge)<br \/>13th Level or Higher (Level-12)<br \/>Monstrous centipede (Gargantuan)<br \/>Monstrous scorpion (Huge)<br \/><strong>16th Level or Higher (Level-15)<\/strong><br \/>Animated object (Gargantuan)<br \/>Monstrous spider (Gargantuan)<\/p>\n\n\t<p><strong>Crowdwalk (Ex):<\/strong> At 2nd level, an urban druid can move through crowds with ease, moving as if in an open space. If an urban druid attempts to move through a square occupied by a hostile creature (such as with a Tumble check or an overrun attempt), she gains a +4 bonus on any skill check, Strength check, or attack roll made to resolve the movement.<\/p>\n\n\t<p><strong>Alley Fighting (Ex):<\/strong> Urban druids are masters at fighting in cramped quarters, such as city alleyways or narrow dungeon corridors. At 3rd-level, an urban druid&#39;s ability to fight in these conditions improves greatly. As long as she is fighting in an area no wider than her space (5 feet for a Small or Medium humanoid), she gains a +1 competence bonus on all attack rolls. Additionally, if she makes a melee attack against a target around a<br \/>corner, the target does not gain the benefit of cover (unless the foe has total cover). The urban druid retains the benefits of cover against her enemy, unless she is fighting another urban druid or other creature with a similar power.<\/p>\n\n\t<p><strong>Disease Immunity (Ex):<\/strong> At 4th level, an urban druid becomes immune to all forms of disease, including supernatural diseases like mummy rot.<\/p>\n\n\t<p><strong>Urban Shape (Su):<\/strong> At 5th-level, an urban druid gains the ability to turn herself into any Small or Medium urban creature. This ability functions identically to a druid&#39;s wild shape ability, save that the list of forms the urban druid can take is much more specialized: It is limited to creatures with the humanoid type or to any non-construct creatures from her urban companion list (see above).<\/p>\n\n\t<p>An urban druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level. In addition, she gains the ability to take the shape of a Large creature at 8th level, a Tiny creature at n t h level, and a Huge creature at 15th level. The new form&#39;s Hit Dice can&#39;t exceed the character&#39;s urban druid level.<\/p>\n\n\t<p>At 12th level, the urban druid becomes able to use urban shape to change into an object (size based on the sizes allowed by the urban shape ability), such as a door or a wagon. The urban druid gains hardness equal to the material assumed, but the urban druid cannot assume the form of an object with a hardness of more than 10. As long as the urban druid is in object form, she has no means oflocomotion or speech, but she retains awareness of her surroundings as if she were in her natural form.<\/p>\n\n\t<p>At 16th level, an urban druid becomes able to use urban shape to transform into a Small, Medium, Large, or Huge animated object once per day. These construct forms are in addition to her normal urban shape usage. In addition to the normal effects of urban shape, the urban druid also gains all of the animated object&#39;s extraordinary special attacks and special qualities, including any defenses gained from the construct type. Her type changes to construct for the duration of the animated object form. A druid who becomes an animated object has no Constitution score for as long as he remains an animated object. The urban druid gains bonus hit points based on his size while an animated object, as usual for a construct.&quot;<\/p>\n\n\t<p>At 18th level, an urban druid gains the ability to assume animated object form twice per day, and at 20th level she can do so three times per day. At 20th level, she may use this ability to change into a gargantuan animated object.<\/p>\n\n\t<p><strong>Information Network (Ex):<\/strong> Upon reaching 9th level, an urban druid has established an information network in a number of cities equal to her Charisma bonus. While in any of these cities, the urban druid only takes half an hour to make a Gather Information check (rather than a full evening or day). In addition, if any event occurs in a city that would interest the urban druid, she may make a Gather Information check to learn of the event as a free action. Knowledge of such an event reaches the urban druid&#39;s ears in 1d4 hours unless the urban druid is in an area that cannot be reached by her contacts.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th colspan=6><\/th>\n\t\t\t<th style=text-align:center; colspan=10>Spells per Level <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t\t<th>0th <\/th>\n\t\t\t<th>1st <\/th>\n\t\t\t<th>2nd <\/th>\n\t\t\t<th>3rd <\/th>\n\t\t\t<th>4th <\/th>\n\t\t\t<th>5th <\/th>\n\t\t\t<th>6th <\/th>\n\t\t\t<th>7th <\/th>\n\t\t\t<th>8th <\/th>\n\t\t\t<th>9th <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> City sense, favored city 1, urban companion <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Crowdwalk <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Alley fighting <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Disease immunity, favored city 2 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Urban shape (1\/day) <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Urban shape (2\/day) <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Urban shape (3\/day) <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Urban shape (Large), favored city 3 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6\/+1 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Information network <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7\/+2 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Urban shape (4\/day) <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 11th <\/td>\n\t\t\t<td> +8\/+3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Urban shape (Tiny) <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 12th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> Urban shape (object) favored city 4 <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 13th <\/td>\n\t\t\t<td> +9\/+4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 14th <\/td>\n\t\t\t<td> +10\/+5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Urban shape (5\/day) <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 15th <\/td>\n\t\t\t<td> +11\/+6\/+1 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> Urban shape (Huge) <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 16th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> Favored city 5, Urban shape (animated object 1\/day) <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 17th <\/td>\n\t\t\t<td> +12\/+7\/+2 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t\t<td> 1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 18th <\/td>\n\t\t\t<td> +13\/+8\/+3 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> Urban shape (6\/day, animated object 2\/day) <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 19th <\/td>\n\t\t\t<td> +14\/+9\/+4 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +11 <\/td>\n\t\t\t<td>  <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t\t<td> 3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 20th <\/td>\n\t\t\t<td> +15\/+10\/+5 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +12 <\/td>\n\t\t\t<td> Favored city 6, Urban shape (animated object 3\/day, Gargantuan) <\/td>\n\t\t\t<td> 6 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 5 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t\t<td> 4 <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dragon Compendium 57<\/h5>","reference":"Usergen"},{"id":10978,"name":"Aerial Avenger","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Aerial Avenger<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 6.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Base Save Bonus:<\/strong> Reflex +3.<br \/><strong>Special:<\/strong> Must have a fly speed or the ability to cast fly at least twice per day.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Aerial avengers are proficient with all simple and martial weapons but with no armor or shields.<\/p>\n\n\t<p><strong>Flyby Attack:<\/strong> At 1st level, the aerial avenger gets Flyby Attack as a bonus feat.<\/p>\n\n\t<p><strong>Momentum (Ex):<\/strong> A 2nd-level aerial avenger learns to use her momentum and weight to her advantage while fighting. If in the air, the aerial avenger gains a +1 competence bonus to damage. At 5th level, this bonus becomes +2, and at 8th level it rises to +3.<\/p>\n\n\t<p><strong>Power Dive (Ex):<\/strong> When a 2nd-level aerial avenger makes a dive (charge) attack, she deals an additional +1d6 points of damage if she hits.<\/p>\n\n\t<p><strong>Maneuverability Increase (Ex):<\/strong> At 3rd level, the aerial avenger&#39;s maneuverability increases by one rank, so that an aerial avenger with an average maneuverability gains good maneuverability. If the aerial avenger&#39;s maneuverability is already perfect, this ability cannot affect it. The aerial avenger&#39;s maneuverability increases again at 7th level.<\/p>\n\n\t<p><strong>Speed (Ex):<\/strong> At 3rd level, the aerial avenger learns to increase her speed by +10 feet. This bonus increases by +10 feet at 8th level.<\/p>\n\n\t<p><strong>Death From Above (Ex):<\/strong> Through training and practice, the 4th-level aerial avenger improves her attack bonus while airborne. If in the air above a foe, the aerial avenger gains a +1 competence bonus to attacks. At 9th level, this bonus increases to +2.<\/p>\n\n\t<p><strong>Range Increase (Ex):<\/strong> The 4th-level aerial avenger, when making a ranged attack while in the air, increases the distance of any range increment (or in the case of spells that require a ranged attack roll, an increase in the overall range) by 50%.<\/p>\n\n\t<p><strong>Swoop (Ex):<\/strong> At 6th level, the aerial avenger learns to make a devastating attack. While flying in a straight line (using a full-round action), the aerial avenger can move her speed, making a melee attack at any foe within reach on her path. For each foe attacked beyond the first, each attack suffers a -1 attack penalty, so the aerial avenger must declare how many foes she attacks before she starts (minimum two). The aerial avenger gives up her regular attacks to take this action. This is an extraordinary ability that draws no attacks of opportunity, even if the aerial avenger passes through threatened areas on her way through the swoop.<\/p>\n\n\t<p><strong>Terrifying Shriek (Ex):<\/strong> The loth-level aerial avenger can add a shrill shriek to any swoop attack, causing all creatures within 50 feet of the point of the first attack to make a Will saving throw (DC 20 plus the aerial avenger&#39;s Charisma modifier) or become panicked for 1d6+4 rounds.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Flyby Attack <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Momentum +1, power dive <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Maneuverability increase, speed +10 feet <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Death from above +1, range increase <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Momentum +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Swoop <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Maneuverability increase, speed +10 feet <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Momentum +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Death from above +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Terrifying shriek <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dragon Compendium 67<\/h5>","reference":"Usergen"},{"id":10979,"name":"Arcanopath Monk","type":"prestige","alignment":"Any Lawful","hit_die":"8","full_text":"<div topic='titel'><p><h3>Arcanopath Monk<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any Lawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Must find the Monastery of Finithamon amidst the Ever-Changing Chaos of Limbo, successfully petition the sensei for membership, and have slain an arcane spellcaster.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Arcanopaths are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, shuriken, siangham, and sling. The arcanopath monk gains the same advantages for using a kama, nunchaku, or siangham as does a monk.<\/p>\n\n\t<p><strong>Student of Perfection<\/strong>: Arcanopaths are monks, although they meditate on alternative methods of achieving physical enlightenment. As such, an arcanopath monk gains flurry of blows, unarmed damage, AC bonus, and unarmored speed as if he were a monk whose level equaled his monk level + his arcanopath monk level. For instance, a 6th-level monk\/1st-level arcanopath has a base flurry ofblows attack bonus of +4\/+4 (as if he were a 7th-level monk). Those who manage to meet the requirements for this class who are not monks gain these abilities as if a monk equal to only their arcanopath monk level.<\/p>\n\n\t<p><strong>Clap of Deafness (Su):<\/strong> The monk can use this supernatural ability once per round, but no more than once per arcanopath level per day. The monk must declare he is using the clap of deafness before making the attack roll (thus, a missed attack roll ruins the attempt). A foe struck by the arcanopath is forced to make a Fortitude saving throw (DC 10 + the arcanopath level + the arcanopath&#39;s Wisdom modifier), in addition to taking damage as normal If the saving throw fails, the opponent is deafened for 1 round. A deafened character has a 20% chance of spell failure when casting spells with verbal components (as well as suffering a -4 penalty on initiative checks and an inability to make Listen checks). Unless specified to the contrary, all spell failure penalties stack. Creatures immune to critical hits or sonic attacks cannot be affected by the arcanopath&#39;s clap.<\/p>\n\n\t<p><strong>Chop of Silence (Su):<\/strong> The arcanopath of at least 2nd level can use this supernatural ability once per round, but no more than once per arcanopath level per day. The arcanopath must declare he is using the chop of silence attack before making the attack roll (thus, a missed attack roll ruins the attempt). A foe struck by the arcanopath is forced to make a Fortitude saving throw (DC 10 + the arcanopath level + the arcanopath&#39;s Wisdom modifier), in addition to taking damage as normal. If the saving throw fails, the opponent is rendered mute for 1 round. A mute character is unable to cast spells with a verbal component (and cannot communicate verbally). Creatures immune to critical hits cannot be affected by the chop.<\/p>\n\n\t<p><strong>Strike of Confusion (Su):<\/strong> The monk of 3rd or higher level can use this supernatural ability once per round, but no more than once per arcanopath level per day. The monk must declare he is using the strike of confusion before making the attack roll (thus, a missed attack roll ruins the attempt). A foe struck by the arcanopath is forced to make a Fortitude saving throw (DC 10 + the arcanopath level + the arcanopath&#39;s Wisdom modifier), in addition to taking damage as normal. If the saving throw fails, the opponent has a 50% chance of spell failure when casting any spell (or attempting to use a spell-like ability) for 2d4 rounds. Unless specified to the contrary, all spell failure penalties stack. Creatures immune to critical hits cannot be affected by the strike.<\/p>\n\n\t<p><strong>Deflect Spell (Su):<\/strong> At 4th level, the arcanopath monk learns to deflect incoming ray and energy missile spells. The arcanopath must have at least one hand free (holding nothing) to use this ability. Once per round when the arcanopath would normally be hit with a ray or energy missile spell the character can make a DC 20 Reflex saving throw (if the ray or energy missile has a magical bonus to attack, the DC increases by that amount). If the arcanopath succeeds, he deflects the spell. The arcanopath must be aware of the attack and not flat-footed. Attempting to deflect a ray or energy missile doesn&#39;t count as an action.<\/p>\n\n\t<p>A ray is a spell that produces a ray effect.<\/p>\n\n\t<p>An energy missile is a weaponlike spell that produces something physical that the spell projects or the caster can hurl, such as Melf&#39;sacid arrow or produceflame.Fireball, magic missile, and the like are not energy missiles.<\/p>\n\n\t<p><strong>Ki Strike (Su):<\/strong> Beginning at 5th level, an arcanopath&#39;s unarmed attack is empowered with ki and is treated as if it were made of cold iron for the purposes of bypassing damage reduction.<\/p>\n\n\t<p><strong>Allseeing Eye (Su):<\/strong> The 6th-level arcanopath gains the ability to see as if enjoying the effects of a permanent see invisibility spell cast by a 5th-level sorcerer. This supernatural ability functions continuously.<\/p>\n\n\t<p><strong>Slap of Forgetfulness (Ex):<\/strong> The arcanopath monk of 7th or higher level can use this extraordinary ability once per round, but no more than once per arcanopath level per day. The monk must declare he is using the slap of forgetfulness attack before making the attack roll (thus, a missed attack roll ruins the attempt). A foe struck by the arcanopath is forced to make a Fortitude saving throw (DC 10 + the arcanopath level + the arcanopath&#39;s Wisdom modifier), in addition to taking damage as normal. If the saving throw fails, the opponent loses 1d4 arcane spells (or 1d4 unused daily arcane spell slots). The lost spells or spell slots are lost first from the highest level spells the spellcaster can cast, but otherwise are determined by the creature struck. If the result indicates more spells lost than are prepared (or unused) at a particular level, spells at the next lower level are lost in the same fashion, and so on. Lost spells (or open spell slots) can be regained normally. Creatures immune to critical hits cannot be affected by the slap of forgetfulness.<\/p>\n\n\t<p><strong>Empty Hand (Ex):<\/strong> An 8th-level arcanopath monk gains the ability to make melee attacks against ethereal creatures. Reflect Spell (Su): Starting at 9th level, when an arcanopath monk successfully deflects a spell he can choose to reflect it back at the caster. An arcanopath can use this ability a number of times per day equal to his Wisdom modifier (minimum once per day). A reflected spell is, in effect, cast back on the original caster, although the monk rerolls any necessary attack roll (associated DCs<br \/>are unchanged).<\/p>\n\n\t<p><strong>Sundering Strike of Oblivion (Ex):<\/strong> When an arcanopath monk of 10th level makes a successful slap of forgetfulness, he can automatically convert it to a sundering strike of oblivion once per day. In addition to taking normal damage and losing 1d4 prepared arcane spells (or 1d4 unused daily arcane spell slots), the foe completely loses knowledge of the lost spells. Spellcasters who lose knowledge of spells may later attempt a Spellcraft check (DC 10 + spell level + the arcanopath&#39;s Wisdom modifier) to regain each one. Failure indicates the spell is unavailable until the next time the spellcaster advances a level, at which time the spellcaster automatically relearns all her forgotten spells (as well as gains knowledge of new spells as normal for the class).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Student of perfection, clap of deafness <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Chop of muteness <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Strike of confusion <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Deflect spell <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Ki strike (cold iron) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Allseeing eye <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Slap of forgetfulness <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Empty hand <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Reflect spell <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Sundering strike of oblivion <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dragon Compendium 68<\/h5>","reference":"Usergen"},{"id":10980,"name":"Blessed of Gruumsh","type":"prestige","alignment":"Any non-good","hit_die":"10","full_text":"<div topic='titel'><p><h3>Blessed of Gruumsh<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 10.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any non-good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> In a ritual dedicated to Gruumsh, a character seeking to become a blessed of Gruumsh must remove one of his own eyes (to further embody the one-eyed god).<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> A blessed of Gruumsh is proficient with all simple and martial weapons, all types of armor, and with shields (except tower shields).<\/p>\n\n\t<p><strong>Divine Blessing (Ex):<\/strong> Gruumsh, it is said, watches over his blessed ones. Thus, each has a +1 luck bonus to Armor Class at 1st level. This bonus increases to +2 at 4th level, +3 at 7th level, and +4 at 10th level.<\/p>\n\n\t<p><strong>Fist of Gruumsh (Su):<\/strong> At 2nd level, once per day, the blessed of Gruumsh can deal additional damage with any single attack. The amount of damage dealt is +1d6 for 2nd-4th levels, +2d6 for 5th-7th levels, and +3d6 for 8th- 10th levels. Use of this ability must be declared before the attack roll is made. If the attack misses, that use of the fist of Gruumsh is wasted.<\/p>\n\n\t<p><strong>Evil Eye (eye of disdain) (Sp):<\/strong> Once per day, as a spell- like ability, the 3rd-level blessed of Gruumsh can make a gaze attack for 1 round as an attack action with a range of 30 feet. A Will save resists the effect (DC 10 + blessed of Gruumsh level + Cha modifier), and those who fail take a -1 penalty on attacks, saves, and skill checks for 1 round per blessed of Gruumsh level.<\/p>\n\n\t<p><strong>Keen Eye of Gruumsh (Su):<\/strong> At 5th level, once per day, the blessed of Gruumsh can add a luck bonus equal to his blessed of Gruumsh level on an attack roll for any single attack. Use of this ability must be declared before the attack roll is made. If the attack misses the keen eye of Gruumsh is wasted.<\/p>\n\n\t<p><strong>Evil Eye (eye of fear) (Sp):<\/strong> Once per day, as a spell-like ability, the 6th-level blessed of Gruumsh can make a gaze attack for1 round as an attack action with a range of30 feet. A Will save resists the effect (DC 10 + blessed of Gruumsh level + Cha modifier), and those who fail must run in fear as if affected by a fear spell cast by a sorcerer with a caster level equal to the blessed of Gruumsh&#39;s class level.<\/p>\n\n\t<p><strong>Thunderous Roar of Gruumsh (Ex):<\/strong> At 8th level, once per day, the blessed of Gruumsh can double the number of attacks he makes in a given round while he bellows an incredible roar. If for example, a blessed of Gruumsh normally attacks with an orc double axe at +16\/+11\/+6 and an off-hand attack of +16, he instead makes six attacks (at +16\/+16\/+11\/+11\/+6\/+6) and two off-hand attacks (at +16\/+16). The blessed of Gruumsh must be able to audibly roar to use this ability&#8212;a silence spell negates this ability, for example.<\/p>\n\n\t<p><strong>Evil Eye (eye of curses) (Sp):<\/strong> Once per day, as a spell-like ability, the 9th-level blessed of Gruumsh can make a gaze attack for 1 round as an attack action with a range of 30 feet. A Fortitude save resists the effect (DC 10 + blessed of Gruumsh level + Cha modifier), and those who fail are cursed as if a sorcerer (of a caster level equal to the blessed of Gruumsh&#39;s class level) had cast bestow curse upon them.<\/p>\n\n\t<p><strong>True Orc (Sp):<\/strong> At 10th level, the blessed of Gruumsh can call upon his deity&#39;s might and speak in a commanding voice, uttering words in the true language of orcs&#8212;the very language that Gruumsh used to give birth to his children. These words inspire all orcs who can hear them (including the blessed of Gruumsh), granting those within 100 feet of the blessed of Gruumsh a +4 morale bonus on attack rolls, skill checks, and saving throws for 10 minutes. He can use this ability once per week.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Divine Blessing +1 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Fist of Gruumsh <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Evil Eye (Eye of Disdain) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Divine Blessing +2 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Keen Eye of Gruumsh <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Evil Eye (Eye of Fear) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Divine Blessing +3 <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +8 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Thunderous Roar of Gruumsh <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +9 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Evil Eye (Eye of Curses) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +10 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Divine Blessing +4, True Orc <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dragon Compendium 70<\/h5>","reference":"Usergen"},{"id":10981,"name":"Cerebrex","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Cerebrex<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 8.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells:<\/strong> Ability to cast 3rd-level arcane spells.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Cerebrexes gain no additional proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells:<\/strong> At each even-numbered level gained in the Cerebrex class, a character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of rebuking or controlling undead, metamagic or item creation feats, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Cerebrex, she must decide to which class she adds the new level for purposes of determining spells per day.<\/p>\n\n\t<p><strong>Enigma&#39;s Bane (Ex):<\/strong> A Cerebrex knows the way to the heart of any mystery. When confronted by a puzzle, enigma, code, or riddle, she gains a circumstance bonus equal to her cerebrex level to any Intelligence checks or Intelligence-based skill checks necessary to solve it.<\/p>\n\n\t<p><strong>Scent (Su):<\/strong> At 2nd level, the cerebrex gains the scent ability (Monster Manual, page 314).<\/p>\n\n\t<p><strong>Aggression Mastery (Su):<\/strong> At this point in her development, the 3rd-level cerebrex has mastered the areas of the brain responsible for aggression. Once per day, as a standard action, the cerebrex may either cause herself or another creature to enter a rage (as a barbarian), or alternatively to force a barbarian out of a rage. Non-barbarians rage as a 1st-level barbarian, while barbarians rage as normal. The cerebrex must touch the creature, which provokes an attack of opportunity, to use this ability. An unwilling target can make a Will save (DC 10+one-half cerebrex level+Charisma bonus) to negate the effect.<\/p>\n\n\t<p><strong>Symphony of Nerves (Su):<\/strong> A 4th-level cerebrex&#39;s neural networks are now highly sensitized. Once per day, as a free action, she gains an enhancement bonus to Dexterity equal to one-half her cerebrex level. This effect lasts one round per cerebrex level.<\/p>\n\n\t<p><strong>Blindsense (Ex):<\/strong> At 5th level, the cerebrex&#39;s heightening senses grant her blindsense to 30 feet.<br \/>Telepathic Immunity (Su): A Cerebrex of 5th level is immune to all forms of telepathy or mind reading. She may suppress and reactivate this immunity at will, as a free action.<\/p>\n\n\t<p><strong>Eidetic Memory (Ex):<\/strong> At 6th level, the Cerebrex reaches the next level of her evolution: memory. She has perfect recall of events in all five senses. This grants her a competence bonus on all Intelligence checks and Intelligence-based skill checks equal to half her cerebrex levels.<\/p>\n\n\t<p><strong>Clairaudience\/Clairvoyance (Sp):<\/strong> By concentrating for 1 minute, a 7th-level Cerebrex may expand her senses to such an extent that she can perceive an unseen area as per the clairaudience\/clairvoyance spell. This ability is as the spell of the same name, as cast by a sorcerer of the cerebrex&#39;s class level.<\/p>\n\n\t<p><strong>Blindsight (Ex):<\/strong> An 8th-level cerebrex gains blindsight to 60 feet (Monster Manual, page 306).<\/p>\n\n\t<p><strong>Twist the Neural Skein (Su):<\/strong> The 9th-level Cerebrex knows the neural &quot;shapes&quot; of spells in her own mind so well that she can sense the traces of memorized spells in the minds of her opponents and tear them from their minds. Twice per day, as a standard action, a Cerebrex can watch a known spellcaster and attempt to determine a spell that caster still has prepared. She must succeed at a Spellcraft check (DC 15 + spell level + opponent&#39;s Intelligence modifier) to uncover a spell. The amount the check result exceeds this DC determines the highest level of spell she can find. She knows one randomly determined prepared spell of the appropriate level (or lower). The cerebrex chooses the spell level she wishes to investigate after making her check.<\/p>\n\n\t<p>The cerebrex may attempt to overload the paths of the spellcaster&#39;s memory, making a discerned spell inaccessible, as if it had been cast. This requires the cerebrex to succeed at a touch attack against the opponent. She and her opponent then both make opposed Will saves. If the cerebrex wins the opposed roll, the target loses the spell. If her opponent wins, he retains the spell, but the cerebrex may try again (including another attempt that round, if she can make more than one attack per round).<br \/>This ability has no effect on Spellcasters who don&#39;t prepare their spells, such as bards and sorcerers.<\/p>\n\n\t<p><strong>Neural Glimpse (Su):<\/strong> The cerebrex can detect minute indicators of a humanoid&#39;s intended actions even as that being becomes aware of them. In combat, this translates into an insight bonus to AC equal to the cerebrex&#39;s Intelligence modifier. Outside of combat, the cerebrex gains an insight bonus equal to her Intelligence modifier (minimum +1) on Bluff, Diplomacy, Intimidate, and Sense Motive checks. She may use this ability once per day for a number of rounds equal to her cerebrex class level.<\/p>\n\n\t<p><strong>Inscrutable Mind (Su):<\/strong> Also at 10th level, the cerebrex has become so aware of her own mind that she gains a +4 bonus on all saves made against mind-affecting, fear, and sleep effects. In addition, whenever a cerebrex makes a saving throw against an illusion, she gains a circumstance bonus equal to her Intelligence bonus.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spells Per Day<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Enigma&#39;s Bane <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Scent <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Aggression Mastery <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Symphony of Nerves <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Blindsense, Telepathic Immunity <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Eidetic Memory <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Clairaudience\/clairvoyance <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Blindsight <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Twist the Neural Skein <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Neural Glimpse, Inscrutable Mind <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dragon Compendium 72<\/h5>","reference":"Usergen"},{"id":10982,"name":"Fleet Runner of Ehlonna","type":"prestige","alignment":"Neutral Good","hit_die":"8","full_text":"<div topic='titel'><p><h3>Fleet Runner of Ehlonna<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Neutral Good.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Base Save Bonus:<\/strong> Will +3.<br \/><strong>Spells:<\/strong> Ability to cast divine spells.<br \/><strong>Patron Deity:<\/strong> Ehlonna.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Fleet runners are proficient with all simple and martial weapons, with all armor, and with shields (except tower shields).<\/p>\n\n\t<p><strong>Spells:<\/strong> At every even level the fleet runner gains new spells per day (and spells known, if applicable) as if she had also gained a level in a divine spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of rebuking or controlling undead, wildshape, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a fleet runner, she must decide to which class she adds the new level for purposes of determining spells per day.<\/p>\n\n\t<p><strong>Fast Movement (Ex):<\/strong> The fleet runner has a speed faster than what is normal for her race by +10 feet when wearing no armor, light armor, or medium armor (and not carrying a heavy load). For example, a human fleet runner in studded leather armor has a standard speed of 40 feet. This increase stacks with similar speed increases, such as from the barbarian or monk classes.<\/p>\n\n\t<p><strong>Greater Mobility (Ex):<\/strong> A fleet runner of Ehlonna gains a +8 dodge bonus to Armor Class against attacks of opportunity caused when she moves out of or within a threatened area. This supercedes the bonus granted by the Mobility feat.<\/p>\n\n\t<p><strong>Additional Domain:<\/strong> A fleet runner gains access to another of Ehlonna&#39;s domains as a third clerical domain. She can use the granted power of the domain (using her fleet runner level instead of her cleric level), and can choose from the spell lists of three domains when selecting her domain spells for the day. She can still cast only one domain spell of each level (1st through 9th) per day. Fleet runners without a level of cleric gain no benefit from this granted ability.<\/p>\n\n\t<p><strong>Evasion (Ex):<\/strong> At 2nd level and above, a fleet runner can avoid even magical and unusual attacks with great agility. If the fleet runner makes a successful Reflex saving throw against an attack that normally allows a Reflex save for half damage she instead takes no damage. The fleet runner can use evasion only if she is wearing light armor or no armor.<\/p>\n\n\t<p><strong>Leap of the Hart (Ex):<\/strong> At 3rd level and higher, a fleet runner makes Jump checks as if she made a running jump regardless of how far she moves (if at all) before leaping.<\/p>\n\n\t<p><strong>Shot on the Run:<\/strong> At 4th level, the fleet runner gains the Shot on the Run feat, even if she does not meet its prerequisite.<\/p>\n\n\t<p><strong>Run Like the Huntress (Su):<\/strong> At 5th level, a fleet runner gains supernatural stamina while running. She can run for a number of rounds equal to two times her Constitution score without making any checks, and she gains a +8 bonus on Constitution checks made to continue running after that point.<\/p>\n\n\t<p><strong>Improved Evasion (Ex):<\/strong> At 6th level, a fleet runner&#39;s evasion ability improves. She still takes no damage on a successful Reflex, but henceforth she only takes half damage on a failed save. The fleet runner can only use Improved Evasion if she wears light armor or no armor.<\/p>\n\n\t<p><strong>Run Like the Wind (Sp):<\/strong> At 7th level, a fleet runner can slip magically between spaces, as per the spell dimension door, once per day as a spell-like ability. The fleet runner&#39;s effective caster level equals her class level.<\/p>\n\n\t<p><strong>Leopard&#39;s Pounce (Ex):<\/strong> At 8th level, a fleet runner can make a full attack at the end of a charge.<\/p>\n\n\t<p><strong>Swiftness of the Tigress (Ex):<\/strong> When she reaches 9th level, a fleet runner can act as if under the effects of a haste spell for a total of 1 round per class level per day. These rounds need not be consecutive.<\/p>\n\n\t<p><strong>Cheetah&#39;s Sprint (Su):<\/strong> Once an hour, a 10th-level fleet runner can take a charge action to move ten times her normal speed.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spells Per Day<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Fast movement, greater mobility, additional domain <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Evasion <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Leap of the Hart <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Shot on the Run <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Run Like the Huntress <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Improved Evasion <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Run like the Wind <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Leopard&#39;s Pounce <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Swiftness of the Tigress <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Cheetah&#39;s Sprint <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dragon Compendium 74<\/h5>","reference":"Usergen"},{"id":10983,"name":"Flux Adept","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Flux Adept<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells:<\/strong> Ability to cast 2nd-level spells<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Flux adepts gain no additional proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells:<\/strong> At every odd-numbered level, a flux adept gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before adding this prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of rebuking or controlling undead, metamagic or item creation feats, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a flux adept, she must decide to which class she adds the new level for purposes of determining spells per day.<\/p>\n\n\t<p><strong>Grace Through Will (Ex):<\/strong> The simplest lesson of the path of the flux adept is the means to precisely control all of the body&#39;s muscles. While this is by no means something that can be mastered immediately, the mind and body can be made, in time, to work as one. The character adds half her flux adept level to all Balance, Climb, Escape Artist, and Tumble skill checks.<\/p>\n\n\t<p><strong>Pheromonic Control (Ex):<\/strong> At 2nd level, the flux adept learns that beauty is more than skin deep&#8212;it lies at least as deep as the glands. Three times per day, the flux adept may create an affect that functions like eagle&#39;s splendor, as cast by a sorcerer of the flux adept&#39;s class level. In addition, the flux adept gains an additional +2 bonus on any Charisma-based skill check made against a creature with the scent ability.<\/p>\n\n\t<p><strong>Thermoregulation (Su):<\/strong> A 2nd-level flux adept can, at will, vary her skin and blood to cope with extremes of temperature, even when these extremes have magical origins. The flux adept gains a +2 bonus on all saves against fire or cold effects, as well as Fortitude saves made in cold or very hot conditions (<span class=caps>DUNGEON<\/span> MASTER&#39;S Guide, pages 302-303). At 7th level, the bonus increases to +4, and the flux adept is immune to the effects of cold and hot conditions.<\/p>\n\n\t<p><strong>Iron Stomach (Su):<\/strong> Beginning at 3rd level, the flux adept may draw nutrients out of any substance: bark, grass, stone, gold, and even ash. The adept gains no benefit against poisons delivered by an attack, but becomes immune to all ingested poisons (<span class=caps>DUNGEON<\/span> MASTER&#39;S Guide, page 297).<\/p>\n\n\t<p><strong>Bitter Tides (Ex):<\/strong> The 4th-level flux adept now commands the composition of all fluids produced by glands or ducts of the body, such as tears, sweat, and saliva. She gains the ability to make such fluids acidic, and can do so a number of times per day equal to 3 plus her Constitution modifier (minimum 1). With this ability, the flux adept may either spit a single concentrated bolus of acidic saliva or sweat acid for 10 minutes. The acidic spittle deals 3d6 points of acid damage on a successful ranged touch attack (range increment 10 feet). Her acidic sweat deals 1 point of acid damage per round to any object she touches and wishes to affect. In addition, any creature that hits her with a natural weapon suffers 1 point of acid damage per hit. For each minute that she touches an item (such as ropes or shackles binding her, or a wooden door that blocks her path), her acidic sweat ignores 1 point of the object&#39;s hardness.<\/p>\n\n\t<p><strong>Feign Death (Ex):<\/strong> The 5th-level flux adept is able to turn off her metabolism (requiring no food, water, or even air) by entering a deep trance that resembles death. She can remain in this dormant state for up to 24 hours, and shows all the physical signs of death. She may enter this trance as a standard action. Awakening from the trance takes a full round. Upon entering a trance, the flux adept must designate up to three triggers that will awaken her prematurely. A trigger can only be an event that somehow affects the character (such as being touched, slapped, or damaged), and cannot be something tied to the time of day (such as the sun rising or setting). Triggers cannot depend on he character perceiving her surroundings, such as hearing a sound. If none of her triggers are set off during her trance, the flux adept remains in this state for the full 24 hours. After a full 24 hours of rest in this state, the flux adept heals 2d8 damage and 2 points of damage to each ability score. While in this inert state, her body slowly repairs damage it has suffered.<\/p>\n\n\t<p><strong>Taste of Truth (Ex):<\/strong> At 6th level, the hormones of the body are now so familiar to the flux adept that she can actually read a creature&#39;s emotions by tasting its infinitesimal hormonal secretions in the air. Against living creatures, the flux adept receives a bonus on all Bluff and Sense Motive checks equal to her flux adept class level. Conditions that would prevent a creature from using the scent ability prevent a flux adept from using this ability.<\/p>\n\n\t<p><strong>Haste (Ex):<\/strong> Twice per day as a free action, the 7th-level flux adept may control her adrenaline and muscles to the extent she can act as if she was under the effect of a haste spell, as cast by a sorcerer of her flux adept level.<\/p>\n\n\t<p><strong>Boiling Blood (Ex):<\/strong> At 8th level, the flux adept has such mastery over her body chemistry that she can cause her hands to bloat with her body&#39;s primal power. Her hands become over-sized claws that grant her a natural attack. This grants the flux adept two claw attacks that deal 1d4 points of damage plus her Strength modifier.<\/p>\n\n\t<p>If the flux adept also chooses to use her bitter tides ability, she deals +1 point of acid damage per claw attack.<\/p>\n\n\t<p>The flux adept can maintain this effect for up to 1 round per level as a free action and may use it a number oftimes per day equal to 1 plus her Constitution modifier (minimum 1 per day).<\/p>\n\n\t<p><strong>Polyhaemia (Su):<\/strong> This ability allows the 9th-level flux adept to resynthesize potions in her own blood from those that she has consumed in the last 24 hours. Once synthesized, the potion immediately affects the flux adept as if she had just drunk it. This ability requires a Craft (alchemy) check with a DC equal 20 + double the spell&#39;s level. For example, a flux adept attempting to duplicate a potion of blur would need to succeed at DC 22 Craft (alchemy) check. The flux adept may use this ability a number of times per day equal to 1 plus her Constitution modifier (minimum 1 per day). A failed Craft (alchemy) check still consumes a use of the ability. Each use requires a full-round action that provokes an attack of opportunity.<\/p>\n\n\t<p><strong>Regeneration 1 (Ex):<\/strong> At 10th level, a flux adept&#39;s mastery of the immune and repair systems of the body is such that she gains regeneration 1. Cold, electricity, fire, and sonic deal normal damage to a flux adept. A flux adept can regrow a lost limb or body part in 4d6 days, but cannot reattach the severed member by holding it to the stump.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spells Per Day<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Grace Through Will <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> Pheromonic Control, Thermoregulation +2 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Iron Stomach <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Bitter Tides <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> Feign Death <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Taste of Truth <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Thermoregulation +4, Haste <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Boiling Blood <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Polyhaemia <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Regeneration 1 <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dragon Compendium 76<\/h5>","reference":"Usergen"},{"id":10984,"name":"Force Missile Mage","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Force Missile Mage<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells:<\/strong> Ability to cast <em>Magic Missile<\/em> once per day.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapons and Armor Proficiency:<\/strong> Force missile mages gain no new weapon or armor proficiencies.<\/p>\n\n\t<p><strong>Spells:<\/strong> A force missile mage continues training in magic as he gains levels. At each level after 1st, the force missile mage gains new spells per day (and spells known, if applicable) as if he had also gained a level in an spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. If the character has levels in more than one spellcasting class before becoming a force missile mage, he must decide to which class he adds each level of force missile mage for the purposes of determining spells per day.<\/p>\n\n\t<p><strong>Bonus Missile:<\/strong> At 1st level, a force missile mage gains increased mastery over his spell of choice. Every time he casts magic missile he creates an addition missile, even if this extra missile exceeds the normal maximum of five missiles that the spell normally allows. Thus, a 1st-levelforce missile mage\/6th-level wizard creates five magic missiles, while a 1st-level force missile mage\/8th- level wizard produces six missiles. At 5th level, the force missile mage benefits from an additional bonus missile. This means that a high-level force missile mage can create up to seven missiles with a single casting of magic missile.<\/p>\n\n\t<p><strong>Still Missile (Ex):<\/strong> All of the force missile mage&#39;s magic missile spells lack a somatic component. He casts magic missile as if using the Still Spell feat but without an increase in spell level.<\/p>\n\n\t<p><strong>Energy Missile (Ex):<\/strong> A force missile mage becomes intimately attuned to the energies that compose the spell magic missile and may alter them in significant ways. Starting at 2nd level, a force missile mage may add either the acid, cold, electricity, or fire descriptor to any magic missile he casts. The type of energy added to the spell is chosen at the time of casting, and you can choose a different type of energy each time you cast magic missile. This altered descriptor affects all missiles created by a single casting of magic missile. Although still a force spell, any magic missile altered in this way deals additional damage against vulnerable creatures and less damage against creatures with related resistances and immunities.<\/p>\n\n\t<p><strong>Swift Shield (Sp):<\/strong> A force missile mage realizes the need to defend himself against the magic missiles of other spell casters. A 2nd-level force missle mage can cast <em>Shield<\/em> once per day as an immediate action. (An immediate action is like a free action, but only once can be made per round.) This spell is cast in addition to the force missile mage&#39;s usual number of spells per day and at the force missile mage&#39;s highest caster level.<\/p>\n\n\t<p><strong>Overpowering Missle:<\/strong> At 3rd level, the force missile mage&#39;s <em>Magic Missile<\/em> spells become especially potent, breaking through spell resistance more readily than normal. He gains a +2 bonus on caster level checks made to overcome a creature&#39;s spell resistance with the spell <em>Magic Missile.<\/em> This benefit only applies to <em>Magic Missile<\/em> spells he casts. In addition, a force missile mage&#39;s <em>Magic Missiles<\/em> might penetrate <em>Shield<\/em>  spells and <em>Brooches of Shielding.<\/em>  Against such protections, the force missile mage makes a caster level check with a DC equal to the caster level, in the case of <em>Shield,<\/em> or DC 20, in the case of a brooch.<\/p>\n\n\t<p><strong>Reflective Shield (Sp):<\/strong> At 4th level, a force missile mage can reflect the spell <em>Magic Missile.<\/em> For the purposes of being affected by <em>Magic Missile,<\/em> a force missile mage is constantly treated as being under the effect of the spell <em>Spell Turning,<\/em> thus reflecting offensive <em>Magic missiles<\/em> back at the caster. If that caster is protected by a <em>Shield<\/em>  spell or a <em>Brooches of Shielding,<\/em> these reflected <em>Magic Missiles<\/em> are negated as normal. Missiles reflected back against a caster who also has <em>Spell Turning<\/em> in effect require the force misslie mage to roll on the <em>Spell Turning<\/em> mishap chart.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spells Per Day<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Bonus Missile, Still Missile <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Energy Missile, Swift Shield <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Overpowering Missile<\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Reflective Shield <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Bonus Missile <\/td>\n\t\t\t<td> +1 level of existing spellcasting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dragon Compendium 78<\/h5>","reference":"Usergen"},{"id":10985,"name":"Monk of the Enabled Hand","type":"prestige","alignment":"Any Lawful","hit_die":"8","full_text":"<div topic='titel'><p><h3>Monk of the Enabled Hand<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any Lawful.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Special:<\/strong> Must obtain permission to join the order at any one of the many chapter houses that dot the land.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Monks of the Enabled Hand, although potentially proficient with several weapons from their standard monk training, generally eschew those weapons in favor of using only their hands.<\/p>\n\n\t<p><strong>Monk Abilities (Ex):<\/strong> Monks of the Enabled Hand continue much of their monk training. As such, a monk of the Enabled Hand gains the flurry of blows, unarmed damage, AC bonus, and unarmored speed bonus as if he were a monk whose level equaled his monk level + his Enabled Hand level. Those who manage to meet the requirements for this class who are not monks gain these abilities as if a monk equal to only their Enabled Hand level.<\/p>\n\n\t<p><strong>Shim Soo, &quot;Mind Over Hand&quot; (Su):<\/strong> A monk of the Enabled Hand has the ability to ignore a creature&#39;s armor with his unarmed attacks. The monk can use this supernatural ability once per round, up to a number of times per day equal to 1 + his Enabled Hand class level. The Enabled Hand monk must declare he is using a shim soo attack before making the attack roll (thus, a missed attack ruins the attempt). Against &quot;mind over hand&quot; attacks, the target uses its touch Armor Class.<\/p>\n\n\t<p><strong>Ki Strike (Su):<\/strong> A monk of the Enabled Hand&#39;s unarmed attack is empowered with ki His unarmed attacks are treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction.<\/p>\n\n\t<p><strong>Kol Soo, &quot;Reverse Hand&quot; (Su):<\/strong> A monk of the Enabled Hand can strike his opponent at the same instant his opponent strikes the monk. The Enabled Hand monk can choose to make an immediate attack of opportunity against an opponent that makes a successful melee attack roll or melee touch attack roll against the monk, but the Enabled Hand monk takes a -5 penalty on the attack roll. The Enabled Hand monk cannot make more attacks of opportunity than he is normally allowed in a round. The monk can only use the reverse hand strike against an opponent he threatens.<\/p>\n\n\t<p><strong>Kong Soo, &quot;Empty Hand&quot; (Su):<\/strong> A monk of the Enabled Hand is already adept at disarming his opponents (via the Improved Disarm feat). However, a monk of the Enabled Hand is an expert at relieving his foes of their weapons. When using kong soo, treat the monk&#39;s hands as weapons one size larger than normal when the monk and his foe make opposed attack rolls with respect to their weapons.<\/p>\n\n\t<p><strong>Lung Soo, &quot;Dragon&#39;s Tail Slap&quot; (Su):<\/strong> The Enabled Hand monk has the ability to send a creature that is damaged by his unarmed attacks flying across the battlefield. The monk can use this supernatural ability once per round, up to a number of times per day equal to his Enabled Hand class level. The monk must declare he is using a dragon&#39;s tail slap before making the attack roll (thus, a missed attack roll ruins the attempt). If a foe is struck by a monk of the Enabled Hand, the monk automatically initiates a bull rush attack (Player&#39;s Handbook, page 154), except as follows. The Enabled Hand monk and his foe make opposed Strength checks. The Enabled Hand monk is treated as if he were one size category larger than his actual size for purposes of determining his size-category bonus on the opposed Strength check. In addition, the monk also automatically gains a +4 bonus from his lung soo training.<br \/>The foe takes an additional amount of damage from the attack equal to the number of feet she is knocked back. The Enabled Hand monk doesn&#39;t move when his foe is knocked back. The foe may provoke attacks of opportunity when he is knocked back (although not from the monk), but the monk is not subject to attacks of opportunity because he doesn&#39;t move (unlike a standard bull rush). If the monk fails the opposed check, he suffers no deleterious effect.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Special <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Monk abilities; shim soo, &quot;mind over hand&quot; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Ki strike (lawful) <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Kal soo, &quot;reverse hand&quot; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Kong soo, &quot;empty hand&quot; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Lung soo, &quot;dragon&#39;s tail slap&quot; <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dragon Compendium 80<\/h5>","reference":"Usergen"},{"id":10986,"name":"Osteomancer","type":"prestige","alignment":"","hit_die":"8","full_text":"<div topic='titel'><p><h3>Osteomancer<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 8.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells:<\/strong> Ability to cast at least three transmutation spells, one of which must be 1st level or higher.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Osteomancers gain no additional proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells:<\/strong> At every even level gained in the osteomancer class, a character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of rebuking or controlling undead, metamagic or item creation feats, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an osteomancer, he must decide to which class he adds the new level for purposes of determining spells per day.<\/p>\n\n\t<p><strong>Boneless (Su):<\/strong> At will, as a full-round action, an osteomancer may dissolve or restore his own skeleton. He becomes able to travel at a speed of 10 feet through muscular control taught to all novice osteomancers (he may not run). The osteomancer may now fit in minute spaces and crawl under barriers, with one important caveat: the osteomancer must at all times take care to protect his organs, making sure they are not squashed or crushed. For simplicity&#39;s sake, assume the osteomancer cannot travel through any space smaller than 6 inches in diameter.<\/p>\n\n\t<p>While in this form, the osteomancer is considered prone. He cannot use a shield, and loses his Dexterity tonus to Armor Class. He can&#39;t attack or cast spells with verbal,somatic, material, or focus components while boneless. (This does not rule out the use of certain spells that the osteomancer might have prepared using the feats Silent Spell, Still Spell, and Eschew Materials.)<\/p>\n\n\t<p><strong>Immunity to Disease (Ex):<\/strong> Due to their phenomenal understanding of bone and the role it plays in the immune system, osteomancers are immune to disease, including supernatural and magical diseases.<\/p>\n\n\t<p><strong>Skeletal Shift (Ex):<\/strong> As a standard action, 2nd-level osteomancers can shift the bone structure of their limbs and face (including teeth) to appear as a different person, at will. This ability grants a +3 bonus on Disguise checks.<\/p>\n\n\t<p><strong>Bone Spurs (Su):<\/strong> The 3rd-level osteomancer may, as a free action, cause portions of his skeleton to break his skin and protrude, causing him no damage or disability whatsoever. The protruding bones act as armor spikes and spiked gauntlets. The osteomancer is automatically proficient in the weapons forged directly from his own skeleton, but not the normal weapons of the same type. Note that while normal bone is far more fragile than any forged weapon, the osteomancer&#39;s supernatural skill causes his exposed bones to have the strength of steel. He may use this ability at will. As natural weapons, the osteomancer&#39;s bone spurs cannot be sundered.<\/p>\n\n\t<p><strong>Unnerve (Su):<\/strong> As an extension of the above ability, an osteomancer may sculpt his protruding bone into terrifying shapes, such as sinister leering faces. Creatures within 30 feet of the osteomancer attempting to strike or otherwise directly attack the osteomancer, even with a targeted spell, must attempt a Will save (DC 10 + osteomancer level + Charisma modifier). If the save succeeds, the opponent is unaffected and immune to that particular osteomancer&#39;s unnerve effect for 24 hours. If the save fails, the opponent suffers a -2 penalty on every attack roll against the osteomancer for the next 24 hours. A creature only has to make one save against a particular osteomancer per 24 hour period. This is a mind-affecting, fear effect.<\/p>\n\n\t<p><strong>Enlarge\/Reduce (Sp):<\/strong> Beginning at 4th level, once per day, the osteomancer may cast enlarge person or reduce person on himself as cast by a sorcerer of the osteomancer&#39;s class level. He gains one daily use of each spell.<\/p>\n\n\t<p><strong>Iron Bones (Su):<\/strong> A 4th-level osteomancer&#39;s bone spurs act as cold iron weapons for the purpose of overcoming damage reduction.<\/p>\n\n\t<p><strong>Seize the Core (Su):<\/strong> Once per day, the 5th-level osteomancer can take temporary control of the skeletons of his opponents, paralyzing them. He can affect up to one creature per osteomancer level within 60 feet, no two of which can be more than 30 feet apart. Each subject is allowed a Fortitude save (DC 10 + osteomancer level + Charisma modifier). Creatures without skeletons (such as oozes) are not affected. Subjects affected by this ability are held immobile as though paralyzed. As this ability targets the bone structure of a being, rather than its mind, corporeal undead are subject to its effect. A winged creature affected by this ability cannot flap its wings and falls. A swimmer cannot swim and might drown. Creatures immune to paralysis are not immune to this effect.<\/p>\n\n\t<p><strong>Silver Bones (Su):<\/strong> A 5th-level osteomancer&#39;s bone spurs act as both silver and cold iron weapons for the purpose of overcoming damage reduction.<\/p>\n\n\t<p><strong>Aligned Bones (Su):<\/strong> At 6th level, an osteomancer&#39;s bone spurs take on any nonneutral alignment the character has (chaotic, evil, good, or lawful) for the purpose of overcoming damage reduction. For example, a lawful neutral osteomancer&#39;s bone spurs act as lawful weapons. A wholly neutral osteomancer must choose for his bone spurs to be chaotic, evil, good, or lawful for the purpose of overcoming damage reduction. Once chosen, this alignment component cannot be changed.<\/p>\n\n\t<p><strong>Adamantine Bones (Su):<\/strong> A 7th-level osteomancer&#39;s bone spurs act as adamantine, cold iron, and silver weapons for the purpose of overcoming damage reduction.<\/p>\n\n\t<p><strong>Sap Life (Su):<\/strong> As a touch attack, an 8th-level osteomancer can cause a malaise to settle into the core of an opponent&#39;s bones. This effect deals 2d4 points of Strength damage unless the opponent makes a Fortitude save (DC 10 + osteomancer level + Charisma modifier). The osteomancer can use this ability a number of times per day equal to 1 plus his Charisma modifier (minimum 1). This ability can only affect living creatures with a skeleton.<\/p>\n\n\t<p><strong>Wield the Core (Su):<\/strong> At 9th level, the osteomancer can telepathically control the physical actions of any creature with a skeleton. The target creature must be within 30 feet, and is allowed a Fortitude save (DC 10 + osteomancer level + Charisma modifier) to negate the effect. On a failed save, the osteomancer can control the movements of the subject by forcing its bones to move however the osteomancer wills. The effect only allows the osteomancer to controle the movement of the creature&#39;s bone structure, and not its mind. Thus, the osteomancer cannot make the controlled creature speak, but he can cause the creature&#39;s jaws to clench shut, which would prevent a character from casting a spell with a verbal component or using an item that has a command word. This effect lasts for 1 minute per osteomancer level. Obviously self-destructive commands, such as forcing the creature to walk off a cliff or jump into lava, end the effect. Once control is established, the range at which it can be exercised is unlimited, as long as the osteomancer has line of effect to the subject. Because the osteomancer must remain in line of effect (and therefore potentially keeping himself in harm&#39;s way), commanding a creature to face an obviously superior foe does not end the effect. As this power targets the bone structure of a being, rather than its mind, corporeal undead are subject to its effect. The osteomancer can use this power three times per day.<\/p>\n\n\t<p><strong>Osteophage (Su):<\/strong> This 10th-level ability is the most lethal power at the osteomancer&#39;s command. Once per day, an osteomancer can cause the skeleton of a target to liquefy in a matter of seconds, causing the target to collapse in on itself This collapse causes instant death on a failed Fortitude save (DC 15 + Charisma modifier); a successful save prevents skeletal collapse but still deals 10d6points of damage.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spells Per Day<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Boneless, immunity to disease <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Skeletal shift <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Bone spurs, unnerve <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Enlarge\/reduce, iron bones <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Seize the core, silver bones <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Aligned bones <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Adamantine bones <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Sap life <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 \/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Wield the core <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Osteophage <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dragon Compendium 82<\/h5>","reference":"Usergen"},{"id":10987,"name":"Shaper of Form","type":"prestige","alignment":"","hit_die":"6","full_text":"<div topic='titel'><p><h3>Shaper of Form<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 6.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells:<\/strong> Ability to cast six spells from the school of transmutation.<br \/><strong>Special:<\/strong> Spirits of form, mysterious beings from beyond the normal ken of mortals, must have contacted the character. A character who wishes to join this class does well to study both magical and mundane means of altering the world around her in order to attract the attention of these beings.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency:<\/strong> Shapers of form gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells:<\/strong> When a shaper of form gains her 1st level, and every odd level after that (plus 10th level), the character gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). This essentially means that she adds the new level of shaper of form to the level of whatever other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. For example, if an 8th-level cleric gains a level in shaper of form, she gains new spells as if she had risen to 9th level in cleric but uses the other shaper of form aspects of level progression such as attack bonus and save bonus. If she next gains a level of cleric, making her a 9th-level cleric\/1st-level shaper of form, she gains spells as if she had risen to become a loth-level cleric.<\/p>\n\n\t<p>If a character had more than one spellcasting class before she became a shaper of form, she must decide to which class she adds the spellcasting ability granted by levels of shaper of form.<\/p>\n\n\t<p><strong>Like Begets Like (Su):<\/strong> Once per day per three class levels, the shaper of form can change one nonmagic object of her size or smaller into a similar object of the same size. Similar items have the same or nearly the same shape and weight within 50% of each other. Similar items must also share a material in their construction that constitutes at least half of their form. For example, the shaper of form can transform a scimitar into a longsword, since both are swords that weight the same. She cannot change a dagger into a short sword, for example, because a short sword weighs twice as much as a dagger. The shaper of form could also change a set of leather armor into a set of studded leather but not a chain shirt (because the chain shirt is made of steel and not leather). Sometimes, overall improvements can be made, but the value of the item cannot increase by more than double its original worth. This change is permanent and cannot be dispelled or otherwise removed by any means short of a wish or miracle.<\/p>\n\n\t<p>This effect requires a full-round action to use and the shaper of form must touch the item in question in order to affect it. She can attempt to change an item in another creature&#39;s possession, but the item gets a Fortitude save (DC 10 + shaper of form level) to resist the effect.<\/p>\n\n\t<p>At 5th level, the shaper of form can use this ability on magic items. The magic qualities do not change. If used on a +1 flaming long sword to make it into a warhammer, it becomes a +1 flaming warhammer. The value of the finished item cannot exceed the value of the original, and the change lasts for only 24 hours.<\/p>\n\n\t<p>At 8th level, the shaper of form can use this ability on any object up to three sizes larger than herself.<\/p>\n\n\t<p><strong>Modify Self (Ex):<\/strong> At 1st level and every three levels thereafter (at 4th, 7th, and 10th level), the shaper of form can gain one effect from the following list, achieved through applying shaping magic to her own body. The effect is permanent. The shaper of form can choose the same ability more than once&#8212;the effects of each ability stack with themselves. For example, a shaper of form who takes the resilience ability three times has a permanent +3 natural armor bonus to her Armor Class. These effects cannot be removed by any means short of a wish or miracle, and each use of one of those spells removes only a single effect of this ability (thus, multiple wishes must be used to eliminate multiple benefits).<\/p>\n\n\t<p><em>Prowess:<\/em> The shaper of form gains a +1 inherent bonus to a physical ability score (Strength, Constitution, or Dexterity).<\/p>\n\n\t<p><em>Quickness:<\/em> The shaper of form adds +10 feet to her base land speed.<\/p>\n\n\t<p><em>Renaissance:<\/em> The shaper of form changes race, gender, or general physical appearance. She cannot change type and no ability score adjustments occur as a result of the change. Thus, if the character is weak and becomes an orc, she becomes a weak orc. The shaper of form cannot choose to become a member of a race with a level adjustment.<\/p>\n\n\t<p><em>Resilience:<\/em> The shaper of form gains a +1 natural armor bonus.<\/p>\n\n\t<p><em>Toughness:<\/em> The shaper of form gains +10 hit points.<\/p>\n\n\t<p><strong>Fortify Item (Su):<\/strong> Also at 2nd level, a shaper of form can increase the hardness of a single object her size or smaller by 1 with a touch. She can do this once per day. The change is permanent, and an object can receive the benefit of this ability only once. This effect cannot be removed by any means short of a wish or miracle.<\/p>\n\n\t<p><strong>Polymorph (Sp):<\/strong> At 2nd level, the shaper of form can cast polymorph once per day as a spell-like ability. At 3rd level, the shaper of form can cast polymorph twice per day.<\/p>\n\n\t<p><strong>Resist Shaping (Ex):<\/strong> At 4th level, the shaper of form gains a +2 inherent bonus on saves against transmutation magic.<\/p>\n\n\t<p><strong>As Above, So Below (Su):<\/strong> Once per day at 6th level the shaper of form can temporarily alter any non-living object of her size or smaller, changing it into another object of her size or smaller that the shaper can touch. For example, if the shaper sees an orc charging at her with a greatsword, she can transform a rock at her feet into a greatsword. The finished item can have a value no greater than 1,000 gp per level of the shaper of form. Magic qualities can be duplicated as well, as long as the shaper of form can identify them with a successful Spellcraft check. Thus, if the shaper of form can see someone else with hoots of striding and springing, she can transform her boots (or anything else she can touch) into hoots ofstriding and springing. The change lasts for 1 round per shaper of form level. This effect cannot be removed before its duration expires by any means short of a wish or miracle.<\/p>\n\n\t<p>This effect requires a full-round action to use, and the shaper of form must touch the item to be changed in order to affect it.<\/p>\n\n\t<p><strong>Polymorph Any Object (Sp):<\/strong> At 9th level, the shaper of form can cast polymorph any object once per day as a spell- like ability.<\/p>\n\n\t<p><strong>Disable (Sp):<\/strong> At 10th level, the shaper of form gains the ability to ruin an item once every other day. This ability allows the shaper of form to create a Mordenkainen&#39;s disjunction effect to completely remove all magical abilities from a single item or to disintegrate (as the spell) any nonmagical, nonliving object. Neither use of this ability allows a saving throw, although artifacts can only be affected as described under Mordenkainen&#39;s disjunction<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><strong>Level<\/strong> <\/th>\n\t\t\t<th><strong>BAB<\/strong> <\/th>\n\t\t\t<th><strong>Fort<\/strong> <\/th>\n\t\t\t<th><strong>Ref<\/strong> <\/th>\n\t\t\t<th><strong>Will<\/strong> <\/th>\n\t\t\t<th><strong>Special<\/strong> <\/th>\n\t\t\t<th><strong>Spells Per Day<\/strong><\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> Like begets like, modify self <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Fortify item, polymorph (1\/day), <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> Polymorph (2\/day) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Modify self, resist shaping <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> Like begets like (magic) <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> As above, so below <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> Modify self <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Like begets like (larger) <\/td>\n\t\t\t<td> &#8212; <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> Polymorph any object <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> Disable, modify self <\/td>\n\t\t\t<td> +1 level of existing class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dragon Compendium 85<\/h5>","reference":"Usergen"},{"id":10988,"name":"Psychic Theurge","type":"prestige","alignment":"","hit_die":"4","full_text":"<div topic='titel'><p><h3>Psychic Theurge<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 4.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 2.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p><strong>Spells<\/strong>: Able to cast 2nd-level divine spells.<br \/><strong>Psionics<\/strong>: Able to manifest 2nd-level powers.<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Weapon and Armor Proficiency<\/strong>: Psychic theurges gain no proficiency with any weapon or armor.<\/p>\n\n\t<p><strong>Spells per Day\/Powers Known<\/strong>: When a new psychic theurge level is attained, the character gains new spells per day as if he had also attained a level in any one divine spellcasting class he belonged to before he added the prestige class. He gains additional power points per day and access to new powers as if he had also gained a level in any one manifesting class he belonged to previously. He does not, however, gain any other benefit a character of either class would have gained (bonus metamagic, metapsionic, or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of psychic theurge to the level of whatever other divine spellcasting class and manifesting class the character has, then determines spells per day, caster level, power points per day, powers known, and manifester level accordingly.<\/p>\n\n\t<p>If a character had more than one divine spellcasting class or more than one manifesting class before he became a psychic theurge, he must decide to which class he adds each level of psychic theurge for purpose of determining spells per day, caster level, power points per day, powers known, and manifester level.<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th>Level <\/th>\n\t\t\t<th><span class=caps>BAB<\/span> <\/th>\n\t\t\t<th>Fort <\/th>\n\t\t\t<th>Ref <\/th>\n\t\t\t<th>Will <\/th>\n\t\t\t<th>Spells per Day <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 1st <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class\/+1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 2nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +0 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class\/+1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 3rd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class\/+1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 4th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class\/+1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 5th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class\/+1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 6th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class\/+1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 7th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class\/+1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 8th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class\/+1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 9th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +6 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class\/+1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 10th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +7 <\/td>\n\t\t\t<td> +1 level of existing divine spellcasting class\/+1 level of existing manifesting class <\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Web<\/h5>","reference":"Usergen"},{"id":10989,"name":"Epic Barbarian","type":"base","alignment":"Any chaotic","hit_die":"12","full_text":"<div topic='titel'><p><h3>Epic Barbarian<\/h3><\/p><div topic='Hit Die' level='8'><p><b>Hit Die:<\/b> 12.<\/p><\/div><div topic='Alignment' level='8'><p><b>Alignment:<\/b> Any chaotic.<\/p><\/div><div topic='Skill points' level='8'><p><b>Skill points:<\/b> 4.<\/p><\/div><div topic='Requirements' level='5'><p><h5><b>Requirements<\/b><\/h5><\/p>\t<p>20th level barbarian<\/p><div topic='Features' level='5'><p><h5><b>Features<\/b><\/h5><\/p>\t<p><strong>Barbarian Rage:<\/strong> The epic barbarian gains one use of rage per day every four levels higher than 20th (7\/day at 24th, 8\/day at 28th, and so on).<\/p>\n\n\t<p><strong>Trap Sense (Ex):<\/strong> The epic barbarian&#39;s bonus increased by +1 every three levels higher than 18th (+7 at 21st, +8 at 24th, an so on).<\/p>\n\n\t<p><strong>Damage Reduction (Ex):<\/strong> The epic barbarian&#39;s damage reduction increases by 1 point every three levels higher than 19th (6\/- at 22nd, 7\/- at 25th, and so on).<\/p>\n\n\t<p><strong>Bonus Feats:<\/strong> The epic barbarian gains a bonus feat every four levels higher than 20th (24th, 28th, and so on).<\/p><div topic='Advancement' level='5'><p><h5><b>Advancement<\/b><\/h5><\/p>\t<table>\n\t\t<tr>\n\t\t\t<th><span style=color:#FFFFFF;>Level<\/span> <\/th>\n\t\t\t<th><span style=color:#FFFFFF;>BAB<\/span> <\/th>\n\t\t\t<th><span style=color:#FFFFFF;>Fort<\/span> <\/th>\n\t\t\t<th><span style=color:#FFFFFF;>Ref<\/span> <\/th>\n\t\t\t<th><span style=color:#FFFFFF;>Will<\/span> <\/th>\n\t\t\t<th><span style=color:#FFFFFF;>Special<\/span> <\/th>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 21st <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +0<\/td>\n\t\t\t<td> +0<\/td>\n\t\t\t<td> +0<\/td>\n\t\t\t<td> Trap sense +7<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 22nd <\/td>\n\t\t\t<td> +1 <\/td>\n\t\t\t<td> +1<\/td>\n\t\t\t<td> +1<\/td>\n\t\t\t<td> +1<\/td>\n\t\t\t<td> Damage Reduction 6\/-<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 23rd <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +1<\/td>\n\t\t\t<td> +1<\/td>\n\t\t\t<td> +1<\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 24th <\/td>\n\t\t\t<td> +2 <\/td>\n\t\t\t<td> +2<\/td>\n\t\t\t<td> +2<\/td>\n\t\t\t<td> +2<\/td>\n\t\t\t<td> Rage 7\/day, Trap sense +8, bonus feat<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 25th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +2<\/td>\n\t\t\t<td> +2<\/td>\n\t\t\t<td> +2<\/td>\n\t\t\t<td> Damage Reduction 7\/-<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 26th <\/td>\n\t\t\t<td> +3 <\/td>\n\t\t\t<td> +3<\/td>\n\t\t\t<td> +3<\/td>\n\t\t\t<td> +3<\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 27th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +3<\/td>\n\t\t\t<td> +3<\/td>\n\t\t\t<td> +3<\/td>\n\t\t\t<td> Trap sense +9<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 28th <\/td>\n\t\t\t<td> +4 <\/td>\n\t\t\t<td> +4<\/td>\n\t\t\t<td> +4<\/td>\n\t\t\t<td> +4<\/td>\n\t\t\t<td> Damage Reduction 8\/-, Rage 8\/day, bonus feat<\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 29th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +4<\/td>\n\t\t\t<td> +4<\/td>\n\t\t\t<td> +4<\/td>\n\t\t\t<td> <\/td>\n\t\t<\/tr>\n\t\t<tr>\n\t\t\t<td> 30th <\/td>\n\t\t\t<td> +5 <\/td>\n\t\t\t<td> +5<\/td>\n\t\t\t<td> +5<\/td>\n\t\t\t<td> +5<\/td>\n\t\t\t<td> Trap sense +10<\/td>\n\t\t<\/tr>\n\t<\/table><br\/><h5>Reference: Dungeon Master's Guide v.3.5 207<\/h5>","reference":"Usergen"}],[],[]]